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
@@ -167,13 +167,35 @@ Dark-ambient dynamic-light-first look (roadmap 1.5 #3), built filter-agnostic:
impact flashes observed), fog/ambient values confirmed live in Play, 466/466, console clean.
- **Art-look gate material committed:** `Assets/Screenshots/artlook_{base,room}_pixel{ON,OFF}.png`.
## Part G — ART LOOK LOCKED + ambient motion layer shipped (`90d4bed38`)
**Operator locked the art look: CLEAN DARK-SYNTY — pixel filter OFF** ("everything feels smoother & sharper
without it, even if mostly placebo"); open to OTHER shader/visual-tuning experiments later (backlog:
sharpen/vignette/grade variants on the same fullscreen feature). `_MasterEnabled=0` saved on the material
(F3 dev panel stays). Collisions signed off ("collisions are fine now").
**Ambient motion layer** (roadmap 1.5 #4, `AmbientMotionSystem` + config): per-biome drift particles from a
camera-following world-space emitter (meadow motes / arid dust / cavern motes / blight spores — palette keyed
like WorldAtmosphereSystem) · idle sway on ACTIVE flora prop roots near the camera · walk-through rustle
(local-player proximity → decaying energy shake). Rotations write around a cached base → lossless toggle.
Verified live: palettes exact on region cross, flora beside the player rocked (0,0)→(4.0°,+5.0°), 466/466,
console clean.
**Discoveries this round:**
- **The BASE biome's flora is authored INACTIVE** (84 bush renderers etc. — the meadow hub has NO active
sway targets and reads barren). Re-enabling a curated set is a cheap "world alive" win — operator call.
- A mid-play session lost its netcode worlds while unfocused (the known unfocused-editor hazard —
tick-batching warning then zero worlds; game keeps rendering as a zombie). Restart cured; not slice-related.
- Unity 6.5: `Scene.handle` int conversions are deprecated-as-error (key caches on `scene.path`); bare
`Time` in a `SystemBase` binds to the deprecated ECS `ComponentSystemBase.Time` (qualify `UnityEngine.Time`).
## Next-session intent
**OPERATOR GATE: lock the art look** from the artlook_* side-by-sides (pixel-art-3D vs clean dark-Synty vs
keep-both-toggle) — every later visual choice hangs off this. Then Phase 1.5 continues: ambient-motion layer →
breakable clutter → attack distinctness. Feel-lap items still pending operator eyes: refit walls/cover/85 prop
colliders + solid craters call + atmosphere value taste (arid rooms read bright-tan — all knobs live) + the B5
split-panels smoke.
Phase 1.5 continues under the LOCKED clean dark-Synty look: **breakable clutter with drops** (Hades-style
urns/growths — destructible-ghost + pickup patterns, netcode-cheap) → attack distinctness. Also queued:
re-enable curated base flora (barren hub) · retune arid brightness to taste (all knobs live) · long-term 1.5
items (hazards, destructible cover) need the adversarial design review first. Feel items for the operator's
next lap: ambient motion + dark look in motion, craters-as-blocks call, B5 split-panels smoke.
Related: [[Iteration_2026-07_CoopHades]] · [[2026-07-07_Workflow_Consolidation]] ·
[[2026-07-07_Expedition_Enemy_Stuck_Harvest_Feedback]]