Docs: session log Part I + roadmap — attack distinctness; 1.5 short-term complete
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -139,9 +139,9 @@ attacks/animations/effects**. Art direction deliberately UNDECIDED — lighting
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5. ~~Breakable clutter with drops~~ **DONE (2026-07-09, `53bc21143`)** — the BlightClutter chain already
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existed end-to-end (seeding/unified-sweep/drops); the gap was feel: barrels (SM_Prop_Barrel_01) replace the
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rock chunk, ONE-hit pop (Remaining 8→2), density 6→8/room. Live-verified pop + drop credit.
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6. **Attack distinctness:** every enemy kind + class ability gets a unique read — anim + VFX + effect shape (not more
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hit-stop). Builds on the shipped Blender clip pipeline + sword-combo work; creature locomotion for monsters still
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open from Phase 1.3.
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6. **Attack distinctness — CODE-SIDE DONE (2026-07-09, `a335ca3f2`):** per-kind telegraph colours (shapes
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were already per-kind), per-kind windup voices, ownership-keyed projectile lights. The anim-side depth
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(per-kind clips, creature locomotion — still open from Phase 1.3) rides the parallel Blender workstream.
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### Long-term (server-sim; adversarial design-review REQUIRED per slice)
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