docs: mark jajce beauty baseline complete
This commit is contained in:
@@ -396,6 +396,14 @@ Add only the highest-value presentation:
|
|||||||
Avoid expensive water, dense individual grass nodes, and elaborate weather at
|
Avoid expensive water, dense individual grass nodes, and elaborate weather at
|
||||||
this stage.
|
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
|
### Exit condition
|
||||||
|
|
||||||
The lookdev scene can produce a compelling 10–20 second clip with no gameplay.
|
The lookdev scene can produce a compelling 10–20 second clip with no gameplay.
|
||||||
@@ -603,14 +611,14 @@ Completed:
|
|||||||
navigation spike.
|
navigation spike.
|
||||||
5. Architecture gate, food transactions/events, and validated quicksave.
|
5. Architecture gate, food transactions/events, and validated quicksave.
|
||||||
6. `JajceWorld` runtime integration with bindings and regression coverage.
|
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:
|
Next:
|
||||||
|
|
||||||
1. Sculpt the Terrain3D ridge, river valley, terraces, and waterfall drop.
|
1. Capture and visually review “Jajce Lookdev 01.”
|
||||||
2. Establish terrain materials, lighting, water, mist, and foliage.
|
2. Add profession/readability presentation and the reason inspector.
|
||||||
3. Capture “Jajce Lookdev 01.”
|
3. Capture “Simulation Garden 01.”
|
||||||
4. Add profession/readability presentation and the reason inspector.
|
|
||||||
5. Capture “Simulation Garden 01.”
|
|
||||||
|
|
||||||
Do not start with GIS data, a full city, a large asset pack, or more NPC
|
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
|
mechanics. The next proof is a beautiful stage for the systems that already
|
||||||
|
|||||||
@@ -644,11 +644,13 @@ Completed after the architecture gate:
|
|||||||
from NPC inventory;
|
from NPC inventory;
|
||||||
- a validated local quicksave with bounded file size, guarded slot names,
|
- a validated local quicksave with bounded file size, guarded slot names,
|
||||||
atomic replacement recovery, F5/F9 controls, and active-visual rebuilding.
|
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:
|
The practical next sequence is:
|
||||||
|
|
||||||
1. Sculpt and texture the integrated Terrain3D world as a bounded
|
1. Capture and visually review the bounded Jajce look-development shot.
|
||||||
simulation-garden beauty pass.
|
|
||||||
2. Add stylized character and profession readability plus the reason
|
2. Add stylized character and profession readability plus the reason
|
||||||
inspector.
|
inspector.
|
||||||
3. Expand persistence only when schedules, player state, or a real save menu
|
3. Expand persistence only when schedules, player state, or a real save menu
|
||||||
|
|||||||
@@ -318,9 +318,10 @@ resource source.
|
|||||||
`world/jajce/JajceWorld.tscn` provides the reusable environment instanced by
|
`world/jajce/JajceWorld.tscn` provides the reusable environment instanced by
|
||||||
`main.tscn`:
|
`main.tscn`:
|
||||||
|
|
||||||
- a centered 512 m flat Terrain3D seed split across four regions;
|
- a centered 512 m Terrain3D landscape split across four regions;
|
||||||
- dedicated terrain data and assets;
|
- deterministic shaped terrain data and six game-owned surface layers;
|
||||||
- greybox ridge, fortress, terraces, houses, mill, bridge, river, and waterfall;
|
- 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;
|
- four ResourceNodes preserving the flat-map stable IDs;
|
||||||
- remaining food, guard, study, and rest activity markers;
|
- remaining food, guard, study, and rest activity markers;
|
||||||
- a temporary baked navigation loop with 24 tested routes;
|
- 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
|
mutation APIs, but selection, execution, target resolution, and active-world
|
||||||
queries now have focused collaborators.
|
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.
|
- 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
|
- Terrain3D and the bounded Jajce beauty baseline now run in the main game
|
||||||
sculpting and final presentation are still pending.
|
scene; final visual review and character/profession readability remain.
|
||||||
- Combat, companions, factions, politics, trade, rumours, quests, persistence,
|
- Combat, companions, factions, politics, trade, rumours, quests, persistence,
|
||||||
and regional travel do not yet exist.
|
and regional travel do not yet exist.
|
||||||
- Placeholder geometry is sufficient for debugging but not for build-in-public
|
- Placeholder geometry is sufficient for debugging but not for build-in-public
|
||||||
|
|||||||
+2
-2
@@ -13,8 +13,8 @@ sources of truth.
|
|||||||
visual slice. It must respect the architecture gates in the learning
|
visual slice. It must respect the architecture gates in the learning
|
||||||
roadmap.
|
roadmap.
|
||||||
4. [`RESOURCE_NODE_MIGRATION.md`](RESOURCE_NODE_MIGRATION.md) is a focused
|
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
|
migration plan. Phases 1–5 are complete; Phase 6 tracks replacement of the
|
||||||
the visual-slice plan.
|
remaining temporary activity markers.
|
||||||
5. [`ACTION_SYSTEM_ARCHITECTURE.md`](ACTION_SYSTEM_ARCHITECTURE.md),
|
5. [`ACTION_SYSTEM_ARCHITECTURE.md`](ACTION_SYSTEM_ARCHITECTURE.md),
|
||||||
[`ECONOMIC_EVENTS.md`](ECONOMIC_EVENTS.md),
|
[`ECONOMIC_EVENTS.md`](ECONOMIC_EVENTS.md),
|
||||||
[`FOOD_STORAGE_ARCHITECTURE.md`](FOOD_STORAGE_ARCHITECTURE.md),
|
[`FOOD_STORAGE_ARCHITECTURE.md`](FOOD_STORAGE_ARCHITECTURE.md),
|
||||||
|
|||||||
Reference in New Issue
Block a user