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.