35 KiB
The Steward — Build-in-Public Visual Slice Plan
Purpose
This plan adapts the proposed “Jajce simulation garden” to the repository as it exists now. It does not assume a blank project.
The immediate visual goal is to replace the flat prototype presentation with a small, attractive, watchable environment while preserving the working NPC simulation, player controls, UI, task lifecycle, and navigation behavior.
This is a scoped visual-production plan. Milestone order and architecture gates are owned by the learning roadmap; simulation authority is governed by ADR 0001.
Before runtime terrain integration, food and wood should migrate from abstract zones to actual finite world objects according to the ResourceNode migration plan. This prevents the new environment from being authored around a zone model already marked for removal.
The slice should make a viewer understand this promise quickly:
A cozy Bosnian-inspired world where autonomous people visibly make decisions, work, struggle, and create stories.
This is not a plan to build the full city of Jajce. It is a plan to create one strong visual composition that can host the current simulation and grow with future systems.
What already exists
Do not redo these tasks:
- Godot 4.7 project configuration;
- Terrain3D 1.0.2 installed and enabled;
- cross-platform Git configuration;
- working
main.tscn; - camera-relative player movement and elevated follow camera;
- three autonomous simulated NPCs;
- hunger, energy, starvation, death, task scoring, and task duration;
- task-change and village-change signals;
- visual NPC navigation and arrival reporting;
- finite berry/tree/animal-camp ResourceNodes plus typed food, guard, study, and rest world sites;
- aggregate village UI;
- initial tree assets;
- a baked navigation region for the current flat test area.
Terrain3D's bundled demo/ directory and most of addons/terrain_3d/ are
plugin content. They are references, not the game.
Current architectural constraint
main.tscn currently owns several different concerns:
Main
├── JajceWorld
├── Player
├── CameraRig
├── SimulationManager
├── WorldViewManager
├── ActiveNPCs
├── typed world sites inside JajceWorld/WorldObjects
├── WorldEnvironment
└── UI
The player still references interactable world sites through exported NodePath
values. NpcVisual relies on the navigation map to reach typed ActivitySite,
StorageNode, and ResourceNode interaction points.
Replacing the ground without respecting those references would break behavior that already works.
Adjusted scene strategy
Create a reusable environment scene and instance it into the existing runtime.
Keep game orchestration in main.tscn.
Target structure:
Main
├── JajceWorld instanced environment
│ ├── TerrainRoot
│ │ └── Terrain3D
│ ├── WaterRoot
│ ├── VillageRoot
│ ├── FoliageRoot
│ ├── NavigationRegion3D
│ ├── WorldObjects
│ │ ├── ResourceNodes
│ │ ├── BerryBush instances
│ │ └── Tree instances
│ │ ├── StorageSites
│ │ │ └── VillagePantry
│ │ └── ActivitySites
│ │ ├── GuardPost
│ │ ├── StudyDesk
│ │ └── RestBench
│ ├── DirectionalLight3D
│ └── WorldEnvironment
├── Player
├── CameraRig
├── SimulationManager
├── WorldViewManager
├── ActiveNPCs
└── UI
JajceWorld should contain geography and world-object presentations. The former
legacy interaction locations now live as typed storage and activity sites under
WorldObjects; JajceWorld should not own SimulationManager, simulated NPC
data, player state, or UI.
Create a small look-development wrapper that instances the same world:
JajceLookdev
├── JajceWorld
└── BeautyCameraRig
This provides a cinematic workbench without creating a second environment that later has to be rebuilt for gameplay.
Adjusted file structure
Follow the repository's existing feature-oriented layout. Do not create six empty sub-scenes merely to match a theoretical architecture.
Start with:
world/
└── jajce/
├── JajceWorld.tscn
├── JajceLookdev.tscn
└── beauty_camera.gd
terrain/
└── jajce/
├── data/
├── materials/
├── textures/
└── source/
assets/
└── jajce/
├── buildings/
├── foliage/
├── rocks/
├── props/
├── water/
└── vfx/
Extract JajceWater, JajceVillageBlockout, or other components into their own
scenes only when they have meaningful internal behavior or are reused. Avoid
scaffolding an elaborate directory tree before assets exist.
Visual target
Build a compressed, game-readable Jajce-inspired valley:
| Inspiration | First-slice interpretation |
|---|---|
| Hilltop fortress | One strong blockout silhouette on the ridge |
| Old town slope | Four to six house blocks following two terraces |
| Pliva/Vrbas water | One main river and a suggested secondary channel |
| Waterfall | Hero mesh/VFX feature visible from the main camera |
| Watermills | One working mill silhouette, with room for later expansion |
| Forested hills | Terrain3D foliage clusters and background tree masses |
| Agricultural outskirts | Existing farm and forest jobs integrated into terrain |
| Regional roads | One readable loop connecting world objects and legacy targets |
The fortress, waterfall, roofs, player, and at least two working NPCs should be readable in one strong composition.
Scope
First terrain size
Start around 512 m × 512 m. The playable and polished area can be smaller inside it.
Do not begin at 1024 m simply because Terrain3D supports it. Expand only when the current camera, navigation routes, and composition need more space.
First material set
Use at most six terrain surfaces:
- soft grass;
- dirt path;
- warm cliff stone;
- wet riverbank stone;
- forest floor;
- compacted village ground.
The material set should establish large readable areas. Avoid high-frequency photorealistic noise.
First architecture set
Use:
- one fortress silhouette;
- four to six house blockouts;
- one mill;
- one bridge;
- a few fences, carts, sacks, logs, and work props.
Do not begin with 12–20 finished houses. The first shot needs composition, not an asset catalog.
Art direction rules
Translate the desired animated-film warmth into an original style:
Keep the gameplay camera as an elevated third-person/top-down player follow with gentle dead-zone lag. This supports the cozy farm-builder read and lets the player watch several villagers at once. Presentation presets may stage the same camera for repeatable captures, but should not replace gameplay with a free orbit or close over-the-shoulder view.
| Element | Direction |
|---|---|
| Terrain | Broad painterly color regions and exaggerated silhouettes |
| Grass | Soft masses and restrained sway, not dense visual noise |
| Trees | Rounded canopies, varied scale, simple readable trunks |
| Rocks | Chunky warm-gray forms with low-frequency detail |
| Buildings | Light plaster/stone, warm roofs, dark timber accents |
| Water | Turquoise/emerald body, strong foam shapes, soft reflection |
| Lighting | Warm sun, cool shadows, mild atmospheric haze |
| Characters | Simple proportions, clear profession colors and props |
| Motion | Wind, water, smoke, leaves, cloth, birds, and purposeful NPC travel |
Cozy presentation does not remove scarcity, death, conflict, or ambition. It makes the world pleasant to inhabit and the people pleasant to watch.
Implementation phases
Phase 0 — Preserve and capture the baseline 🔶 automated baseline complete
Before replacing anything:
- run the current prototype;
- record a short baseline clip or screenshots;
- record the development machine's frame time and obvious scene statistics;
- verify all six task locations can be reached;
- verify starvation, work completion, and death still function;
- note current camera framing and movement feel.
This becomes both a regression reference and excellent before/after material.
Exit condition
There is a reproducible baseline showing the existing flat prototype and its working behaviors.
tests/jajce_runtime_integration_test.gd and
docs/baselines/FLAT_MAP_BASELINE.md establish the executable behavior
baseline. A visual before-clip and frame-time capture remain useful content work
but do not block the architecture gate.
Systems prerequisite — Migrate food and wood targets ✅ complete
Implement and validate the first ResourceNodes on the current flat map before moving the playable runtime onto Terrain3D:
- berry bushes for
gather_food; - trees for
gather_wood; - stable target IDs;
- nearest-available selection;
- single-user reservation;
- extraction after work completion;
- depletion and replanning;
- actual extracted amount applied to the village;
- player interaction through the same extraction contract.
Keep the other task zones temporarily. Rest, eating, study, and patrol will eventually use activity, storage, or workstation targets rather than pretending to be resource sources.
Exit condition
Food and wood work without their zones during normal play, resource conservation holds, and target failure does not leave a permanent reservation.
Phase 1 — Create the reusable world scaffold ✅ complete
Create world/jajce/JajceWorld.tscn with:
- Terrain3D and dedicated terrain data;
- placeholder
WaterRoot; - placeholder
VillageRoot; - placeholder
FoliageRoot; - a navigation region;
- resource-node, storage-site, and activity-site containers;
- lighting and environment.
Create JajceLookdev.tscn that instances JajceWorld and adds a temporary
beauty camera.
Do not migrate main.tscn yet. Do not duplicate simulation scripts inside the
look-development scene.
Exit condition
The same JajceWorld instance can open in the lookdev scene and can be instanced
under a temporary runtime test without errors.
Implemented in 556d0fd with dedicated Terrain3D seed data, reusable world and
lookdev scenes, environment roots, stable-ID ResourceNodes, activity markers,
and a headless scaffold test.
Phase 2 — Greybox the hero composition ✅ initial proof complete
Sculpt by hand before attempting GIS/DEM import:
- one dominant ridge;
- descending town terraces;
- main river valley;
- waterfall drop;
- lower pool;
- farm shelf;
- forest work area;
- a walkable road loop connecting world objects and remaining legacy locations.
Block out the fortress, houses, mill, bridge, and waterfall with primitives or simple meshes.
Place the beauty camera early. Terrain should be judged through the intended game and video cameras, not only from the editor's free camera.
Navigation spike
Do an early rough navigation bake now. Do not wait until final art.
The purpose is to detect:
- slopes that are too steep;
- terraces that cannot connect;
- paths too narrow for agents;
- waterfall or river barriers that split required routes;
- terrain collision or navigation incompatibilities.
The final navigation bake still happens after terrain and props stabilize.
Exit condition
One static frame contains the ridge landmark, roofs, river/waterfall, and village work area. A test agent can traverse the intended task loop.
The initial proof uses primitive ridge, fortress, terrace, house, mill, bridge, river, and waterfall silhouettes plus a temporary baked navigation loop. The Terrain3D seed remains flat; sculpt refinement and the final bake resume only after the architecture gate.
Systems gate — Harden simulation authority ✅ complete
After the scaffold, greybox, and navigation spike prove the world shape, pause visual production and complete the mandatory architecture gate from the learning roadmap:
- deterministic clock and seeded randomness; ✅
- fixed-seed headless scenarios and final-state checksum; ✅
- versioned serializable NPC, village, resource, clock, and RNG records; ✅
- resource amount and reservation authority outside scene nodes; ✅
- stable action/profession IDs and initial definitions; ✅
- separate action selection, execution, target resolution, and visual travel; ✅
- explicit active-position synchronization. ✅
Do not solve this by moving simulation ownership into JajceWorld. The
environment remains a presentation and active-world query surface.
Exit condition
The same scenario produces the same result without main.tscn; unloading a
visual does not change authoritative state; current resource and movement
behavior still pass regression tests.
Completed with deterministic continuation, simulation-owned resources, definition-backed IDs, separated action responsibilities, active position synchronization, and visual unload/reload invariance tests.
Phase 3 — Establish the beauty baseline
Add only the highest-value presentation:
- six terrain materials;
- warm
WorldEnvironment; - directional light and atmospheric haze;
- simple river surface;
- waterfall body, foam, and mist;
- first foliage clusters using Terrain3D instancing where appropriate;
- restrained grass/tree motion;
- chimney smoke;
- slow beauty-camera drift.
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.
Jajce Center 02 adds the first reviewed composition pass beyond that baseline:
the summit citadel and residential roof amphitheater read as one center, the
waterfall feeds a Terrain3D-sampled turquoise ribbon, and bounded camera-local
grass, conifers, richer deciduous silhouettes, and oversized butterflies add
life without changing simulation authority. The matched review lives in
baselines/JAJCE_CENTER_02.md.
Exit condition
The lookdev scene can produce a compelling 10–20 second clip with no gameplay. The environment remains within the recorded prototype's agreed performance budget.
Phase 4 — Integrate the existing game
Once the world composition is stable:
- Instance
JajceWorldintomain.tscn. - Disable or remove the old flat world only after the new instance is present.
- Place or move bushes and trees under
JajceWorld/WorldObjects/ResourceNodeswhile preserving stable IDs. - Reconnect remaining non-resource activities as typed sites under
JajceWorld/WorldObjects. - Bake navigation for the new walkable area.
- Test each existing task from multiple spawn positions.
- Verify task arrival still transitions from traveling to working.
- Verify task completion still changes village state.
- Verify depletion and reservations survive the scene migration.
- Verify player interaction ranges still make sense at the new scale.
- Verify dead NPC visuals do not block routes or retain reservations.
- Compare performance and behavior against the Phase 0 baseline.
Do not move simulation ownership into JajceWorld to make wiring convenient.
Status: runtime integration complete. main.tscn now instances the reusable
world and points player/simulation adapters at its stable-ID resources, storage
site, and activity sites. The duplicate flat world objects were removed.
The runtime regression checks Terrain3D presence, 36 navigation routes, core
task execution, starvation/death, player extraction parity, reservations, and
NPC visual lifecycle. Terrain sculpting and presentation polish remain
separate work, not blockers for this wiring milestone.
Exit condition
The current six NPCs and player can perform all existing prototype behaviors inside the new terrain without regression.
Phase 5 — Make the simulation readable on video
Add presentation for systems that already exist:
- simple stylized NPC placeholder instead of capsules;
- profession color/prop distinctions;
- compact task/need icon above selected or relevant NPCs;
- name labels when useful;
- an NPC reason inspector for development footage;
- visible food, logs, guard, study, rest, and eating props;
- cinematic/debug UI toggle;
- a scenario reset and fixed seed for repeatable clips.
Do not fake activity that contradicts simulation state. A farmer icon should represent a real chosen task.
Status: core readability complete. Profession definitions now drive
distinct NPC colors and props, world labels identify each villager, and the
Tab-cycled inspector shows authoritative need values, task state, destination,
decision branch, and utility scores. The existing carried-food prop and village
panel expose immediate consequences. F10 toggles the debug/cinematic
presentation layer, while F12 reloads the current scene as a repeatable
simulation-garden demo reset. The capsule NPCs have now been replaced by
multi-part stylized villager placeholders with tunics, heads, hair, limbs,
feet, and state-driven walk motion. Carried wood displays as a log bundle from
authoritative inventory, matching the existing carried-food presentation.
Exit condition
A viewer can distinguish at least three professions and understand one NPC's need, destination, and consequence without reading console output.
Phase 6 — Produce the first public demo sequence
Capture a short sequence with a clear story:
- establish the valley and waterfall;
- introduce one named NPC;
- show the NPC choosing and traveling to work;
- reveal the reason through a concise overlay;
- show the work changing a real village resource;
- end on either recovery or a visible shortage consequence.
The best first character is one of the existing named NPCs—Amina, Tarik, or Jasmin—rather than an unnamed cinematic extra.
Exit condition
The clip has an understandable beginning, decision, and consequence. It does not depend on a voiceover to prove that the simulation is real.
Status: complete. F11 reloads the fixed authored start and runs one
cinematic pantry-crisis story: a brief valley establishment, the empty pantry
and worried villager, a trusted helper's real finite-resource trip, visible
carrying, deposit, and physical recovery. Four short cardless captions fade over
the world while the camera hands off from the pantry to the helper. The same
withdrawal, consumption, extraction, and deposit records drive the need and its
resolution. tools/validate_pantry_crisis_demo.gd verifies that the unassisted
route completes inside the 20–30 second budget.
Build-in-public content pillars
Rotate between four types of updates.
1. Transformation
Show visible before/after progress:
- flat test ground to Jajce-inspired valley;
- blockout waterfall to mist and foam;
- capsules to readable professions;
- empty paths to visible work traffic.
2. Tiny autonomous stories
Use one named NPC and one question:
- Why did Amina stop guarding?
- Can Tarik gather food before starvation?
- Why is Jasmin resting while the village is short on wood?
- What happens when the food route is blocked?
3. System under the beauty
Show a beautiful shot, then reveal the debug reason trace, event, or resource flow that drives it.
4. Learning Godot publicly
Frame honest engineering lessons:
- Terrain3D sculpting and material mistakes;
- navigation problems caused by terrain;
- making NPC simulation deterministic;
- profiling foliage versus agent cost;
- separating simulation data from visual scenes.
Short-form video template
For TikTok, Shorts, or brief social posts:
0–2 s Show the outcome or surprising NPC behavior
2–5 s State one question
5–15 s Show the cause unfolding
15–25 s Reveal the systemic consequence
End Show the next unresolved problem
Use captions and strong visual causality. Avoid opening with a long editor tour.
Initial video backlog
- “I replaced my programmer map with a Bosnian-inspired valley.”
- “This villager chose food over their profession—and here is why.”
- “The village can starve without a scripted quest.”
- “Every NPC physically walks to the work they selected.”
- “One blocked path broke the village economy.”
- “Making a Jajce-inspired waterfall in Godot Terrain3D.”
- “The same scene in cinematic mode and simulation-debug mode.”
- “Can three autonomous villagers survive this shortage?”
Each video should correspond to real repository progress. Do not build isolated visual tricks solely for a post unless they also support the intended game.
Performance guardrails
- Record frame time before adding terrain.
- Treat Terrain3D instancing as the default for broad foliage where suitable.
- Avoid physics and navigation obstacles on distant decorative vegetation.
- Keep waterfall mist and smoke particle counts bounded.
- Use simple water before adding screen-space reflection or refraction.
- Test the gameplay camera, not only the beauty camera.
- Profile editor and exported builds separately when export work begins.
- Recheck navigation cost after every meaningful terrain expansion.
- Do not increase NPC population while diagnosing environment cost.
Source-control guardrails
- Commit Terrain3D data and game-authored terrain assets.
- Continue ignoring
.godot/and other imported caches. - Keep Godot
.importand.uidsidecars tracked. - Do not modify or reformat the third-party Terrain3D addon incidentally.
- Keep lookdev assets under game-owned paths, not inside the addon.
- Make environment, integration, and simulation changes separate commits where practical.
Definition of “Jajce Lookdev 01”
The adjusted first milestone is complete when:
- Terrain3D is used by
JajceWorld; installation itself is already complete. - One approximately 512 m terrain exists.
- Fortress ridge, town terraces, river valley, and waterfall drop are readable.
- Six or fewer terrain materials establish the major surfaces.
- One fortress, four to six houses, one mill, and one bridge are blocked out.
- River, waterfall foam, mist, warm lighting, and first foliage are present.
- A beauty camera produces a strong 10–20 second shot.
- A rough navigation test proves the main route is viable.
- The existing simulation has not yet been duplicated or moved.
Definition of “Simulation Garden 01”
The follow-up milestone is complete when:
JajceWorldis instanced inmain.tscn;- scattered food and wood ResourceNodes work in the terrain;
- remaining legacy task markers are reconnected;
- player movement and all existing interactions work;
- all three current NPCs navigate, work, eat, rest, starve, and die correctly;
- one NPC's decision is readable through in-game presentation;
- cinematic and debug views can show the same real scenario;
- a repeatable public-demo clip shows an autonomous cause and consequence;
- performance and navigation regressions are measured and documented.
- the mandatory architecture gate passes before final beauty integration.
Immediate implementation order
Completed:
- Executable flat-map baseline.
- ResourceNode migration and player parity.
JajceWorld, dedicated 512 m Terrain3D seed, and lookdev camera.- Initial landmark greybox, stable-ID resources, activity markers, and navigation spike.
- Architecture gate, food transactions/events, and validated quicksave.
JajceWorldruntime integration with bindings and regression coverage.- Bounded Jajce beauty baseline with six terrain layers, water, atmosphere, foliage motion, building blockouts, and smoke.
- Base Terrain3D collision/navigation guardrails: runtime tests now keep Terrain3D collision enabled, keep the old greybox ground out of physics, and verify required navigation paths track the authored height field.
- Terrain3D-derived playable-loop navigation:
JajceWorldnow uses an external baked navigation resource generated from Terrain3D source geometry, and runtime tests reject partial paths that do not reach their targets. Jajce Lookdev 01capture and review: a reproducible capture tool writes the daytime lookdev baseline todocs/baselines/jajce_lookdev_01.png, and the review notes the current strengths and visual follow-ups.Simulation Garden 01capture and review: a reproducible runtime capture tool writes debug and cinematicmain.tscnbaselines todocs/baselines/and verifies live NPC visuals in the terrain-backed village.- Runtime task glyphs: active NPCs now keep compact task-intent markers in cinematic mode while debug names, labels, and inspector UI remain optional.
- Runtime first-read staging: the capture tool uses an explicit presentation camera preset, the gameplay camera supports the same staging API, and the village has authored dirt path strips for the current task loop.
- Landmark and work-site silhouettes: the ridge landmark, pantry, guard post, study desk, and rest bench now have compact presentation props that remain readable in the runtime cinematic frame.
Completed:
- Water and foreground silhouette strengthening: river/waterfall shaders now include multi-layer UV flow, fresnel edges, foam highlights, sparkle specular, and better color depth; the waterfall has distinct foam bands and rim transparency; mist particle count and spread increased; the river and waterfall widened; the fortress ridge landmark now has crenellations, a dedicated banner pole with larger banner, and three turrets for a more readable silhouette against the sky.
- Stylized villager readability and VFX cleanup: NPCs now use compact multi-part silhouettes with state-driven walk motion and visible carried logs. Waterfall mist is anchored to the waterfall instead of the village origin, duplicate wind layers are separated, and Metal smoke/wind materials retain restrained transparency.
- Coherent breeze pass: overlapping valley-wide white stroke/speck emitters were removed. Tree canopies now bend gently in one prevailing direction with stable per-tree phase and slow gust variation, while chimney smoke leans with the same breeze. Day/night lighting now follows the simulation clock even when the world initializes first, with the sunrise/sunset tints applied in the correct order. The gameplay camera remains unchanged.
- Stylized player readability: the remaining gray player capsule is replaced by a compact multi-part figure with a warm scarf/satchel accent and velocity-driven walk motion. Collision, controls, and the elevated staggered follow camera remain unchanged.
- Event-caused trust consequence: hungry familiar NPCs can gain directed trust from a real food-deposit event, retain that event as the inspectable cause, and redirect ordinary work to help a starving acquaintance. The state is versioned and deterministic rather than presentation-only flavor.
- Calligraphic gust ambience: one terrain-aware controller now emits only two or three tapered sage/amber/aqua ribbons at a time, with long quiet intervals and a shared canopy/smoke direction. The shader draws each line head-to-tail like a soft brush mark; repeated bursts cannot stack into the old scratch/gnat field.
- Witnessed event knowledge: objective food-deposit events create separate known-event references for their actor and nearby living NPCs. Knowledge gates trust, produces a real informed-versus-uninformed choice divergence, survives versioned save/load, and appears in the NPC inspector.
- Co-worker fact communication: known-event records retain performed, witnessed, communicated, or legacy acquisition provenance. An arriving NPC can hear one direct fact from a nearby worker at the same non-storage activity; the inspector names the speaker, the original event is not replayed, and heard facts do not cascade yet.
- Bounded memory retention: acquisition time now drives fact recency; current relationship causes remain lasting while each NPC keeps only three other recent facts. A deterministic daily-sized review fades old routine facts, conversations prefer lasting evidence, and the inspector shows both memory counts and the displayed fact's retention class.
- Person history and trust blossom: the selected-NPC inspector now separates up to four lasting-first retained memories from three objective personal actions. A real evidence-caused trust gain produces one short amber blossom above its observer, including in cinematic mode, without persistent or simulation-owned animation state.
- Knowledge-gated village need: a compact, cardless
Village needline now shows the real pantry target, food progress, and interested villager. That person's inspector retains the open/resolved lifecycle and names the exact NPC or player supply actor. The repeatable debug capture stages this from live simulation state; world framing and the elevated follow camera remain unchanged. - Physical pantry crisis payoff: the pantry now replaces its inherited generic crate with empty, low, and stocked arrangements driven by real storage state. Only the interested villager receives a small state-derived concern cue; a real deposit clears it and briefly animates the refilled pantry. The capture tool writes an edit-ready empty/restocked close pair while leaving gameplay camera defaults and simulation authority unchanged.
- Missing-wood village need: a real patrol/study shortfall now opens one
wood-specific need from its structured
task_blockedfact. NPC deposit and player tree-harvest resolutions use real economy history; interested-party death and one-day staleness close the need cleanly. The compact UI explains the blocked action without reusing the pantry's hunger cue. - Explainable capable helper: an open food or wood need now names one deterministic informed and trusted villager plus the ordinary gather or deposit action and real inventory/resource route that makes them capable. The result is re-derived after restore and does not assign work or alter the simulation.
- Autonomous capable helper: the matching idle villager now consumes that ephemeral result through ordinary action selection after urgent self-care and sleep/meal precedence. Existing target resolution chooses and reserves the finite source, while no quest acceptance, reward, or helper assignment is introduced.
- Village whisper: direct witnesses/performers now report the active need's exact trigger before unrelated facts at shared work, allowing a newly informed trusted helper to respond autonomously. One cardless warm-amber HUD ribbon gently rises, pulses, and fades through need, named report, response, and resolution beats while remaining separate from development overlays.
- Player response whisper: when no capable helper exists, the same ribbon now derives one concise ordinary harvest route from current player-usable finite resources and the real pantry or woodpile. It clears when help emerges or the need closes, and adds no quest, waypoint, tracker, or saved UI state.
- Deterministic scaling baseline: one schema-valid full-fidelity fixture now drives a repeatable CLI ledger and fast headless regression across rising NPC and event counts. The first reviewed capture sets a local 600-NPC target, records identical checksums across samples, and exposes repeated scarce-food population scans plus objective-event growth as the next measured work.
- Shared population query view: stable-ID all/living/starving indexes are built once per deterministic tick and refreshed through interleaved NPC updates. Baseline 02 preserves every checksum and improves the 600-NPC case by 23.3% without simulation LOD.
Jajce Center 02: the reviewed matched capture strengthens the citadel, cascading homes, bridge, waterfall, terrain-following river, conifer/tree clusters, and ambient butterflies. Roughly 10,400 camera-local grass particles remain short and patchy and bend from real actor transforms.- Loaded-resource spatial discovery:
ActiveWorldAdapternow indexes loaded stable-ID resource anchors in a resource-specific horizontal grid. Exact expanding queries preserve current scoring and selected targets while the reviewed 1,800-source case inspects about 4.4 candidates instead of 1,800. Jajce River 03: the deterministic Terrain3D source now carves a raised waterfall shelf, upper stream, plunge basin, and curved downstream channel. Shared watercourse profiles keep generated terrain and both water ribbons aligned; softened foam/mist and a smaller rock frame make the falls part of the landform. A matched Metal capture records the change, and the rebaked navigation mesh passes terrain-height and runtime route checks.Jajce Resource Grove 04: the right riverbank now groups 28 intentionally instanced fern/flower/stone details and two decorative trees around two existing finite resources. The berry and tree keep their stable IDs and metadata, use specific visuals instead of boxes, and remain reachable from separate terrain-snapped approach points. Matched captures and a focused scenario prove three-batch visual cost, nested discovery, and a forced query beyond the first 24 m range without changing the 18-resource state.Jajce Resource States 05: a shared amount-derived presentation contract now gives that berry and tree honest full, low, and depleted states. Real player berry harvests thin fruit and leaves; real NPC wood gathers thin the crown and leave a stump. Low and depleted saves restore the same visuals using onlyamount_remaining, with matched Metal comparison frames.Jajce Forest Edge 06:tree_forest_grove_01andtree_forest_grove_02now anchor a bounded forest-edge cluster beyond the first 24 m discovery pass. Two decorative trees plus 24 fern, mushroom, and stone instances stay presentation-only. Both finite trees remain reachable, deplete into shared stumps, restore from authoritative amount, and keep the world/save total at eighteen resources.
Next:
- Add one named goat as an identity-backed simulation vertical slice: stable animal ID, authoritative position and hunger/feed state, loaded visual binding, and an exact feed interaction shared by one NPC and the player. Feeding must withdraw real pantry food and survive deterministic save/load.
- Add a small herd, breeding, or animal products only after that single-animal identity and conservation contract is proven.
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 exist.