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 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 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. 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 6. **Attack distinctness — CODE-SIDE DONE (2026-07-09, `a335ca3f2`):** per-kind telegraph colours (shapes
hit-stop). Builds on the shipped Blender clip pipeline + sword-combo work; creature locomotion for monsters still were already per-kind), per-kind windup voices, ownership-keyed projectile lights. The anim-side depth
open from Phase 1.3. (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) ### Long-term (server-sim; adversarial design-review REQUIRED per slice)
@@ -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 466/466; console clean. Also committed the operator's own F3-panel slider drags from the art-look lap
(`8c2bf3c37` — master stays OFF). (`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 ## Next-session intent
Phase 1.5 short-term wins remaining: **attack distinctness** (unique read per enemy kind + class ability — **Phase 1.5 short-term wins are COMPLETE** (collision ✓ lighting ✓ art-look ✓ ambient motion ✓ breakables ✓
anim + VFX + effect shape, on the Blender clip pipeline). Long-term 1.5 (hazards, destructible cover) = attack distinctness ✓). Next: either the 1.5 long-term slices (**environmental hazards** / **destructible
adversarial design-review-first. Queued taste items: re-enable curated base flora (barren hub) · arid cover** — BOTH adversarial design-review-first, and cover must re-validate the enemy backstop) or jump to
brightness · craters-as-blocks call · B5 split-panels smoke. Then Phase 1.7 boon overhaul (design review **Phase 1.7 boon overhaul** (~12 mechanic-changers; design review required — replicated ability swaps).
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]] · Related: [[Iteration_2026-07_CoopHades]] · [[2026-07-07_Workflow_Consolidation]] ·
[[2026-07-07_Expedition_Enemy_Stuck_Harvest_Feedback]] [[2026-07-07_Expedition_Enemy_Stuck_Harvest_Feedback]]