Docs: DR-023 enemy animation + Synty asset inventory; trim CLAUDE.md

DR-023 decision record (client-derived enemy animation, monster-mash roster,
EnemyRigTools, WaveSystem scale-fix, GUID-preserving rebuild) + session log +
Synty_Asset_Inventory (enemy-grade table + future-dev catalog for the 14 new
packs). CLAUDE.md: add the enemy-animation gotchas bullet and condense several
build-gotcha bullets back below pre-session size.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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---
title: Synty Asset Inventory — enemy picks + future-development catalog
type: reference
date: 2026-06-06
tags: [reference, synty, assets, enemies, environment, vfx, ui, roadmap]
permalink: gamevault/06-roadmap/synty-asset-inventory
---
# Synty Asset Inventory
Catalog of the Synty Polygon packs under `Assets/Synty/`, produced by the [[DR-023_Enemy_Animation_MonsterMash]] research pass. Purpose: (1) pick enemy characters, (2) note what each pack offers future development. **Enemy-grade = shares the unified Synty Polygon *Generic* skeleton** (`animationType:3` + Optimize-Game-Objects OFF) so the existing `AC_Polygon` / Base-Locomotion clips + the DR-022/DR-023 Rukhanka recipe drive it with **zero per-pack avatar work**.
## Character packs
| Pack | Characters | Rig | Enemy use |
|---|---|---|---|
| **PolygonSciFiSpace** | the player soldier + aliens (`SM_Chr_Alien_01`), `BR_BigAlien`, robots | Generic ✓ (player reference) | Already the player. Aliens/BigAlien = a ready sci-fi enemy faction. |
| **PolygonSciFiCity** | 20 cyberpunk humanoids: Robot, CyborgNinja, Android, Cyber, Alien, Muscle, Junky/Garbage | Generic ✓ (verified) | **Best next enemy faction** — one skeleton + one atlas → one material; on-theme. |
| **PolygonKaiju** | 4 giant monsters (+40 recolor skins) | Generic core ✓ (extra Jaw/Eye bones idle; tail = separate attach) | **Brute/boss** (in use: Kaiju_01 = Brute). Reskin alts = cheap variants. |
| **PolygonWerewolf** | 1 werewolf + undead variant | Generic ✓ | **In use** (Grunt + Swarmer). Eye-glow mat; 21 biped attachments + 2 axes reusable. |
| **PolygonMech** | humanoid pilots (drop-in); the mech walker | pilots Generic ✓; walker = bespoke rig | Pilots = drop-in Grunts. Walker = its own rig (separate task). |
| **PolygonGeneric** | Robot / Skeleton / **Charred** (a literal "husk") | Generic ✓ | Charred/Robot/Skeleton are sci-fi-adjacent enemy options. |
| **PolygonDog** | Hellhound / Wolf / Zombie / Robot / SciFi dogs | **custom quadruped** (`animationType:2`, ships its own clips) | The ideal quadruped **Swarmer** — but a SEPARATE Rukhanka rig + dog controller (independent track, not drop-in). |
| PolygonFantasyHeroCharacters / Vikings / Western / DungeonRealms | fantasy/western humanoids (DungeonRealms has Undead Knight + Demon) | Generic ✓ / likely ✓ | Off-theme for sci-fi; fine as test beds or a themed mode. |
## Environment / world (no characters — map + set-dressing)
- **PolygonNatureBiomes** (highest env value): **Arid_Desert** reads as an off-world expedition site out of the box (satellite, solar panels, turbines, beacons, artefacts, even a **Warpgate**) — perfect for the **+1000 expedition region** ([[DR-013_M6_Aether_Cycle_Region_Split]]). Meadow_Forest (ships a post-process volume) for the home base.
- **PolygonNature**: trees/rocks/foliage/water + skybox — terrain dressing, harvestable-node visuals.
- **PNB_Core**: shared sky/weather/water/aurora atmosphere (rain/snow/fog FX, skydome, 9 ShaderGraphs — verify under URP 17.4; use the skydome in the classic-URP cosmetic root, not baked EG meshes).
- **PolygonKaiju** (env half): 23 buildings incl. **pre-destroyed** highrises/blocks + 40 props (cars, boats, bridge+rubble, neon signs, powerlines, crane, jet, missile) — a ruined-city map + FX meshes (bullets/fire/stomp).
- **PolygonFantasyKingdom**: castle/base kit + 15 **siege engines** → turret/structure visuals. **PolygonGeneric** `Models/Base`: sci-fi wall/floor kit with destroyed variants → buildable structures. **PolygonWestern/DungeonRealms/Carnival**: modular building kits, props.
## FX / props
- **PolygonParticleFX** (high presentation value): ~180 ready FX prefabs — muzzle/tracer/shell-eject (player gun + turret), impacts, **BloodSplat/Explosion_Body/GoreChunk** (Husk-death VFX), pickup/heal/levelup/coins (resource & goal feedback), **Portal** (expedition gateway), fire/smoke/dust (base-damage & machine ambience). Wire into `VFXConfig`/`CombatFeedbackSystem` as client-only cosmetics; strip any self-propelling Rigidbody/colliders; verify mats under URP.
## UI / icons
- **PolygonIcons**: 520 3D icon meshes (Network/Error/Node, Gear/Volume, Play/Pause, Heart/Shield, Crafting/Coin/Ingot, Skull/Star) — need a render-texture→sprite bake to use as UITK background-images.
- **InterfaceSciFiSoldierHUD**: a UGUI kit (does NOT drop into the code-built UITK HUD) — **harvest its sprites/fonts**: Icons_Status (Health/Armor/Oxygen/Radiation), Icons_Resources (125), Icons_Weapons/Ammo, HUD 9-slice panel skins, 3 cursors (for `AimReticleSystem`), Exo 2.0 + Orbitron fonts.
- **InterfaceCore**: UGUI dependency base — harvest 631 input-prompt glyph PNGs (Icons_Input) for scheme-correct (KBM/Gamepad) control hints.
- **SyntyPackageHelper / AnimationBaseLocomotion**: import helper (no game content) / the shared `AC_Polygon_*` controllers + locomotion clips already driving every Generic-Polygon character.
## Roadmap hooks (from this catalog)
1. **Cyberpunk enemy faction** — add PolygonSciFiCity meshes as new wave variants on the exact DR-023 pipeline (one new material + variant-table rows in `EnemyRigTools`).
2. **Quadruped Swarmer** — PolygonDog as a separate Rukhanka rig + dog controller (its bundled Attack/Death clips enable a real death anim).
3. **Ruined-city / off-world maps** — Kaiju destroyed-city + NatureBiomes Arid_Desert for the base + expedition regions.
4. **Combat/heal/portal VFX** — wire PolygonParticleFX into `VFXConfig`.
5. **HUD polish** — bake PolygonIcons + harvest Interface* sprites/fonts into the UITK HUD ([[DR-021_HUD_UITK_BuildPalette]]).