From 4ae022c5ad995bc0995d0a9ad3518087f8619e13 Mon Sep 17 00:00:00 2001 From: Luis Gonzalez Date: Thu, 9 Jul 2026 22:16:02 -0700 Subject: [PATCH] =?UTF-8?q?Docs:=20session=20log=20Part=20H=20+=20roadmap?= =?UTF-8?q?=20=E2=80=94=20breakable=20clutter=20feel=20pass?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Fable 5 --- .../06_Roadmap/Iteration_2026-07_CoopHades.md | 5 ++-- ...2026-07-09_B4d_Tail_Collision_Grounding.md | 23 +++++++++++++++---- 2 files changed, 21 insertions(+), 7 deletions(-) diff --git a/Docs/Vault/06_Roadmap/Iteration_2026-07_CoopHades.md b/Docs/Vault/06_Roadmap/Iteration_2026-07_CoopHades.md index d7c5b7909..169f62756 100644 --- a/Docs/Vault/06_Roadmap/Iteration_2026-07_CoopHades.md +++ b/Docs/Vault/06_Roadmap/Iteration_2026-07_CoopHades.md @@ -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. diff --git a/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md b/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md index 6c07a904b..2f24798c9 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md @@ -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]]