21 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;
- farm, forest, food, guard, study, and rest markers;
- 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
├── current flat World and NavigationRegion3D
├── Player
├── CameraRig
├── SimulationManager
├── WorldViewManager
├── ActiveNPCs
├── TaskZone markers
├── WorldEnvironment
└── UI
The player and WorldViewManager still reference non-resource activity markers
through exported NodePath values. NpcVisual relies on the navigation map to
reach both those markers 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
│ ├── LegacyTaskMarkers temporary non-resource activities
│ │ ├── FoodZone
│ │ ├── GuardZone
│ │ ├── StudyZone
│ │ └── RestZone
│ ├── DirectionalLight3D
│ └── WorldEnvironment
├── Player
├── CameraRig
├── SimulationManager
├── WorldViewManager
├── ActiveNPCs
└── UI
JajceWorld should contain geography, world-object presentations, and temporary
legacy interaction locations. It 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:
| 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/flat_map_baseline_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 containers plus temporary fallback markers;
- 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 ⏭ next
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, and resource 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.
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.
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 only remaining non-resource activity markers under
JajceWorld/LegacyTaskMarkers. - 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.
Exit condition
The current three 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.
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.
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;- 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.
Next:
- Pass the mandatory architecture gate before beauty production.
- Sculpt the Terrain3D ridge, river valley, terraces, and waterfall drop.
- Establish terrain materials, lighting, water, mist, and foliage.
- Capture “Jajce Lookdev 01.”
- Instance
JajceWorldintomain.tscn. - Reconnect activity markers, rebake navigation, and run regression scenarios.
- Add profession/readability presentation and the reason inspector.
- 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 exist.