diff --git a/Docs/Vault/06_Roadmap/Roadmap_Lantern_Slice.md b/Docs/Vault/06_Roadmap/Roadmap_Lantern_Slice.md index cad7bbd76..e424c7452 100644 --- a/Docs/Vault/06_Roadmap/Roadmap_Lantern_Slice.md +++ b/Docs/Vault/06_Roadmap/Roadmap_Lantern_Slice.md @@ -191,6 +191,14 @@ Runs parallel with 4–6 where possible. > 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`), > and the `EnemyRigTools.BuildDrowner` path + its EG-only-render caveat. +> +> **Enemy-test GYM (operator direction 2026-07-14) — the home for the animated validation + tuning.** Rather than hack +> the shared `Gameplay.unity` wave roster for a one-off animated check, build a **semi-permanent gym scene** (this is +> Phase 1's "no world — a gym") with **tooling to spawn a chosen enemy on demand** (Drowner/Grindylow/… for +> test+tune). It survives the anticipated **enemy-system rework** (the gym is test scaffolding, independent of enemy +> design). The 3 skinned prefabs (`EnemyDrowner` w/ eyes, `EnemyGrindylow`, `SuitFrame_Bathynaut`) are built + ready to +> drop in. This is a focused `/dots-dev` build (netcode boot + a baked enemy-roster subscene + a spawn system/debug UI) +> — the in-game **animated confirmation of the skinned pipeline lands here**, not via a roster hack. ## A2 — The creature factory (runs alongside Phases 2–6)