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 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 1020 second clip with no gameplay. The lookdev scene can produce a compelling 1020 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
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@@ -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
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@@ -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
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@@ -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 14 are complete; its Phase 5 hands world placement to migration plan. Phases 15 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),