Docs: session log Part H + roadmap — breakable clutter feel pass

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-09 22:16:02 -07:00
parent 8c2bf3c37b
commit 4ae022c5ad
2 changed files with 21 additions and 7 deletions
@@ -136,8 +136,9 @@ attacks/animations/effects**. Art direction deliberately UNDECIDED — lighting
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
resource drops. Reuses the destructible-ghost + `BlightClutter` + pickup patterns — netcode-cheap.
5. ~~Breakable clutter with drops~~ **DONE (2026-07-09, `53bc21143`)** — the BlightClutter chain already
existed end-to-end (seeding/unified-sweep/drops); the gap was feel: barrels (SM_Prop_Barrel_01) replace the
rock chunk, ONE-hit pop (Remaining 8→2), density 6→8/room. Live-verified pop + drop credit.
6. **Attack distinctness:** every enemy kind + class ability gets a unique read — anim + VFX + effect shape (not more
hit-stop). Builds on the shipped Blender clip pipeline + sword-combo work; creature locomotion for monsters still
open from Phase 1.3.
@@ -189,13 +189,26 @@ console clean.
- 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`).
## Part H — breakable clutter feel pass (`53bc21143`)
Grounding revealed the roadmap item was ~90% BUILT already: the `BlightClutter` destructible-ghost chain
(per-room `RoomTag` seeding, the DR-018-safe UNIFIED node+clutter sweep, melee + projectile breaking,
personal-inventory drops with ledger spill) has existed since the expedition redesign — no design review
needed, zero netcode delta. The actual gap was FEEL: the visual was a rock chunk (read as scenery) taking
4 hits. Shipped: prefab mesh → `SM_Prop_Barrel_01` (FantasyKingdom, same proven atlas mat; Model child
offset 1 — scatter y=1 is the capsule plane, base-pivot props float there), `Remaining` 8→2 = ONE-hit pop
on both paths (`max(1,(int)ScrapPerHit)=2`), `MaxClutterPerRoom` 6→8. Verified live: 8 grounded barrels in
a combat room; an injected projectile through the real sweep popped one in ONE hit (8→7, 2 Biomass credited);
466/466; console clean. Also committed the operator's own F3-panel slider drags from the art-look lap
(`8c2bf3c37` — master stays OFF).
## Next-session intent
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.
Phase 1.5 short-term wins remaining: **attack distinctness** (unique read per enemy kind + class ability —
anim + VFX + effect shape, on the Blender clip pipeline). Long-term 1.5 (hazards, destructible cover) =
adversarial design-review-first. Queued taste items: re-enable curated base flora (barren hub) · arid
brightness · craters-as-blocks call · B5 split-panels smoke. Then Phase 1.7 boon overhaul (design review
required — replicated ability swaps).
Related: [[Iteration_2026-07_CoopHades]] · [[2026-07-07_Workflow_Consolidation]] ·
[[2026-07-07_Expedition_Enemy_Stuck_Harvest_Feedback]]