Docs: session log Part R + roadmap tick — Phase 1.5b bundle 4 shipped, 1.5b COMPLETE

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) <noreply@anthropic.com>
This commit is contained in:
2026-07-12 14:41:35 -07:00
parent 4febf3dfe2
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@@ -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.
@@ -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]]