From d9c383cf33c245d25e2efc179e44376f2d387fb2 Mon Sep 17 00:00:00 2001 From: Luis Gonzalez Date: Tue, 14 Jul 2026 00:00:39 -0700 Subject: [PATCH] =?UTF-8?q?Docs:=20LANTERN=20Phase=206/7=20design=20notes?= =?UTF-8?q?=20(finale=20+=20station)=20=E2=80=94=20per-phase=20coverage=20?= =?UTF-8?q?complete?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - Phase 6 (finale): shelf-boss on the BossState/BossAISystem chassis (multi-phase reskin, signature-Spark drop); one scripted Serpent-tide via the world-model burn/un-pin + hazard director + loss-floor, Siren-forecast; Loudness-driven co-op scaling. - Phase 7 (station/voices): the hub = the world-model permanent home pocket; Lamp meter = GoalProgress + visible growth; rack/bench/library/Bell reuse class-swap/sockets/culture/ transit; Keeper (OnboardingSystem skin) + Siren (hydrophone) + lamp-morse; tone bible gates barks. - Roadmap index now links all phase design specs (full slice designed). Co-Authored-By: Claude Opus 4.8 (1M context) --- .../Lantern_Phase6_7_Finale_Station_Design.md | 93 +++++++++++++++++++ .../Vault/06_Roadmap/Roadmap_Lantern_Slice.md | 2 +- 2 files changed, 94 insertions(+), 1 deletion(-) create mode 100644 Docs/Vault/06_Roadmap/Lantern_Phase6_7_Finale_Station_Design.md diff --git a/Docs/Vault/06_Roadmap/Lantern_Phase6_7_Finale_Station_Design.md b/Docs/Vault/06_Roadmap/Lantern_Phase6_7_Finale_Station_Design.md new file mode 100644 index 000000000..8d3f37933 --- /dev/null +++ b/Docs/Vault/06_Roadmap/Lantern_Phase6_7_Finale_Station_Design.md @@ -0,0 +1,93 @@ +--- +title: LANTERN — Phase 6 Finale & Phase 7 Station/Voices (design notes, pre-review) +date: 2026-07-13 +tags: [roadmap, lantern, boss, tide, hub, narrative, phase-6, phase-7, design] +status: design-pre-review +permalink: gamevault/06-roadmap/lantern-phase6-7-finale-station-design +--- + +# LANTERN — Phase 6 (Finale) & Phase 7 (Station & Voices) + +> Combined **design notes** for the two thinnest/furthest slice phases (each deepens + gets its ★review when +> reached). Completes the per-phase design coverage of the whole slice. Both lean heavily on already-proven +> salvage. + +## Phase 6 — the finale: shelf-boss + the scripted tide + +### Shelf-boss (Twilight's warden) — a real multi-phase skillshot fight +- **Salvage:** the `BossState`/`BossAISystem` chassis (server-only, **sole boss mover**, telegraphed radial + SLAM via `AttackWindup`, phase-2 speed + summon, knockback-immune, arena-anchored) is exactly the base for a + multi-phase skillshot boss. Reskin + add phases; reuse the client boss-bar (`Health.Max` is a `[GhostField]`) + and the per-kind telegraph vocabulary. +- **Drops the slice's signature Spark + a schematic beat** — the Predator's-Ladder treadmill unit (this boss → + this power). The Spark drop = a cultured-organ grant (Phase 4 culture library); the schematic = a build unlock. +- **The hero creature** (Workstream A3): silhouette-first, budgeted real modeling time, kitbash from Strider + family parts where possible. + +### One scripted Serpent-tide as the slice climax +- **Forecast by the Siren** (Phase 7 hydrophone) — a *planned* event, never a sprung ambush (the identity's + "tides are forecast, not sprung" rule). Targets the **party's planted lantern**: defend it or lose the pin. +- **Salvage:** composes the world-model **burn/un-pin** path (a tide = an accelerated forced-gutter on the + targeted lantern unless defended) + the hazard/wave director (the tide as escalating spawn pressure) + the + **loss-floor invariant** (losing the pin drops that frontier pocket, never a shelf — DP-5/C2). The dark moving + as weather = the ambient/weather-beat VFX language (`AmbientLifeSystem` lightning/cloud chassis, re-themed). +- **Server-authoritative**, forecast replicated on the untagged director ghost (a `[GhostField]` tide-window + + target `PocketKey`). Netcode-touching → its own ★review. + +### Difficulty / co-op scaling (1–4 players) +- **Loudness carries most of it** (the currency re-mean's derived meter — party lamp-output → spawn/aggro + pressure). Party-size HP/spawn scaling reuses the existing `RoomEnemyDirectorSystem` living-player scale + (scale by living in-pocket Wicks, not the launch roster — the DR-045 B5 lesson). + +**Gate:** the tide finale generates the clip — a party defending their own light and telling the story after. + +## Phase 7 — the station & the voices (runs parallel with 4–6) + +### The Last Lantern hub — each meta system is a physical PLACE +- **Salvage:** the station is the world-model's **permanent home pocket** (StationPocketKey, the always-lit + "Base" equivalent — [[World_Model_Build_Spec]] C2/C3). The on-demand world lifecycle + UITK menus + (`WorldLauncher`/`SessionRunner`/`MainMenuController`) + the hub scene are KEEP (the Valheim hosting model + needs exactly this). +- **The Lamp** (meter + radius): `GoalProgress`→the campaign readout on the untagged director ghost; brightness + IS the campaign meter *and* the station's radius (the base grows visibly as it brightens — reuse the visible- + growth pattern). The hero set-piece (Mother-Lamp, Workstream A3). +- **Rack / graft-bench / culture library / Bell** — each a physical station location: rack = respawn/frame + select (class chassis pick, `ClassSwapUtil`); graft-bench = socket the kit (Phase-1 sockets); culture library + = the permanent Spark collection (Phase 4); Bell = the descent transit (the world-model FSM's Descending/ + Ascending). Reuse the station-panel/vendor RPC pattern (the storage/deposit idiom). + +### The voices (text-first; tone-bounded by [[Lantern_Tone_Bible]]) +- **The Keeper** (subtitle lines): tutorializes the loop, the split, the **evaporation gift** (the scripted + first-evaporation, Phase 4). Salvage: the `OnboardingSystem` drives the tutorial beats; the Keeper is the + narrative skin over it. Evasive-warm register (tone bible). +- **The Siren:** descent forecast at the Bell + **hydrophone bleed mid-descent** (the run's narrative channel — + descents are never silent for hours) + the tide forecast (Phase 6). Salvage: procedural audio bed + (`AudioClip.Create`) + subtitle lines; the forecast rides a replicated field on the director ghost. +- **Lamp-morse:** ping wheel, revive plea, greeting — procedural chirp audio, the Wicks' whole language (the + tone bible's fixed vocabulary). Client presentation + a small ping RPC. +- **Tone bible** ✅ ([[Lantern_Tone_Bible]]) — done; gates all bark generation. Slice ships **Keeper + Siren + only** (scope ladder). + +**Gate:** a new player completes first descent → death → recovery → pin with **no external explanation**; the +hub reads as a home, not a menu. + +## Salvage summary (both phases lean on proven code) + +| Piece | Phase | Verdict | +|---|---|---| +| `BossState`/`BossAISystem` + client boss-bar + telegraphs | 6 | **KEEP + extend** (multi-phase reskin) | +| hazard/wave director + `AmbientLifeSystem` weather VFX | 6 | **REWORK** (the tide as forecast weather + un-pin) | +| world-model burn/un-pin + loss-floor | 6 | **REUSE** (the tide targets a pinned lantern) | +| Loudness scaling + living-player HP scale | 6 | **REUSE** (co-op scaling) | +| frontend/world lifecycle + UITK menus + hub scene | 7 | **KEEP** (the station = home pocket) | +| `GoalProgress`→Lamp meter + visible growth | 7 | **REUSE** | +| station vendor/deposit RPC + `ClassSwapUtil` + sockets + culture | 7 | **REUSE** (rack/bench/library/Bell) | +| `OnboardingSystem` | 7 | **REWORK** (the Keeper's tutorial skin) | +| procedural audio + subtitle lines | 7 | **KEEP** (Keeper/Siren/lamp-morse) | + +## Related + +- [[World_Model_Build_Spec]] — the station-as-home-pocket + burn/loss-floor the tide uses +- [[Lantern_Tone_Bible]] — the voices' register bounds · [[Identity_Lantern]] — the finale, the Dawn (v1.0), the cast +- [[Lantern_Phase4_Mutations_Design]] / [[Lantern_Phase5_Death_Recovery_Design]] — the systems the hub houses +- [[Roadmap_Lantern_Slice]] Phases 6 & 7 (+ Workstream A3 hero assets) diff --git a/Docs/Vault/06_Roadmap/Roadmap_Lantern_Slice.md b/Docs/Vault/06_Roadmap/Roadmap_Lantern_Slice.md index 960422b47..fd14920d6 100644 --- a/Docs/Vault/06_Roadmap/Roadmap_Lantern_Slice.md +++ b/Docs/Vault/06_Roadmap/Roadmap_Lantern_Slice.md @@ -189,7 +189,7 @@ The deeper technical pass (next sessions) takes each phase in turn: context7-ver - [[Identity_Lantern]] — the design this implements (scope ladder = this roadmap's contract; readability law = A-track law) - **Phase 0 artifacts:** [[DR-048_Lantern_Adoption_Full_Pivot]] · [[Lantern_Strip_Mothball_Inventory]] · [[World_Model_Build_Spec]] + [[DR-049_Lantern_World_Model_Design]] (+ [[Lantern_World_Model_Spike]] / [[Lantern_World_Model_Design_Proposal]]) · [[Art_Direction_Lantern]] + [[Lantern_Art_Pipeline_Recipes]] -- **Phase 1+ design:** [[Lantern_Phase1_Combat_Gym_Build_Spec]] · [[Lantern_Currency_ReMean]] · [[Lantern_Tone_Bible]] (Phase 7) +- **Phase design specs (all phases covered):** [[Lantern_Phase1_Combat_Gym_Build_Spec]] · [[Lantern_Phase4_Mutations_Design]] · [[Lantern_Phase5_Death_Recovery_Design]] · [[Lantern_Phase6_7_Finale_Station_Design]] · [[Lantern_Currency_ReMean]] · [[Lantern_Tone_Bible]] (Phase 7) - **Running:** [[Lantern_Operator_Questions]] — decisions parked for the operator - [[Theme_Direction_Candidates]] — research underneath the direction - [[Synty_Asset_Inventory]] — placeholder quarry during the transition