Docs: session log Part H + roadmap — breakable clutter feel pass
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -136,8 +136,9 @@ attacks/animations/effects**. Art direction deliberately UNDECIDED — lighting
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later (sharpen/vignette/grade variants — backlog). Every later visual choice keys off clean dark-Synty.
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4. **Ambient motion layer (client-only, zero netcode):** foliage sway/rustle on walk-through, per-biome dust/embers/fog
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drift particles, critters that scatter, flags/banners. Biggest bang-per-effort for "not static".
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5. **Breakable clutter with drops:** Hades-style urns/crates/Blight growths seeded per room; shatter on hit → small
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resource drops. Reuses the destructible-ghost + `BlightClutter` + pickup patterns — netcode-cheap.
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5. ~~Breakable clutter with drops~~ **DONE (2026-07-09, `53bc21143`)** — the BlightClutter chain already
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existed end-to-end (seeding/unified-sweep/drops); the gap was feel: barrels (SM_Prop_Barrel_01) replace the
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rock chunk, ONE-hit pop (Remaining 8→2), density 6→8/room. Live-verified pop + drop credit.
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6. **Attack distinctness:** every enemy kind + class ability gets a unique read — anim + VFX + effect shape (not more
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hit-stop). Builds on the shipped Blender clip pipeline + sword-combo work; creature locomotion for monsters still
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open from Phase 1.3.
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