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
+5 -3
View File
@@ -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.