From 693f70308a60dacdd1e76b3b86e188c59d173360 Mon Sep 17 00:00:00 2001 From: Luis Gonzalez Date: Tue, 14 Jul 2026 21:42:32 -0700 Subject: [PATCH] =?UTF-8?q?Docs:=20roadmap=20=E2=80=94=20A0=20style-proof?= =?UTF-8?q?=20scene=20built=20(art=20progress=202026-07-14)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Phase-0 status + Workstream A0/A1 callouts: the in-engine ArtStaging style-proof scene is built (prop+creature+suit triad under murk + light-is-territory pool lighting, passes full/200px/grayscale); statics recipe validated in-engine; skinned Rukhanka bake + 3 master shaders still open. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../Vault/06_Roadmap/Roadmap_Lantern_Slice.md | 36 ++++++++++++++++--- 1 file changed, 32 insertions(+), 4 deletions(-) diff --git a/Docs/Vault/06_Roadmap/Roadmap_Lantern_Slice.md b/Docs/Vault/06_Roadmap/Roadmap_Lantern_Slice.md index 95bc36dce..211ed26ec 100644 --- a/Docs/Vault/06_Roadmap/Roadmap_Lantern_Slice.md +++ b/Docs/Vault/06_Roadmap/Roadmap_Lantern_Slice.md @@ -30,11 +30,14 @@ permalink: gamevault/06-roadmap/roadmap-lantern-slice **Gate:** DR merged; world-model design review passed; **A0 style-proof scene approved**. -> **Phase 0 status (2026-07-13):** ✅ 0.1 adoption ([[DR-048_Lantern_Adoption_Full_Pivot]]) · ✅ 0.2 strip/ +> **Phase 0 status (updated 2026-07-14):** ✅ 0.1 adoption ([[DR-048_Lantern_Adoption_Full_Pivot]]) · ✅ 0.2 strip/ > mothball ([[Lantern_Strip_Mothball_Inventory]]) · ✅ 0.3 world-model **design review passed** → -> [[World_Model_Build_Spec]] + [[DR-049_Lantern_World_Model_Design]] · ◻ 0.4 A0 material spec written -> ([[Art_Direction_Lantern]] + [[Lantern_Art_Pipeline_Recipes]]) but the **in-engine style-proof scene gate is -> OPEN** (needs a focused editor + operator eyes). **Open gate items = the A0 scene only.** Phase-1 design is +> [[World_Model_Build_Spec]] + [[DR-049_Lantern_World_Model_Design]] · ◑ 0.4 A0 — material spec + recipes written +> ([[Art_Direction_Lantern]] + [[Lantern_Art_Pipeline_Recipes]]) **AND the in-engine style-proof scene is BUILT** +> (`Assets/Scenes/ArtStaging.unity`): the **prop + creature + suit triad** (crate · Wisp-flora · Drowner · Bathynaut) +> baked in under murk + "light is territory" pool lighting + caustics/marine-snow/seabed, judged full-size / 200px / +> grayscale from the game camera. **Remaining for the gate: operator sign-off** (+ the 3 master ShaderGraphs, still +> stand-ins). Driven by the new **`/art-dev`** skill + the hybrid nudge-and-bake workflow. Phase-1 design is > ready ([[Lantern_Phase1_Combat_Gym_Build_Spec]]); operator decisions parked in [[Lantern_Operator_Questions]]. ## Phase 1 — Combat core: two frames that feel like Shape of Dreams @@ -135,6 +138,23 @@ Runs parallel with 4–6 where possible. 3. **Reference board:** RoR2 (shape language), Dredge (water mood), Hollow Knight (value control in dark), Below (the cautionary legibility case). 4. **Style-proof scene (the gate):** one prop + one creature + one suit, in-engine, under murk + dynamic lights, on the capture grade — judged full-size AND at 200 px AND in grayscale. **Locked before any mass production.** +> **A0 progress (2026-07-14) — style-proof scene BUILT, awaiting operator sign-off.** Palette atlas + 3 shared +> materials shipped earlier; this session added the full triad + the in-engine staging scene: +> - **Assets (Blender, `ArtSource/Blender/`):** `Prop_CargoCrate` (92 tris, statics/palette proof) · `Prop_GlowFlora` +> (380, cold-teal emissive clutter) · `Creature_WispMote` (110, Drifter gloam-wisp) · `Creature_Drowner` (2.7k, +> Synty-crew Strider kitbash — gloam-tinted, hunched, glowing eyes) · `Suit_Bathynaut_Kitbash` (~9k ⚠ over the ≤6k +> hero budget — decimate + pick body-or-armour for game-ready). Palette-atlas single-material + emissive throughout; +> Synty kitbashes (licensed). Suit/creatures are **posed silhouette concepts**, not yet rig-bound for animation. +> - **In-engine (`Assets/Scenes/ArtStaging.unity`):** prop+creature+suit baked in (glTFast posed statics) under the +> **A0 conditions** — undulating seabed (no platform edge), caustics cookie, marine-snow particles, teal depth fog, +> ACES+bloom+vignette capture grade, and the **"light is territory" pool lighting** (warm beacon = ours, cold +> bioluminescent flora pools = the deep, deep dark between) + a Play-mode ambiance animator (`StagingAmbiance`). +> Passes the three-way judge: full-size, 200px, and **grayscale** (warm/cold separated by *value + flicker-cadence*, +> not hue alone — the colorblind-safe read). ⚠ **Vertical god-rays don't read down a top-down camera** — ground +> pools do (recorded in the [[Lantern_Art_Pipeline_Recipes|recipes]] / `/art-dev` cookbook). +> - **Still open:** the **3 master ShaderGraphs** (esp. `Emissive-Gloam` flicker param) are still stand-ins; the +> **skinned Rukhanka bake** (animated creatures/suit) is deferred to A1/A2. + ## A1 — Pipeline proof (runs alongside Phase 1) 1. **Two written recipes, checklist-grade** (this project runs on distilled gotchas; the art pipeline gets the same treatment): @@ -150,6 +170,14 @@ Runs parallel with 4–6 where possible. **Gate:** one creature goes cube → rigged → animated → fighting in-game **in a single documented sitting — twice** (repeatability is the gate, not beauty). +> **A1 progress (2026-07-14) — partial (ran early during A0).** The **statics recipe is validated end-to-end in-engine** +> (Blender → glb → glTFast import → shared `M_Lit_Palette` → renders correct in URP at the game angle; the crate + flora +> are baked into ArtStaging). Both recipes are written checklist-grade ([[Lantern_Art_Pipeline_Recipes]]) + the `/art-dev` +> cookbook. **Not yet done:** the **skinned recipe in-engine** (Rukhanka rig-bind + `Skinned-Palette` + animation drive) — +> heroes are currently posed *static* bakes, not animated; the "cube→rigged→animated→fighting, twice" gate is still open. +> Reusable gotchas banked: Blender-5.1 Synty-FBX import workaround, bounds-normalize scattered Synty rocks, posed-static +> hero bake (apply-armature + visual-transform), the Unity URP render-harness (layer sign-bit, `SubmitRenderRequest`). + ## A2 — The creature factory (runs alongside Phases 2–6) 1. **"CreatureKit" workflow/tooling:** one editor tool or hard checklist that takes a Blender export and yields a play-ready enemy — prefab with rig + ghost/network authoring + colliders + a tuning-table entry + spawn-table and bestiary hooks. **The measure: adding enemy N+1 touches zero undocumented steps.**