1.9 KiB
Simulation Garden 01
Captured: 2026-07-08
Files
docs/baselines/simulation_garden_01_debug.pngdocs/baselines/simulation_garden_01_cinematic.pngtools/capture_simulation_garden.gd
Capture Command
Run from the project root with the normal renderer:
$env:APPDATA = 'C:\Users\Rijad\Documents\Simulation Game\logs\quality\godot_profile'
$env:LOCALAPPDATA = 'C:\Users\Rijad\Documents\Simulation Game\logs\quality\godot_profile'
& 'C:\Users\Rijad\Downloads\tools\Godot_v4.7-stable_win64.exe\Godot_v4.7-stable_win64_console.exe' --path 'C:\Users\Rijad\Documents\Simulation Game' --script res://tools/capture_simulation_garden.gd
The script warms up main.tscn, verifies that the simulation and active NPC
visuals exist, captures the F10 debug presentation, then captures the cinematic
presentation with development labels and UI hidden.
Review
The milestone is valid as a runtime integration checkpoint: the same Jajce
Terrain3D world is running in main.tscn, NPCs are alive in the terrain-backed
village, the selected-NPC reason inspector is fed by real task scoring, and the
cinematic/debug toggle produces a shareable view without changing simulation
state. A follow-up pass adds small task glyphs above active NPCs, so the
cinematic view now preserves task intent after the debug labels are hidden.
The frame also makes the next presentation risks plain:
- the camera still favors verification over composition;
- placeholder characters, houses, and work props remain useful but visibly prototype-grade;
- terrain texture variation reads better than the old flat map, but paths, landmarks, water, and foreground silhouettes need stronger first-read staging;
- task glyphs help, but the cinematic view still needs clearer work-site props and route composition so intent is readable before the viewer learns the icon language.
Use this baseline as the first runtime comparison image before adding more systems or expanding the terrain.