feat: add cinematic npc task glyphs

This commit is contained in:
2026-07-08 16:31:34 +02:00
parent e813a8b2d5
commit cd0309e224
11 changed files with 144 additions and 8 deletions
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@@ -635,12 +635,13 @@ Completed:
11. `Simulation Garden 01` capture and review: a reproducible runtime capture
tool writes debug and cinematic `main.tscn` baselines to `docs/baselines/`
and verifies live NPC visuals in the terrain-backed village.
12. Runtime task glyphs: active NPCs now keep compact task-intent markers in
cinematic mode while debug names, labels, and inspector UI remain optional.
Next:
1. Improve the runtime first-read: camera staging, readable path/landmark
composition, and diegetic task communication without adding new simulation
mechanics.
1. Improve camera staging plus readable path and landmark composition without
adding new simulation mechanics.
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
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@@ -683,6 +683,8 @@ Recently completed:
- `Simulation Garden 01` is captured and reviewed from `main.tscn` with paired
debug/cinematic baselines that verify live NPC visuals in the Terrain3D-backed
village.
- Runtime task glyphs preserve active NPC task intent in cinematic mode while
leaving the simulation task state authoritative.
This order strengthens the simulation while regularly producing visible
progress suitable for public development updates.
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@@ -361,8 +361,10 @@ A small village panel displays:
- a Tab-cycled NPC inspector with profession, needs, task state, destination,
decision reason, and utility scores.
NPC name/profession labels, definition-driven colors and props, and the
carried-food visual make active simulation state readable in the world.
NPC name/profession labels, definition-driven colors and props, carried-food
visuals, and compact task glyphs make active simulation state readable in the
world. The F10 cinematic mode hides debug labels while preserving the task
glyphs.
## Runtime architecture
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@@ -28,7 +28,8 @@ The milestone is valid as a runtime integration checkpoint: the same Jajce
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.
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.
The frame also makes the next presentation risks plain:
@@ -37,8 +38,9 @@ The frame also makes the next presentation risks plain:
prototype-grade;
- terrain texture variation reads better than the old flat map, but paths,
landmarks, water, and foreground silhouettes need stronger first-read staging;
- labels explain the system well, while the cinematic view still needs more
diegetic task communication.
- 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.
Use this baseline as the first runtime comparison image before adding more
systems or expanding the terrain.
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