docs: capture simulation garden baseline

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2026-07-08 16:26:06 +02:00
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commit e813a8b2d5
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@@ -632,10 +632,15 @@ Completed:
10. `Jajce Lookdev 01` capture and review: a reproducible capture tool writes
the daytime lookdev baseline to `docs/baselines/jajce_lookdev_01.png`, and
the review notes the current strengths and visual follow-ups.
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.
Next:
1. Capture “Simulation Garden 01.”
1. Improve the runtime first-read: camera staging, readable path/landmark
composition, and diegetic task communication 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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@@ -680,6 +680,9 @@ Recently completed:
that do not reach their requested targets.
- `Jajce Lookdev 01` is captured and reviewed with a project-owned capture
script and a daytime baseline image under `docs/baselines/`.
- `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.
This order strengthens the simulation while regularly producing visible
progress suitable for public development updates.
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@@ -198,6 +198,9 @@ study, and patrol target typed activity sites. The migration is documented in
- **Lookdev baseline:** `Jajce Lookdev 01` is captured at
`docs/baselines/jajce_lookdev_01.png` with
`tools/capture_jajce_lookdev.gd`
- **Runtime baseline:** `Simulation Garden 01` is captured as paired debug and
cinematic `main.tscn` images under `docs/baselines/` with
`tools/capture_simulation_garden.gd`
- **Terrain compatibility floor:** Godot 4.4 according to the bundled extension
- **Version control:** Git
- **Primary branch:** `main`
@@ -336,8 +339,8 @@ distance with resource `safety_risk`, `comfort_distance`, and
keep the old greybox ground out of runtime physics, require paths to reach
their targets, and compare required navigation paths against the Terrain3D
height field;
- a look-development scene and camera.
- a reproducible daytime lookdev capture and review note under
- a look-development scene and camera;
- reproducible lookdev and runtime capture scripts plus review notes under
`docs/baselines/`.
This is a runtime integration proof, not the final terrain composition.
@@ -549,8 +552,8 @@ These are expected prototype constraints, not necessarily isolated bugs:
playable-loop pass, so future terrain sculpting should rerun the bake tool and
recheck reachability rather than hand-editing navigation polygons.
- Terrain3D and the bounded Jajce beauty baseline now run in the main game
scene; `Jajce Lookdev 01` is captured, while the runtime `Simulation Garden
01` capture remains the next presentation checkpoint.
scene; `Jajce Lookdev 01` and the runtime `Simulation Garden 01` are captured
as reproducible presentation baselines.
- Combat, companions, factions, politics, trade, rumours, quests, persistence,
and regional travel do not yet exist.
- Placeholder geometry is sufficient for debugging but not for build-in-public
@@ -768,7 +771,8 @@ eating consumes it. Each successful transfer creates a persisted structured
event, and active NPCs visibly carry food through presentation derived from
their inventory. The bounded save-slot slice is also complete, including
validation, atomic replacement recovery, and active-visual rebuilding.
Terrain3D runtime integration and the simulation-garden beauty pass are next.
Terrain3D runtime integration, the bounded Jajce beauty pass, and the first
simulation-garden runtime capture are complete.
The coherent visual slice can then aim for:
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# Simulation Garden 01
Captured: 2026-07-08
## Files
- `docs/baselines/simulation_garden_01_debug.png`
- `docs/baselines/simulation_garden_01_cinematic.png`
- `tools/capture_simulation_garden.gd`
## Capture Command
Run from the project root with the normal renderer:
```powershell
$env:APPDATA = 'C:\Users\Rijad\Documents\Simulation Game\logs\quality\godot_profile'
$env:LOCALAPPDATA = 'C:\Users\Rijad\Documents\Simulation Game\logs\quality\godot_profile'
& 'C:\Users\Rijad\Downloads\tools\Godot_v4.7-stable_win64.exe\Godot_v4.7-stable_win64_console.exe' --path 'C:\Users\Rijad\Documents\Simulation Game' --script res://tools/capture_simulation_garden.gd
```
The script warms up `main.tscn`, verifies that the simulation and active NPC
visuals exist, captures the F10 debug presentation, then captures the cinematic
presentation with development labels and UI hidden.
## Review
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.
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;
- labels explain the system well, while the cinematic view still needs more
diegetic task communication.
Use this baseline as the first runtime comparison image before adding more
systems or expanding the terrain.
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