feat: stage simulation garden first read

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2026-07-08 16:47:25 +02:00
parent cd0309e224
commit 5251644b78
11 changed files with 104 additions and 10 deletions
+6 -3
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@@ -29,15 +29,18 @@ Terrain3D world is running in `main.tscn`, NPCs are alive in the terrain-backed
village, the selected-NPC reason inspector is fed by real task scoring, and the
cinematic/debug toggle produces a shareable view without changing simulation
state. A follow-up pass adds small task glyphs above active NPCs, so the
cinematic view now preserves task intent after the debug labels are hidden.
cinematic view now preserves task intent after the debug labels are hidden. A
camera-staging pass then gives the runtime capture a wider village view and adds
authored dirt path strips that make the task loop readable from the first frame.
The frame also makes the next presentation risks plain:
- the camera still favors verification over composition;
- placeholder characters, houses, and work props remain useful but visibly
prototype-grade;
- terrain texture variation reads better than the old flat map, but paths,
landmarks, water, and foreground silhouettes need stronger first-read staging;
- terrain texture variation and path strips read better than the old flat map,
but landmarks, water, and foreground silhouettes need stronger first-read
staging;
- task glyphs help, but the cinematic view still needs clearer work-site props
and route composition so intent is readable before the viewer learns the icon
language.
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