Files
gamedev-the-steward/docs/baselines/SIMULATION_GARDEN_01.md
T

1.7 KiB

Simulation Garden 01

Captured: 2026-07-08

Files

  • docs/baselines/simulation_garden_01_debug.png
  • docs/baselines/simulation_garden_01_cinematic.png
  • tools/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.

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;
  • labels explain the system well, while the cinematic view still needs more diegetic task communication.

Use this baseline as the first runtime comparison image before adding more systems or expanding the terrain.