Docs: Phase 1 gate verdict (static/boring world) -> Phase 1.5 World Alive inserted + boons pulled forward to 1.7
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -61,6 +61,12 @@ after a playtest gate). **Blender scope: hero props + decals.** No time estimate
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**Gate:** one honest solo campaign to Victory + one 2-instance LAN lap with the overlay open.
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**Gate:** one honest solo campaign to Victory + one 2-instance LAN lap with the overlay open.
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> **Gate outcome (2026-07-07 operator playtest):** trunk holds mechanically, but the verdict is *"not cohesive, very
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> static, visually boring — comparable games' environments are dynamic and interactable"* + ability upgrades boring +
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> the 07-07 harvest shrink/pop never showed on-screen (the pre-flagged PostTransformMatrix-on-root risk is real).
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> → **Phase 1.5 (World Alive) inserted below; mechanic-changer boons PULLED FORWARD from Phase 3 (Phase 1.7).**
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> Explicit operator framing: make the game **look better**, not more "juice" — the code-side hit-feel layer stays as-is.
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### Slice B folded design (design-review `wf_fd177263-b67`, 2026-07-06 — 3 lenses done, 15 verify verdicts ALL isReal=true; synthesis died on session limit, folded by hand from the verified findings)
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### Slice B folded design (design-review `wf_fd177263-b67`, 2026-07-06 — 3 lenses done, 15 verify verdicts ALL isReal=true; synthesis died on session limit, folded by hand from the verified findings)
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- **B3 Dying window:** server-only `Dying{uint UntilTick}` (TickUtil.NonZero, stamp ONCE on the 0-crossing in
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- **B3 Dying window:** server-only `Dying{uint UntilTick}` (TickUtil.NonZero, stamp ONCE on the 0-crossing in
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@@ -96,6 +102,52 @@ after a playtest gate). **Blender scope: hero props + decals.** No time estimate
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threshold + separation strength as live TuningConfig knobs. ⚠ Bursted query-set edits on an UNFOCUSED editor can
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threshold + separation strength as live TuningConfig knobs. ⚠ Bursted query-set edits on an UNFOCUSED editor can
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leave a stale Burst binary — have the editor focused for the compile, or expect the restart cure.
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leave a stale Burst binary — have the editor focused for the compile, or expect the restart cure.
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## Phase 1.5 — World Alive (inserted 2026-07-07 from playtest verdict; visual + dynamism, explicitly NOT juice)
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Operator interactivity scope (all four selected + two write-ins): breakable clutter with drops · environmental
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hazards · cosmetic reactivity + ambient motion · destructible cover · **collision precision** · **more distinct
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attacks/animations/effects**. Art direction deliberately UNDECIDED — lighting pass first, then pick (see gate).
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### Stabilize first (bugs, do before the pass)
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1. **Node harvest feedback fix:** the shrink/pop drives `PostTransformMatrix` on the ghost ROOT, but node meshes are
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render (LEG) children → scale the render children instead (the 07-07 session log pre-flagged exactly this).
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**Verify ON-SCREEN this time** — the operator's eyes are the test for skinned/scaled visuals.
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2. **Collision precision pass:** operator reports collisions imprecise/not working well. Diagnose scope FIRST
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(environment collision vs body-blocking vs melee/projectile hit registration — each is a different system) with a
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live repro session, then fix. Swept-not-point rules apply to anything hit-reg.
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### Short-term wins (asset/scene/client layer)
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3. **Lighting/atmosphere pass (direction-agnostic):** ambient way down, dynamic point lights on projectiles / portal /
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pickups / braziers / ability impacts, per-biome fog + color-grade tune. Build AS IF no pixel filter (it composes on
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top). Then the **art-look decision gate**: side-by-side screenshots pixel filter ON vs OFF over the lit scene →
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operator locks pixel-art-3D vs dark-Synty vs both. Every later visual choice hangs off this lock.
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4. **Ambient motion layer (client-only, zero netcode):** foliage sway/rustle on walk-through, per-biome dust/embers/fog
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drift particles, critters that scatter, flags/banners. Biggest bang-per-effort for "not static".
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5. **Breakable clutter with drops:** Hades-style urns/crates/Blight growths seeded per room; shatter on hit → small
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resource drops. Reuses the destructible-ghost + `BlightClutter` + pickup patterns — netcode-cheap.
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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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### Long-term (server-sim; adversarial design-review REQUIRED per slice)
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7. **Environmental hazards:** exploding barrels, Blight geysers, trap tiles — damage BOTH sides so enemies can be
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baited into them. Real combat interplay; replication + predicted-damage surface needs the review.
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8. **Destructible cover:** in-room cover rocks take damage and crumble (Charger smashes through, players carve LOS).
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Structures already have Health; **re-validate the enemy stuck-fix backstop when cover can disappear mid-fight.**
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**Gate:** operator playtest says "no longer static"; node harvest feedback visibly works; art direction LOCKED.
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## Phase 1.7 — Boon overhaul (PULLED FORWARD from Phase 3, operator call 2026-07-07)
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- **Boons → ~12 mechanic-changers** on existing hooks: dash damage trail, finisher AoE detonation, projectile
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pierce/fork/chain, ability-SWAP boons (replicated AbilityRef byte via the ClassSwapUtil pattern), knockback→pull…
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plus synergy tags, duplicate/dominated-offer protection. Design-review before coding (replicated ability swaps).
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**Gate:** two consecutive runs feel different from boons alone.
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## Phase 2 — Hub-ification (structural; adversarial design-review REQUIRED before coding)
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## Phase 2 — Hub-ification (structural; adversarial design-review REQUIRED before coding)
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- **Mothball, don't delete:** sieges/CoreIntegrity/turret-ammo retired from the flow via baked toggles (the
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- **Mothball, don't delete:** sieges/CoreIntegrity/turret-ammo retired from the flow via baked toggles (the
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@@ -111,9 +163,7 @@ after a playtest gate). **Blender scope: hero props + decals.** No time estimate
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## Phase 3 — Depth (folded in now; design-review per netcode-heavy slice)
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## Phase 3 — Depth (folded in now; design-review per netcode-heavy slice)
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- **Kit:** second ability slot + one new active per class (reuse AbilityRef catalog + predicted-input review).
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- **Kit:** second ability slot + one new active per class (reuse AbilityRef catalog + predicted-input review).
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- **Boons → ~12 mechanic-changers** on existing hooks: dash damage trail, finisher AoE detonation, projectile
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- ~~Boons~~ **MOVED to Phase 1.7** (pulled forward 2026-07-07 — operator playtest called flat-stat upgrades boring).
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pierce/fork/chain, ability-SWAP boons (replicated AbilityRef byte via the ClassSwapUtil pattern), knockback→pull…
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plus synergy tags, duplicate/dominated-offer protection.
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- **Real node types:** Elite (affixed alphas via the boss spawn-stamp pattern), Shrine (combat-free choice), Survive,
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- **Real node types:** Elite (affixed alphas via the boss spawn-stamp pattern), Shrine (combat-free choice), Survive,
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Cursed.
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Cursed.
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- **Second boss chassis** (Spitter artillery) so lap 2 differs.
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- **Second boss chassis** (Spitter artillery) so lap 2 differs.
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@@ -141,3 +191,9 @@ sim) · encounter-composition buttons in DevSandbox · WasAllReady regression te
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Supersedes the DR-042 "final beat = base siege" lock (win moves fully expedition-side). DR-034 Core / EB-1/2 siege
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Supersedes the DR-042 "final beat = base siege" lock (win moves fully expedition-side). DR-034 Core / EB-1/2 siege
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systems → mothballed, not deleted. The "present forks" ritual re-runs at each phase's design review.
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systems → mothballed, not deleted. The "present forks" ritual re-runs at each phase's design review.
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**2026-07-07 restructure (Phase 1 gate playtest):** Phase 0 + Phase 1 SHIPPED (commits `7c1fee097`…`cc2e7ad95`, incl.
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Blender clips, sword combo, pixel-art render style, enemy-stuck fix, markers, harvest feedback). Gate playtest verdict
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= static/boring world → **Phase 1.5 World Alive** inserted (stabilize: node-feedback fix + collision precision; short:
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lighting→art-look gate, ambient motion, breakables, attack distinctness; long: hazards + destructible cover, review-first)
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and **boons pulled forward to Phase 1.7**. Phase 2 (hub) now follows 1.7. Order: 1.5 → 1.7 → 2 → 3 → 4/5 parallel.
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