Docs: session log Part I + roadmap — attack distinctness; 1.5 short-term complete

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-09 23:18:27 -07:00
parent a335ca3f21
commit cca8c1d44e
2 changed files with 21 additions and 8 deletions
@@ -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)