From ff91e6e4d3785dcf26c5886c9c86e7179d4396a3 Mon Sep 17 00:00:00 2001 From: Luis Gonzalez Date: Sun, 12 Jul 2026 14:41:35 -0700 Subject: [PATCH] =?UTF-8?q?Docs:=20session=20log=20Part=20R=20+=20roadmap?= =?UTF-8?q?=20tick=20=E2=80=94=20Phase=201.5b=20bundle=204=20shipped,=201.?= =?UTF-8?q?5b=20COMPLETE?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Bundle 4 (critters + weather beats) shipped; all four World-Alive-II bundles done. Next = the operator's Phase 1.5 gate lap. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../06_Roadmap/Iteration_2026-07_CoopHades.md | 9 +++-- ...2026-07-09_B4d_Tail_Collision_Grounding.md | 35 +++++++++++++++---- 2 files changed, 36 insertions(+), 8 deletions(-) diff --git a/Docs/Vault/06_Roadmap/Iteration_2026-07_CoopHades.md b/Docs/Vault/06_Roadmap/Iteration_2026-07_CoopHades.md index 6f15d3d7f..24bfb8b0b 100644 --- a/Docs/Vault/06_Roadmap/Iteration_2026-07_CoopHades.md +++ b/Docs/Vault/06_Roadmap/Iteration_2026-07_CoopHades.md @@ -183,9 +183,14 @@ plain"** — expand 1.5 before 1.7. Locked bundles, sequenced ground-first: (absolute-tick disc + latched/armed crossing burst — NEVER edge-detect the field; reuses bundle-2 scorch). Seeded in `RoomFieldSystem` (born-correct staggered), spawner wired into the subscene. 474/474 + live no-storm end-to-end. See [[Geyser_Build_Spec]]. -4. **Critters + weather beats**: fleeing bugs/birds; cloud-shadow drifts; Blight lightning flicker. +4. ✅ **Critters + weather beats** (SHIPPED, Part R): client-only `AmbientLifeSystem` (+ `AmbientLifeConfig`) — + fleeing bug/bird pool (dart out of the flee radius = the scatter beat, biome-tinted), drifting cloud-shadow + discs, and Blight-room-only double-blink lightning flash + thunder (dedicated flash light, no RenderSettings + conflict). Reuses the `FeedbackFx` disc/scorch primitives; 474/474 + live-verified at base. -Gate: the same "no longer static" lap, now with the ground judged explicitly. +**Phase 1.5b COMPLETE (all four bundles shipped).** Gate: the "no longer static" lap, now with ground + decals ++ geyser + critters/weather judged explicitly (the biome-gated beats — geyser erupt, Blight lightning — seen in +a real Blight room). **Gate:** operator playtest says "no longer static"; node harvest feedback visibly works; art direction LOCKED. diff --git a/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md b/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md index 0dcc623f6..ff7e3f3e1 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md @@ -395,14 +395,37 @@ the barrel/cover chassis + bundle-2's scorch pool. Blight ground, and whether a distinct geyser mesh (interim = the ResourceNode mesh) is wanted. Knobs: `Tuning.Geyser*` (period/telegraph/radius/damage) + `GeyserFieldSpawner.Count`. +## Part R — Phase 1.5b bundle 4 (CRITTERS + WEATHER BEATS) shipped — PHASE 1.5b COMPLETE + +The last locked 1.5b bundle, all **client-only, procedural, zero netcode** — one new sibling of +`AmbientMotionSystem`: **`AmbientLifeSystem`** (+ `AmbientLifeConfig` static knobs), scene-gated "Game", +camera-following, biome-keyed off the same camera-X + replicated `RunInfo.CurrentBiome` switch. Three beats: +- **Fleeing critters** — a pooled set of ground BUGS (+ a `BirdFraction` of airborne BIRDS) that idle-wander + near the camera and DART away when the local player closes inside `CritterFleeRadius` (the "scatter" beat), + biome-tinted (meadow pale / arid tan / cavern blue / blight purple), recycled at the ring edge. Reuses + `FeedbackFx.BuildDisc` specks + `MakeParticleMaterial`. +- **Cloud-shadow drifts** — soft dark feathered discs (`FeedbackFx.BuildScorchMesh`) drifting slowly across the + ground on a light prevailing wind, recycled off the downwind edge. +- **Blight lightning** — Blight rooms ONLY: a periodic (`LightningMin/MaxInterval`) double-blink DIRECTIONAL + flash light (created lazily; never touches `RenderSettings`, so no fight with `WorldAtmosphereSystem`) + a + delayed procedural thunder rumble. +- **Verified:** console clean · 474/474 EditMode (no regression; pure presentation, no new tests) · **live at + base** — `~AmbientLife` root with 7 bugs + 3 birds + 3 cloud shadows, sample bug on the ground with the exact + meadow tint, and the **flee beat confirmed** (nearest critter clustered at 4.62u = just outside the 4u flee + radius — they scatter out of the zone, not a static pool); NO lightning light at base (Blight-gated, correct); + no exceptions. Blight lightning's visual → the operator's Blight-room gate lap (biome-gated like the geyser). + Knobs: `AmbientLifeConfig` (counts/radii/speeds/colors/intervals). + ## Next-session intent -**Phase 1.5b bundles 1 (ground) + 2 (decals) + 3 (Blight geyser) are SHIPPED.** Last locked bundle: **4) -critters + weather beats** (fleeing bugs/birds · cloud-shadow drifts · Blight lightning flicker — client-only, -likely no design review). Then the operator's 1.5 gate lap ("no longer static"; ground + decals + geyser judged -explicitly) → Phase 1.7 boon overhaul (design-review-FIRST) → Phase 2 hub-ification. Taste queue: **geyser feel -lap (telegraph/erupt tuning · distinct geyser mesh?)** · decals feel lap · arid brightness · craters call · B5 -split-panels smoke · barrel explosion VFX polish · flower density. +**PHASE 1.5b (World Alive II) is COMPLETE — all four bundles shipped: ground · decals · Blight geyser · +critters+weather.** NEXT = the operator's **Phase 1.5 gate lap** — a "no longer static" playtest judging the +whole World-Alive pass explicitly (ground + decals + geyser + critters/weather), with the biome-gated beats +(geyser erupt, Blight lightning) seen in a real Blight room. If it passes → **Phase 1.7 boon overhaul +(design-review-FIRST — ~12 mechanic-changers)** → Phase 2 hub-ification. Taste/tuning queue for the lap: +geyser telegraph/erupt + distinct geyser mesh? · decals scorch/crack tuning · critter density/flee feel · +cloud-shadow opacity · Blight lightning cadence · arid brightness · craters call · B5 split-panels smoke · +barrel VFX · flower density. Order stays: 1.5 gate → 1.7 → 2 → 3 → 4/5 parallel. Related: [[Iteration_2026-07_CoopHades]] · [[2026-07-07_Workflow_Consolidation]] · [[2026-07-07_Expedition_Enemy_Stuck_Harvest_Feedback]]