Docs: session log + roadmap — P1 Group B (5-Spark systems + gym tooling)
Session 2026-07-15: the 5-Spark systems, content, and enemy-test-gym CODE done (497 EditMode green); the fresh Gym.unity scene assembly + the L3 feel gate remain. Roadmap Phase-1 status updated. Reusable gotchas banked (reel via re-aimed KnockbackState; GymTag bypasses the meta spawn guard; manage_scriptable_object target-object quirk). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -54,6 +54,13 @@ The primary verb first. No world, no lanterns — a gym.
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**Gate:** the gym is fun with two players for 15 minutes on kit alone; relevancy-light verified server-side (gamma test: nothing to see).
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> **Phase 1 status (2026-07-15):** ✅ Group A (4-socket kit, [[2026-07-14_Lantern_Phase1_GroupA_Combat_Sockets]]) ·
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> ✅ Group B **systems + content + gym CODE** — the 5 Sparks (decoy / hook-reel / vortex / blink / light-zone),
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> Aoe/Hitscan dispatch, `ReelSystem` / `ZonePulseSystem` / decoy aggro, 3 effect ghosts + 5 Spark defs, on-demand
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> enemy-spawn tooling + `GymTag` clean-spawn (497 EditMode green). ◻ the fresh **`Gym.unity` scene assembly** + the
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> **L3 feel gate** (operator's eyes; also closes the A1 in-game animated-pipeline confirmation) remain. See
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> [[2026-07-15_Lantern_Phase1_GroupB_5Sparks_Systems]].
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## Phase 2 — The dark & the pocket-graph
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1. **Twilight shelf as a pocket-graph:** 3–5 generated dark pockets per descent on a graph; seed-fresh re-knot per descent; pocket transitions.
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