feat: add witnessed knowledge and wind ambience

This commit is contained in:
Rijad Zuzo
2026-07-11 11:27:40 +02:00
parent 2ed93de6d1
commit 81409650df
72 changed files with 3001 additions and 606 deletions
+25 -5
View File
@@ -667,14 +667,34 @@ Completed:
logs. Waterfall mist is anchored to the waterfall instead of the village
origin, duplicate wind layers are separated, and Metal smoke/wind
materials retain restrained transparency.
17. Coherent breeze pass: overlapping valley-wide white stroke/speck emitters
were removed. Tree canopies now bend gently in one prevailing direction
with stable per-tree phase and slow gust variation, while chimney smoke
leans with the same breeze. Day/night lighting now follows the simulation
clock even when the world initializes first, with the sunrise/sunset tints
applied in the correct order. The gameplay camera remains unchanged.
18. Stylized player readability: the remaining gray player capsule is replaced
by a compact multi-part figure with a warm scarf/satchel accent and
velocity-driven walk motion. Collision, controls, and the elevated
staggered follow camera remain unchanged.
19. Event-caused trust consequence: hungry familiar NPCs can gain directed
trust from a real food-deposit event, retain that event as the inspectable
cause, and redirect ordinary work to help a starving acquaintance. The
state is versioned and deterministic rather than presentation-only flavor.
20. Calligraphic gust ambience: one terrain-aware controller now emits only
two or three tapered sage/amber/aqua ribbons at a time, with long quiet
intervals and a shared canopy/smoke direction. The shader draws each line
head-to-tail like a soft brush mark; repeated bursts cannot stack into the
old scratch/gnat field.
21. Witnessed event knowledge: objective food-deposit events create separate
known-event references for their actor and nearby living NPCs. Knowledge
gates trust, produces a real informed-versus-uninformed choice divergence,
survives schema-v5 save/load, and appears in the NPC inspector.
Next:
1. Replace the remaining player capsule with a matching stylized presentation,
while preserving the elevated top-down follow, gentle dead-zone lag, and
cozy farm-builder readability.
2. Continue with the relationship consequence work in `LEARNING_ROADMAP.md`
before expanding visual scope further.
1. Add one provenance-aware NPC-to-NPC fact transfer, then bounded
importance/retention rules, as sequenced in `LEARNING_ROADMAP.md`.
Do not start with GIS data, a full city, a large asset pack, or more NPC
mechanics. The next proof is a beautiful stage for the systems that already