From ebbd225628b81c47127aeec973faac5d2c86a972 Mon Sep 17 00:00:00 2001 From: Rijad Zuzo Date: Sun, 5 Jul 2026 23:24:26 +0200 Subject: [PATCH] docs: mark jajce beauty baseline complete --- docs/BUILD_IN_PUBLIC_PLAN.md | 18 +++++++++++++----- docs/LEARNING_ROADMAP.md | 6 ++++-- docs/PROJECT_CONTEXT.md | 11 ++++++----- docs/README.md | 4 ++-- 4 files changed, 25 insertions(+), 14 deletions(-) diff --git a/docs/BUILD_IN_PUBLIC_PLAN.md b/docs/BUILD_IN_PUBLIC_PLAN.md index 9fabff1..518ffaa 100644 --- a/docs/BUILD_IN_PUBLIC_PLAN.md +++ b/docs/BUILD_IN_PUBLIC_PLAN.md @@ -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 10–20 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 diff --git a/docs/LEARNING_ROADMAP.md b/docs/LEARNING_ROADMAP.md index 9a3b9a3..72f6a98 100644 --- a/docs/LEARNING_ROADMAP.md +++ b/docs/LEARNING_ROADMAP.md @@ -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 diff --git a/docs/PROJECT_CONTEXT.md b/docs/PROJECT_CONTEXT.md index edfdf27..a437373 100644 --- a/docs/PROJECT_CONTEXT.md +++ b/docs/PROJECT_CONTEXT.md @@ -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 diff --git a/docs/README.md b/docs/README.md index 75ac985..eb78337 100644 --- a/docs/README.md +++ b/docs/README.md @@ -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 1–4 are complete; its Phase 5 hands world placement to - the visual-slice plan. + migration plan. Phases 1–5 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),