Docs: roadmap — enemy-test GYM as the animated-validation home (operator direction)
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) <noreply@anthropic.com>
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@@ -191,6 +191,14 @@ Runs parallel with 4–6 where possible.
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> Reusable gotchas banked: Blender-5.1 Synty-FBX import workaround, bounds-normalize scattered Synty rocks, posed-static
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> hero bake (apply-armature + visual-transform), the Unity URP render-harness (layer sign-bit, `SubmitRenderRequest`),
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> and the `EnemyRigTools.BuildDrowner` path + its EG-only-render caveat.
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>
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> **Enemy-test GYM (operator direction 2026-07-14) — the home for the animated validation + tuning.** Rather than hack
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> the shared `Gameplay.unity` wave roster for a one-off animated check, build a **semi-permanent gym scene** (this is
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> Phase 1's "no world — a gym") with **tooling to spawn a chosen enemy on demand** (Drowner/Grindylow/… for
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> test+tune). It survives the anticipated **enemy-system rework** (the gym is test scaffolding, independent of enemy
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> design). The 3 skinned prefabs (`EnemyDrowner` w/ eyes, `EnemyGrindylow`, `SuitFrame_Bathynaut`) are built + ready to
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> drop in. This is a focused `/dots-dev` build (netcode boot + a baked enemy-roster subscene + a spawn system/debug UI)
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> — the in-game **animated confirmation of the skinned pipeline lands here**, not via a roster hack.
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## A2 — The creature factory (runs alongside Phases 2–6)
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