feat: stage simulation garden first read
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@@ -637,11 +637,14 @@ Completed:
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and verifies live NPC visuals in the terrain-backed village.
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12. Runtime task glyphs: active NPCs now keep compact task-intent markers in
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cinematic mode while debug names, labels, and inspector UI remain optional.
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13. Runtime first-read staging: the capture tool uses an explicit presentation
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camera preset, the gameplay camera supports the same staging API, and the
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village has authored dirt path strips for the current task loop.
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Next:
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1. Improve camera staging plus readable path and landmark composition without
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adding new simulation mechanics.
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1. Strengthen landmark and work-site silhouettes without adding new simulation
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mechanics.
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Do not start with GIS data, a full city, a large asset pack, or more NPC
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mechanics. The next proof is a beautiful stage for the systems that already
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@@ -685,6 +685,8 @@ Recently completed:
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village.
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- Runtime task glyphs preserve active NPC task intent in cinematic mode while
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leaving the simulation task state authoritative.
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- Runtime first-read staging now includes a presentation camera preset and
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authored path strips that reveal the active village task loop.
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This order strengthens the simulation while regularly producing visible
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progress suitable for public development updates.
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@@ -218,8 +218,9 @@ plugin content, not game architecture.
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- The player is a `CharacterBody3D` represented by placeholder primitive
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geometry.
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- WASD movement is camera-relative.
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- The elevated third-person camera rotates with the mouse and uses smoothed
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follow/focus behavior.
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- The elevated third-person camera rotates with the mouse, uses smoothed
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follow/focus behavior, and exposes an opt-in presentation preset for
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reproducible runtime captures.
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- Pressing `E` near a berry bush or tree extracts its configured yield into the
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village through the same `ResourceNode` contract used by NPCs.
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- Guard, study, rest, and food interactions now use typed world sites.
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@@ -331,6 +332,7 @@ distance with resource `safety_risk`, `comfort_distance`, and
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- a centered 512 m Terrain3D landscape split across four regions;
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- deterministic shaped terrain data and six game-owned surface layers;
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- fortress, houses, mill, bridge, shader river/waterfall, mist, and smoke;
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- authored dirt path strips that make the current village task loop readable;
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- warm sky, fog, shadows, and wind-reactive foliage;
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- eight ResourceNodes preserving stable food/wood discovery IDs;
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- typed village pantry storage and typed guard, study, and rest activity sites;
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@@ -29,15 +29,18 @@ Terrain3D world is running in `main.tscn`, NPCs are alive in the terrain-backed
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village, the selected-NPC reason inspector is fed by real task scoring, and the
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cinematic/debug toggle produces a shareable view without changing simulation
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state. A follow-up pass adds small task glyphs above active NPCs, so the
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cinematic view now preserves task intent after the debug labels are hidden.
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cinematic view now preserves task intent after the debug labels are hidden. A
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camera-staging pass then gives the runtime capture a wider village view and adds
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authored dirt path strips that make the task loop readable from the first frame.
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The frame also makes the next presentation risks plain:
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- the camera still favors verification over composition;
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- placeholder characters, houses, and work props remain useful but visibly
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prototype-grade;
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- terrain texture variation reads better than the old flat map, but paths,
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landmarks, water, and foreground silhouettes need stronger first-read staging;
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- terrain texture variation and path strips read better than the old flat map,
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but landmarks, water, and foreground silhouettes need stronger first-read
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staging;
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- task glyphs help, but the cinematic view still needs clearer work-site props
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and route composition so intent is readable before the viewer learns the icon
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language.
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