From 192b708b410d6a2626318e145083cfbfcb9c9450 Mon Sep 17 00:00:00 2001 From: Luis Gonzalez Date: Mon, 6 Jul 2026 18:52:09 -0700 Subject: [PATCH] =?UTF-8?q?Docs:=20Phase=201=20session=20log=20=E2=80=94?= =?UTF-8?q?=20built=20+=20validated=20same=20session?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Fable 5 --- ...7-06_DevLoop_Iteration_CoopHades_Phase0.md | 33 +++++++++++++++++-- 1 file changed, 30 insertions(+), 3 deletions(-) diff --git a/Docs/Vault/07_Sessions/2026/2026-07-06_DevLoop_Iteration_CoopHades_Phase0.md b/Docs/Vault/07_Sessions/2026/2026-07-06_DevLoop_Iteration_CoopHades_Phase0.md index 30322158c..d0fd828e9 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-06_DevLoop_Iteration_CoopHades_Phase0.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-06_DevLoop_Iteration_CoopHades_Phase0.md @@ -61,8 +61,35 @@ it and go Co-op Hades. 456/456 EditMode ×2 (before/after Phase 0) · clean compile after every MCP edit batch · Play smoke: worlds up, no NRE, crate grounded, banner correct at Staging · portal-fix + Phase 0 + docs committed in 3 logical groups on main. +## Phase 1 — BUILT + validated (same session, continued) + +**Slice A (world):** ExpeditionBiome duplicated to sub-slot 1 (X+1500 — ground + 205 decor + rim cliffs + ambience); +collider ring + 3 landmark colliders duplicated in the subscene; NEW in-room cover at BOTH slots (4 collidable rocks +each: Environment-layer subscene colliders + matching Synty meshes, clear of landing/portal/spawn-ring/boss-spawn). +**Slice C (VFX):** VFXConfig gains Portal (FX_Portal_Round_01) + EnemySpawn (FX_Dust_Big_01) slots; the beacon prefers +the authored portal; enemies get a spawn-emerge cue on the ghost add-edge (primed-scan guard skips the connect flood). +**Slice D:** dash + class ability finally TAUGHT (Move/Rooms onboarding steps + How-to-Play rows, scheme-aware); +stale copy interpolates `Tuning.StartingOre`; expedition ground receded via project-owned `Mat_Ground_Arid_Dark`. +**Slice B (server combat feel; design-review-gated):** the review workflow died on the session limit at synthesis but +15/15 completed verify agents returned `isReal=true` — the folded design (committed to the plan doc) was implemented: +- **B3 corpse window:** `Dying{UntilTick}` (~54 ticks) instead of instant destroy; every live cue zeroed at the mark; + EVERY count/actor/target site made living-only (14 files); client drives the never-written `IsDead` param; kill + crunch moved to the 0-crossing. Play-verified: kills credit the room clear THROUGH the window, corpses expire clean. +- **B1 separation** (inside EnemyAISystem, swept, boss immovable, small player radius) · **B2 poise** + (`KnockbackState.Speed` threshold — light 6 nudges, finisher 10.8/cone 8 stagger; 2 new live knobs) · + **B4 boss lunge** (`PendingAttack` byte disambiguates the shared windup; IsLunging bit carries the tell; client + draws a travel wedge, not the slam ring) · **B5 party HP scale** (living expedition players) · **B6 run-failed + banner** (Staging-edge + launch-cached Charge, never Returning) · **B7 fire-anim pulse** (stateless window from + replicated NextFireTick − derived CooldownTicks). +456/456 EditMode ×4 · clean compiles throughout · Play smoke green. **Session-limit lesson:** the workflow's verify +fleet died mid-run ([[workflow-agent-quota-failures-look-clean]]) — salvaged the completed verdicts from +`journal.jsonl` and hand-synthesized; the folded design is in [[Iteration_2026-07_CoopHades]]. + ## Next session -Phase 1 trunk, starting with the X+1500 void room + per-room collidable props, then enemy separation, animation triage -(Synty packs), threat repair, live knobs, teaching, clarity swaps — see [[Iteration_2026-07_CoopHades]] Phase 1. -Phase 2 (hub-ification) requires the adversarial design review before code. +Phase 1 leftovers: real death/fire/dash clips (needs the Synty Sword/Bow Combat animation packs — operator decision +to buy, or Blender-author on the shared Generic skeleton), creature locomotion for monsters (PolygonDog re-rig for the +Swarmer is inventoried), remaining clarity swaps (distinct spit/pickup/harvest meshes, weapon meshes, projectile point +lights), knob rows for the new tunables in the overlay UI. Then the **Phase 1 gate: one honest solo campaign to +Victory + a LAN lap**. Phase 2 (hub-ification) requires the adversarial design review before code. Blender workstream +(portal gate ring, hub crystal, boss kitbash, decals) can start any time.