docs: mark jajce beauty baseline complete

This commit is contained in:
2026-07-05 23:24:26 +02:00
parent ac0282716c
commit ebbd225628
4 changed files with 25 additions and 14 deletions
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@@ -396,6 +396,14 @@ Add only the highest-value presentation:
Avoid expensive water, dense individual grass nodes, and elaborate weather at
this stage.
**Status: implementation complete.** The integrated world now has six
Terrain3D layers, shaped terrain data, warm sky/fog/shadows, shader-driven
river and waterfall surfaces, waterfall mist, authored building blockouts,
wind-reactive foliage, chimney smoke, and beauty-camera drift. Automated
coverage validates the texture contract, presentation nodes, terrain shape,
stable resources, and navigation. Clip capture and a visual performance review
remain presentation checkpoints rather than missing implementation.
### Exit condition
The lookdev scene can produce a compelling 1020 second clip with no gameplay.
@@ -603,14 +611,14 @@ Completed:
navigation spike.
5. Architecture gate, food transactions/events, and validated quicksave.
6. `JajceWorld` runtime integration with bindings and regression coverage.
7. Bounded Jajce beauty baseline with six terrain layers, water, atmosphere,
foliage motion, building blockouts, and smoke.
Next:
1. Sculpt the Terrain3D ridge, river valley, terraces, and waterfall drop.
2. Establish terrain materials, lighting, water, mist, and foliage.
3. Capture “Jajce Lookdev 01.”
4. Add profession/readability presentation and the reason inspector.
5. Capture “Simulation Garden 01.”
1. Capture and visually review “Jajce Lookdev 01.”
2. Add profession/readability presentation and the reason inspector.
3. Capture “Simulation Garden 01.”
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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@@ -644,11 +644,13 @@ Completed after the architecture gate:
from NPC inventory;
- a validated local quicksave with bounded file size, guarded slot names,
atomic replacement recovery, F5/F9 controls, and active-visual rebuilding.
- an integrated Jajce beauty baseline with shaped Terrain3D data, a bounded
six-layer palette, atmospheric lighting, shader water, foliage motion,
building blockouts, and visible smoke/mist.
The practical next sequence is:
1. Sculpt and texture the integrated Terrain3D world as a bounded
simulation-garden beauty pass.
1. Capture and visually review the bounded Jajce look-development shot.
2. Add stylized character and profession readability plus the reason
inspector.
3. Expand persistence only when schedules, player state, or a real save menu
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@@ -318,9 +318,10 @@ resource source.
`world/jajce/JajceWorld.tscn` provides the reusable environment instanced by
`main.tscn`:
- a centered 512 m flat Terrain3D seed split across four regions;
- dedicated terrain data and assets;
- greybox ridge, fortress, terraces, houses, mill, bridge, river, and waterfall;
- a centered 512 m Terrain3D landscape split across four regions;
- deterministic shaped terrain data and six game-owned surface layers;
- fortress, houses, mill, bridge, shader river/waterfall, mist, and smoke;
- warm sky, fog, shadows, and wind-reactive foliage;
- four ResourceNodes preserving the flat-map stable IDs;
- remaining food, guard, study, and rest activity markers;
- a temporary baked navigation loop with 24 tested routes;
@@ -526,8 +527,8 @@ These are expected prototype constraints, not necessarily isolated bugs:
mutation APIs, but selection, execution, target resolution, and active-world
queries now have focused collaborators.
- Path failure and interruption emit a `navigation_failed` signal and send the NPC to wander; this is functional but not yet polished.
- Terrain3D and the Jajce scaffold now run in the main game scene; terrain
sculpting and final presentation are still pending.
- Terrain3D and the bounded Jajce beauty baseline now run in the main game
scene; final visual review and character/profession readability remain.
- 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
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@@ -13,8 +13,8 @@ sources of truth.
visual slice. It must respect the architecture gates in the learning
roadmap.
4. [`RESOURCE_NODE_MIGRATION.md`](RESOURCE_NODE_MIGRATION.md) is a focused
migration plan. Phases 14 are complete; its Phase 5 hands world placement to
the visual-slice plan.
migration plan. Phases 15 are complete; Phase 6 tracks replacement of the
remaining temporary activity markers.
5. [`ACTION_SYSTEM_ARCHITECTURE.md`](ACTION_SYSTEM_ARCHITECTURE.md),
[`ECONOMIC_EVENTS.md`](ECONOMIC_EVENTS.md),
[`FOOD_STORAGE_ARCHITECTURE.md`](FOOD_STORAGE_ARCHITECTURE.md),