diff --git a/Docs/Vault/06_Roadmap/Iteration_2026-07_CoopHades.md b/Docs/Vault/06_Roadmap/Iteration_2026-07_CoopHades.md index 169f62756..3e44e7e7f 100644 --- a/Docs/Vault/06_Roadmap/Iteration_2026-07_CoopHades.md +++ b/Docs/Vault/06_Roadmap/Iteration_2026-07_CoopHades.md @@ -139,9 +139,9 @@ attacks/animations/effects**. Art direction deliberately UNDECIDED — lighting 5. ~~Breakable clutter with drops~~ **DONE (2026-07-09, `53bc21143`)** — the BlightClutter chain already existed end-to-end (seeding/unified-sweep/drops); the gap was feel: barrels (SM_Prop_Barrel_01) replace the rock chunk, ONE-hit pop (Remaining 8→2), density 6→8/room. Live-verified pop + drop credit. -6. **Attack distinctness:** every enemy kind + class ability gets a unique read — anim + VFX + effect shape (not more - hit-stop). Builds on the shipped Blender clip pipeline + sword-combo work; creature locomotion for monsters still - open from Phase 1.3. +6. **Attack distinctness — CODE-SIDE DONE (2026-07-09, `a335ca3f2`):** per-kind telegraph colours (shapes + were already per-kind), per-kind windup voices, ownership-keyed projectile lights. The anim-side depth + (per-kind clips, creature locomotion — still open from Phase 1.3) rides the parallel Blender workstream. ### Long-term (server-sim; adversarial design-review REQUIRED per slice) diff --git a/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md b/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md index 2f24798c9..9515d1472 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md @@ -202,13 +202,26 @@ a combat room; an injected projectile through the real sweep popped one in ONE h 466/466; console clean. Also committed the operator's own F3-panel slider drags from the art-look lap (`8c2bf3c37` — master stays OFF). +## Part I — attack distinctness pass (`a335ca3f2`) + +Per-kind unique reads on the existing replicated state (client-only, zero netcode): **telegraph COLOURS** +per `EnemyTelegraph.Kind` (grunt orange / charger+boss crimson / spitter toxic-green lane / swarmer yellow — +shapes were already per-kind, colours were uniformly red) · **windup VOICES** at the existing onset edge +(thud / rising roar / wet hiss / chitter, strike-beep distance gate) · **projectile light colour by +ownership** in DynamicLightSystem (player cyan vs toxic-green enemy spit, `EnemyProjectileColor` knob). +Verified live: a 12 s combat histogram showed zones rendering K0+K1 materials keyed to real windups +(screenshot); 466/466; console clean. Gotcha: bare `GhostOwner` needs `using Unity.NetCode;` (CS0246 in a +Client presentation file that only used Simulation types before). Remaining distinctness depth (per-kind +anim clips, creature locomotion) rides the parallel Blender workstream. + ## Next-session intent -Phase 1.5 short-term wins remaining: **attack distinctness** (unique read per enemy kind + class ability — -anim + VFX + effect shape, on the Blender clip pipeline). Long-term 1.5 (hazards, destructible cover) = -adversarial design-review-first. Queued taste items: re-enable curated base flora (barren hub) · arid -brightness · craters-as-blocks call · B5 split-panels smoke. Then Phase 1.7 boon overhaul (design review -required — replicated ability swaps). +**Phase 1.5 short-term wins are COMPLETE** (collision ✓ lighting ✓ art-look ✓ ambient motion ✓ breakables ✓ +attack distinctness ✓). Next: either the 1.5 long-term slices (**environmental hazards** / **destructible +cover** — BOTH adversarial design-review-first, and cover must re-validate the enemy backstop) or jump to +**Phase 1.7 boon overhaul** (~12 mechanic-changers; design review required — replicated ability swaps). +Operator gate: a feel-lap over the whole 1.5 package ("no longer static"?) decides. Queued taste items: +re-enable curated base flora · arid brightness · craters call · B5 split-panels smoke. Related: [[Iteration_2026-07_CoopHades]] · [[2026-07-07_Workflow_Consolidation]] · [[2026-07-07_Expedition_Enemy_Stuck_Harvest_Feedback]]