From 03f287f93f161039bb6495e1263542a080d1d39f Mon Sep 17 00:00:00 2001 From: Luis Gonzalez Date: Mon, 15 Jun 2026 17:59:24 -0700 Subject: [PATCH] Docs: SL-4 structure cyan pass done in Backlog Co-Authored-By: Claude Opus 4.8 --- Docs/Vault/06_Roadmap/Backlog.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Docs/Vault/06_Roadmap/Backlog.md b/Docs/Vault/06_Roadmap/Backlog.md index 25459cea3..0e580d5fd 100644 --- a/Docs/Vault/06_Roadmap/Backlog.md +++ b/Docs/Vault/06_Roadmap/Backlog.md @@ -45,7 +45,7 @@ Last decluttered 2026-06-08 (removed all shipped `[x]` items; their context is p - **Deps:** SL-1 (arena), SL-2 (tuned baseline). **No save-schema bump** (bytes derivable on load → SaveData stays v4). ### SL-4 — Visual Cohesion Pass `Jun 20-23` (parallel) · risk MED -> **Substantially DONE 2026-06-13** (research-grounded, screenshot-verified): the arena reads as a dark "Aether Siege Outpost" bullseye — dark teal-grey ground that recedes, cyan Core as the luminance peak, **amber** Ore ring, dark perimeter; ACES grade with gated bloom + cool-shadow/warm-highlight faction split + vignette; sun/ambient/fog darkened. **Remaining (polish + needs operator eyes):** cyan emissive on owned **structures** + orange-red Husk verification during a siege (gameplay-entity material work); 3 telegraphed spawn lanes + perimeter height-gate; minor (warm crate, Synty/Foliage grass shader, amber-emission tone). See [[2026-06-13_SL1_SL4_Visual_Cohesion_Dark_Frontier]] + the visual-direction research synthesis. +> **Substantially DONE 2026-06-13** (research-grounded, screenshot-verified): the arena reads as a dark "Aether Siege Outpost" bullseye — dark teal-grey ground that recedes, cyan Core as the luminance peak, **amber** Ore ring, dark perimeter; ACES grade with gated bloom + cool-shadow/warm-highlight faction split + vignette; sun/ambient/fog darkened. **Faction palette COMPLETE 2026-06-13:** dark ground · cyan owned (Core bright + **structures** now cyan via `Mat_StructureOwned_Cyan`, muted below the Core) · amber Ore · orange Husks. Lighting **clarity-rebalanced** (`b10605a8c`) after the first pass over-darkened. **Remaining (polish + needs operator eyes):** orange-red Husk verification *during a siege*; the dark-when-unpowered structure dynamic (a small presentation system); 3 telegraphed spawn lanes + perimeter height-gate; minor (warm crate, Synty/Foliage grass shader). See [[2026-06-13_SL1_SL4_Visual_Cohesion_Dark_Frontier]] + the visual-direction research synthesis. - **Goal:** "Aether Siege Outpost" read — dark/quiet ground, cyan owned vs orange-red hostile, Core as hero; pass the slice's Visual Cohesion Checklist (slice §203–216). - **Tasks:** darken ground + neutral props (~40–50 %, recede them) · cyan emissive accents on player + all owned structures + Core (read at 13 m in motion) · orange-red on Husks + telegraphs · amber Ore legibility · 5–10 **dark** perimeter framing props (no sightline blockers, none brighter than Core) · post-FX: bloom only on Aether/Ore/attacks, reduce fog that washes silhouettes, subtle vignette, cool-shadow/warm-glow grade · re-test every asset import in Play (material-regression guard). - **Fun-gate:** a blind watcher of a 5 s clip IDs Core="base defended", cyan="owned", orange="enemy", ground="background", arena="engineered space not meadow"; cyan/orange ≥2× brighter than ground.