Docs: roadmap — A0 style-proof scene built (art progress 2026-07-14)

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) <noreply@anthropic.com>
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2026-07-14 21:42:32 -07:00
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**Gate:** DR merged; world-model design review passed; **A0 style-proof scene approved**. **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** → > 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 > [[World_Model_Build_Spec]] + [[DR-049_Lantern_World_Model_Design]] · 0.4 A0 material spec + recipes written
> ([[Art_Direction_Lantern]] + [[Lantern_Art_Pipeline_Recipes]]) but the **in-engine style-proof scene gate is > ([[Art_Direction_Lantern]] + [[Lantern_Art_Pipeline_Recipes]]) **AND the in-engine style-proof scene is BUILT**
> OPEN** (needs a focused editor + operator eyes). **Open gate items = the A0 scene only.** Phase-1 design is > (`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]]. > 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 ## Phase 1 — Combat core: two frames that feel like Shape of Dreams
@@ -135,6 +138,23 @@ Runs parallel with 46 where possible.
3. **Reference board:** RoR2 (shape language), Dredge (water mood), Hollow Knight (value control in dark), Below (the cautionary legibility case). 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.** 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) ## 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): 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 46 where possible.
**Gate:** one creature goes cube → rigged → animated → fighting in-game **in a single documented sitting — twice** (repeatability is the gate, not beauty). **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 26) ## A2 — The creature factory (runs alongside Phases 26)
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.** 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.**