Docs: session log Part G + roadmap — art look locked, ambient motion shipped

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-09 21:02:10 -07:00
parent 90d4bed381
commit 28a683b358
2 changed files with 33 additions and 9 deletions
@@ -128,10 +128,12 @@ attacks/animations/effects**. Art direction deliberately UNDECIDED — lighting
### Short-term wins (asset/scene/client layer)
3. **Lighting/atmosphere pass (direction-agnostic):** ambient way down, dynamic point lights on projectiles / portal /
pickups / braziers / ability impacts, per-biome fog + color-grade tune. Build AS IF no pixel filter (it composes on
top). Then the **art-look decision gate**: side-by-side screenshots pixel filter ON vs OFF over the lit scene →
operator locks pixel-art-3D vs dark-Synty vs both. Every later visual choice hangs off this lock.
3. ~~Lighting/atmosphere pass~~ **DONE (2026-07-09, `414f9ff62`)** — dark ambient + DynamicLightSystem
(projectile/portal/node/impact-flash lights) + landmark mood lights + per-biome dark palettes; found+fixed
the dead Linear-fog density knob. **ART LOOK LOCKED (operator, 2026-07-09): CLEAN DARK-SYNTY — pixel filter
OFF** ("everything feels smoother & sharper without it"); the PixelOutline feature stays dev-toggleable (F3)
with `_MasterEnabled=0` shipped. Operator is open to experimenting with OTHER fullscreen/shader effects
later (sharpen/vignette/grade variants — backlog). Every later visual choice keys off clean dark-Synty.
4. **Ambient motion layer (client-only, zero netcode):** foliage sway/rustle on walk-through, per-biome dust/embers/fog
drift particles, critters that scatter, flags/banners. Biggest bang-per-effort for "not static".
5. **Breakable clutter with drops:** Hades-style urns/crates/Blight growths seeded per room; shatter on hit → small