Docs: SL-4 structure cyan pass done in Backlog
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -45,7 +45,7 @@ Last decluttered 2026-06-08 (removed all shipped `[x]` items; their context is p
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- **Deps:** SL-1 (arena), SL-2 (tuned baseline). **No save-schema bump** (bytes derivable on load → SaveData stays v4).
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### SL-4 — Visual Cohesion Pass `Jun 20-23` (parallel) · risk MED
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> **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.
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> **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.
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- **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).
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- **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).
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- **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.
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