From 8f070ff83c317540f707a1ccc569dffdbd48d9fd Mon Sep 17 00:00:00 2001 From: Luis Gonzalez Date: Tue, 14 Jul 2026 22:27:16 -0700 Subject: [PATCH] =?UTF-8?q?Docs:=20roadmap=20=E2=80=94=20enemy-test=20GYM?= =?UTF-8?q?=20as=20the=20animated-validation=20home=20(operator=20directio?= =?UTF-8?q?n)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Defer the in-game skinned-enemy animated check to a purpose-built semi-permanent gym scene (Phase 1's 'no world - a gym') with spawn-a-chosen-enemy tooling, rather than hacking the shared wave roster. Survives the coming enemy-system rework; the 3 skinned prefabs are ready to drop in. Co-Authored-By: Claude Opus 4.8 (1M context) --- Docs/Vault/06_Roadmap/Roadmap_Lantern_Slice.md | 8 ++++++++ 1 file changed, 8 insertions(+) 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)