Map Updates
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---
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date: 2026-06-04
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type: session
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tags:
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- session
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- world-architecture
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- economy
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- building
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- presentation
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- art
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- post-m8
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permalink: gamevault/07-sessions/2026/2026-06-04-world-space-cohesion-pass
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---
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# Session 2026-06-04 — World-space cohesion pass
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> Driven by `/dots-dev` (Feature track) under ultracode. Third log dated 2026-06-04 (after M8 + the Polish backlog pass).
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## Goal
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Make the flat-feeling world feel like **a more cohesive world** without editing the floor/terrain: non-flat feel
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via props, **build out a base** (more placeable structures), and **destructible resource gathering + clearing out
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areas**. Operator picked: balanced vertical slice · all-Synty recoloured Blight · clearing = juice + minor scrap ·
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buildables = Walls + structural variety.
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## Done
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- **Clearing mechanic (net-new):** `BlightClutter` ownerless-interpolated ghost (RegionTag{Expedition}, [GhostField]
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Remaining+Variant) + `ClutterFieldSpawner`. **Unified `ResourceHarvestSystem`** to sweep nodes + clutter in one
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best-target loop (the double-destroy fix). `ExpeditionFieldSystem` scatters/clears clutter alongside the node field
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(distinct seed). Client smash juice = new observe-only `WorldFeedbackSystem` + live-tunable `WorldFeelConfig`
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(chip on `Remaining` decrease, shatter + camera punch on despawn, proximity-gated so region-transit stays silent).
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- **Build out the base:** `StructureType.Wall=5`/`Pylon=6` (2–4 reserved for M7), generic `StructureAuthoring`, two
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additive `StructureCatalog` rows, V/N build keys + editor hooks. `Wall.prefab` blocks the player (BoxCollider →
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PhysicsCollider); `Pylon.prefab` cosmetic. `BuildPlaceSystem` untouched (already type-generic).
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- **Visual cohesion:** `M_Aether_Wild`(orange)/`M_Aether_Ordered`(cyan) HDR-emissive materials; the 3 new ghosts
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recoloured into the palette; the barren +1000 Blightfield became a 21-piece Synty rock/debris basin + 3 orange
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wild-lights (classic-URP cosmetics in `Game.unity`, no subscene re-bake; relief via props, no terrain).
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- **Validation:** EditMode **142/142** (5 harvest tests incl. overlap/fractional/same-tick-cleared). In-editor Play
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(server+client) introspected via `execute_code`: baking, ghost registration, buildables (Ore 50→44, R1 collider),
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clutter scatter (14+8 @ x≈1000), **0 errors**. A 4-lens adversarial-review Workflow (23 raised → 4 confirmed) caught
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an immortal-shot-sink (sub-1.0 `ScrapPerHit` truncates to 0) + a same-tick-cleared passthrough — both fixed +
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regression-tested before sign-off.
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## Decisions
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- [[DR-018_World_Space_Cohesion_Pass]] — clutter as a node-sibling on a unified sweep; byte-additive Wall/Pylon;
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classic-URP Blightfield dressing; Aether-palette recolour. Builds on [[DR-013_M6_Aether_Cycle_Region_Split]] /
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[[DR-014_M6_Build_Structures_Automation_Foundation]] / [[DR-015_The_Awakening_Engine_Fiction_Adoption]].
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## Open / deferred
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- Base-side cohesion accents (cyan lights / perimeter relief / re-enabled tiled ground) — deferred to avoid clashing
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with the tuned SSAO/ACES look.
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- Clearing as a spatial mechanic (gating / reveal nodes); build-palette HUD + ghost-preview; per-`Variant` clutter
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meshes — all additive follow-ups.
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- Eyeball the cohesion + Wall-blocks-player reads in a **focused** editor (mechanisms verified by value headless).
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## Next
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- A focused-editor play-through to tune the Blightfield basin density/lighting + the clutter/wall feel, then either
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the base-side cohesion accents or fold clearing into a spatial mechanic — or proceed to M7 automation (the reserved
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structure slots + tick fields are still the additive hook).
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