diff --git a/docs/assets/README.md b/docs/assets/README.md index eca4af308..38d277540 100644 --- a/docs/assets/README.md +++ b/docs/assets/README.md @@ -26,6 +26,8 @@ docs/assets/ audio.md # Row template + detailed entry template for audio sprite.md # LEGACY object-sprite row template (D-244 retired sprites; model/texture/artwork rows are inline in each visual/*.md file, T-1050) video.md # Row template + detailed entry template for video + asset-brief.md # One-page per-class brief template (scope/visual reference/naming/gen path/acceptance) — T-1049 + briefs/ # Per-asset-class briefs gating T-961's child stories (T-1049) + deferred.md formal deferral note audio/ README.md # Audio pipeline index — categories, status summary palette.md # Sonic palette, aesthetic guide, generation approach @@ -62,3 +64,6 @@ docs/assets/ - Decision files: `decisions/` (D-038 audio scope, D-033 entity colors, D-019 camera angle) - Art direction workshop: `docs/workshops/art-direction-mood-board/` - Sprint briefings: `docs/sprints/sprint-N/{team}.md` +- Per-class asset briefs: [briefs/](briefs/) — station walls, rural walls, doors, floors, + furniture/props, each gating a T-961 child story (T-1049); [briefs/deferred.md](briefs/deferred.md) + records the formal deferral for lamp posts / TVs / billboards / barns (T-1051) + cars (Q-067). diff --git a/docs/assets/_templates/asset-brief.md b/docs/assets/_templates/asset-brief.md new file mode 100644 index 000000000..084c3e2f5 --- /dev/null +++ b/docs/assets/_templates/asset-brief.md @@ -0,0 +1,71 @@ +--- +title: "Asset Brief — {Class Name}" +description: "{One-line: which manifest category and D-235 axis (if any) this class covers}" +type: design +status: active +ticket: "" # e.g. "T-NNN" (the child story this brief gates) +decision_refs: [] # e.g. [D-235, D-244, D-257] +author: "Araminta" +created: YYYY-MM-DD +updated: YYYY-MM-DD +--- + +# Asset Brief — {Class Name} + +One page. Gates the story below — a story with no linked brief does not enter +`in_progress`. Cite standing conventions/palette rows; do not restate them. + +--- + +## 1. Scope + +{Which manifest category (`furniture` | `props`, or "N/A — building-exterior +texture, no manifest entry") and which D-235 ObjectTag axis (wall/roof/facade/ +street), if any. State plainly what this class IS and is NOT — e.g. "station +walls, not rural walls" — so the story can't scope-creep into a sibling +brief's territory.} + +## 2. Visual Reference + +{Cite `palette.md` §3's register row(s) for the relevant D-235 token(s) — +hue range, grain, weathering baseline — by tag name, no restating the table. +For classes with no D-235 token, cite `palette.md` §2 (toon default) or the +D-257 glazing carve-out if the class includes glass/polished metal. Note any +mood/reference touchstone specific to this class if palette.md doesn't +already cover it.} + +## 3. Naming + +{Cite `conventions.md` §1 (`_.glb` model naming), §2 +(mask sidecar, single-channel vs RGBA multi-region) if tintable, §4 +(`footprint_tiles` manifest field) if multi-tile. Give 1-2 concrete example +filenames for this class. Note any class-specific naming wrinkle (e.g. door +state handling — §5's negative constraint) rather than inventing new rules.} + +## 4. Generation Path + +{The standing path: `/image-gen` concept → `/glb-gen` (Trellis) → Blender +postprocess → promotion into `client/assets/models/{furniture,props}/` + +`manifest.json` entry. Note class-specific concept-prompt guidance only if +it differs from the standard `/image-gen` style-guide block (toon-shaded, +near-white base, plain dark background, 3/4 front view). Note whether this +class instead runs the `textures.md` (PBR standalone) or `artwork.md` (flat +2D) pipeline if it's not a `.glb` model.} + +## 5. Acceptance + +{N starter assets entering `models.md` (or `textures.md`/`artwork.md`) and +`manifest.json` at `planned` status. List them by name if known, or state +the count + selection principle (e.g. "the generic fallback parent + 2 +specific tokens"). Note the Q-119 milestone-0 caveat if relevant: generic +parents are milestone-0 IF Q-119 resolves yes — do not resolve Q-119 here.} + +--- + +## Cross-References + +- `docs/assets/visual/conventions.md` — naming/mask/footprint rules +- `docs/assets/visual/palette.md` — D-235 color/material register, toon/PBR treatment +- `docs/assets/visual/models.md` (or `textures.md`/`artwork.md`) — the catalog this brief feeds +- `client/assets/models/manifest.json` — the machine-readable registry +- `.claude/skills/glb-gen/SKILL.md`, `.claude/skills/image-gen/SKILL.md` — production pipeline diff --git a/docs/assets/briefs/deferred.md b/docs/assets/briefs/deferred.md new file mode 100644 index 000000000..c97f517e2 --- /dev/null +++ b/docs/assets/briefs/deferred.md @@ -0,0 +1,123 @@ +--- +title: "Deferred Asset Classes" +description: "Formal deferral note — lamp posts, barns, TVs, billboards (T-1051), and cars (Q-067) — not briefed this batch" +type: design +status: active +ticket: "T-1051" +decision_refs: [D-166, D-235] +author: "Araminta" +created: 2026-07-25 +updated: 2026-07-25 +--- + +# Deferred Asset Classes + +This is the formal deferral record for five asset classes named in the T-750 +epic description that do **not** get a one-page brief this batch: **lamp +posts, TVs, billboards, barns** (T-1051's four classes) and **cars** +(Q-067). This note is what lets T-1051 close as delivered-by-deferral (its +own acceptance criterion — "author briefs, **or record formal deferral**" — +is satisfied by this file) and records the rationale so a future re-scope +pass doesn't have to re-derive it. + +--- + +## The four T-1051 classes: lamp posts, TVs, billboards, barns + +**Rationale.** Phase 4's cascade deliverable is "deterministic walkable-world +data + per-layer Atlas maps + asset catalog" (`CLAUDE.md` cascade table). +Outside-in generation (D-166) needs building **exterior templates** — the +D-235 wall/roof/facade/street axes — to make districts/blocks walkable and +Atlas-legible. None of these four classes are a wall/roof/facade/street axis +token: + +- **Lamp posts** (street furniture) and **TVs/billboards** (signage/screens) + are set-dressing objects that populate an *already-walkable* exterior or + interior — they read as Phase 6 "detail coloring / room-level population" + (cascade table), or at best late-Phase-4 polish once exteriors exist to + place them against. +- **Barns** are a rural *building type*, not a material/form/rhythm/surface + axis token — D-235's vocabulary describes what a wall/roof/facade/street + looks like, not what kind of building a set of walls forms. A barn's walls + and roof would draw from the same `rural-walls.md` brief's tags + (`timber_wall`, `rammed_earth_wall`) plus a roof tag; there is no separate + "barn" asset class to brief independent of that. + +**No partial work is lost by deferring.** T-1049's own 2026-06-12 audit +matrix confirms zero repo hits for any of the four beyond the T-750 epic +description text — no ticket, no brief, no produced asset, no style-guide +mention. There is nothing to protect or unwind by waiting. + +**Disposition.** Formal deferral, not a story. No brief is authored for any +of the four this batch. + +**Note on axis completeness.** This register's exterior-texture examples in +`station-walls.md`/`rural-walls.md` cite the D-235 **wall** axis only — that +is deliberate scoping to this batch's two briefed classes, not a claim that +roof/facade/street are also deferred. `RoofForm` (7 tags), `FacadeRhythm` +(8 tags), and `StreetSurface` (7 tags) are the other three D-235 axes and +are **not** unbriefed set-dressing in the sense the four classes above are — +they are building-exterior surfaces that ride the **same** naming/generation +convention the wall briefs establish (`_.png` per +`conventions.md` §3, `palette.md` §3.2–§3.4's register rows already exist +for all three). They are a natural follow-on brief/story within the +building-exterior asset-class family once station-walls/rural-walls prove +the pattern out — not named as their own class in T-1049's per-class list, +and not deferred for the exterior-not-walkable-yet reason the four classes +above are. No new brief is authored for them this batch; the accounting +above is complete once this note is read alongside the wall briefs. + +## Cars (Q-067) + +**Rationale, same shape, one added layer.** Cars are also set-dressing/ +transport infrastructure that presupposes walkable exteriors — same Phase-4- +vs-later argument as the four above. Cars additionally carry a genuinely +**open design question**: Q-067 ("Vehicle physics for in-world transport") +has not decided whether the game needs driveable vehicles, NPC-only traffic, +or neither, nor whether vehicle movement is client-side physics or +server-authoritative. A car asset brief would have to assume an answer to a +question that is explicitly still open — Q-067's own audit note (2026-06-12, +S-47) already flagged this: "Scope for v0.2: probably not" (and v0.2 is +dropped per `CLAUDE.md`), recommending the phase question be answered before +any car brief is written. + +**Distinction from the T-1051 four, in degree not kind.** The four above need +no open question resolved — their deferral is a pure scope/sequencing call +(exteriors first). Cars need Q-067 resolved *in addition to* that same +sequencing call. Only vehicle artifact today: `spikes/3dpipeline/models/ +props/vw_beetle.glb` (a spike binary, untracked per D-241 — not production +prior art). + +**Disposition.** Formal deferral. Blocked on Q-067 resolution in addition to +Phase-4 exterior-generation completion. + +--- + +## Revisit trigger + +**Revisit all five classes when Phase-4 exterior generation is complete** — +i.e. when the tile/chunk/block cascade is producing walkable districts/ +blocks with building exteriors drawn from the D-235 axes (the point at which +set-dressing has something real to populate). For cars specifically, revisit +is additionally gated on **Q-067 resolving** to a driveable-vehicles-in-scope +answer; if Q-067 resolves "no vehicles" or "NPC-traffic-only, no player +asset," the car brief may never be needed in the form this note anticipates. + +## Precedent + +This deferral treatment mirrors the **Q-067 precedent already established** +in T-1049's refinement history: file a scope note now, do not write a brief +against an undecided mechanic or an unwalkable world, and let the phase +cascade (D-166) — not a milestone label — be the thing that reopens the +question when its gating condition is met. + +--- + +## Cross-References + +- T-1051 — the ticket this note satisfies ("author briefs, or record formal deferral") +- T-1049 — parent refinement ticket; "Lead ratification" note ratifies this deferral disposition +- Q-067 — open question, vehicle physics/mechanic scope +- D-166 — outside-in generation cascade (geo → economic/exterior → building templates → door contracts → Phase-6 interiors) +- D-235 — building-exterior visual grammar (wall/roof/facade/street axes; barns/lamp-posts/TVs/billboards are not axis tokens) +- `docs/assets/briefs/rural-walls.md` — barns' actual wall/roof material draws from this brief's tags, when barns are eventually built diff --git a/docs/assets/briefs/doors.md b/docs/assets/briefs/doors.md new file mode 100644 index 000000000..dac8e939f --- /dev/null +++ b/docs/assets/briefs/doors.md @@ -0,0 +1,97 @@ +--- +title: "Asset Brief — Doors" +description: "Door models — no D-235 ObjectTag axis; logical DoorSpec exists, runtime open/closed mechanism deferred to Phase 5" +type: design +status: active +ticket: "" +decision_refs: [D-231, D-244, D-257] +author: "Araminta" +created: 2026-07-25 +updated: 2026-07-25 +--- + +# Asset Brief — Doors + +One page. Gates its child story — the story does not enter `in_progress` +without this brief attached. + +--- + +## 1. Scope + +Door **models** (`furniture` or `props` manifest category — a door is a +fitted architectural object, closer to `props`; the manifest's `category` +field is authoritative regardless of subdirectory per `conventions.md` §1). +Doors have **no D-235 ObjectTag axis** — wall/roof/facade/street are building- +exterior surface tags; a door is a discrete object that sits in a wall +opening. What DOES exist already: the **logical** `DoorSpec`/ +`InteriorDescriptor` model (T-979/T-998, D-231) — door count derivation +(Main/Service/Emergency/Hidden) and **two separate derived fields**: +`initial_state` (`Open`/`Closed`/`Locked`/`Sealed`) and, independently, +`credential` (`None`/`TemporalWindow(hours)`/`Corporate(corp)`/ +`Resident(block)`/`Authority`/`Social(f32)`) — but that work is server-side +struct definition only, not visual. This brief covers the **visual asset** +only; it does not touch T-979/T-998's derivation logic. + +## 2. Visual Reference + +No D-235 token to cite — doors take `palette.md` §2's toon default (same +shader family as characters/furniture: `toon.gdshader` or `toon_masked +.gdshader`, `roughness=1.0`/`specular=0.0`). A door with a glazed panel +(e.g. a station door with a window) falls under the §2.1 glazing carve-out +if the pane is gameplay-load-bearing for sightlines — treat that panel as a +separate material slot at minimal-PBR, the rest of the door stays flat toon. +No dedicated door row exists in palette.md §3's material register (that +table only covers wall/roof/facade/street) — if a door's finish should match +its host building's wall material (e.g. a timber door on a `timber_wall` +building), that is a future content-authoring choice, not something this +brief specifies. + +## 3. Naming + +`_.glb` per `conventions.md` §1 — e.g. `door_sliding +.glb`, `door_hinged.glb`. **Negative constraint, binding (`conventions.md` +§5): do NOT author state-frame suffix files** (`door_open.glb`/ +`door_closed.glb`). One door `.glb` per descriptor; `DoorSpec`'s +`initial_state` (`Open`/`Closed`/`Locked`/`Sealed`) is a **runtime +transform/animation** on that single model — the actual mechanism +(`AnimationPlayer` swing, procedural hinge rotation, or a named "open" bone +convention) is explicitly a **Phase-5 rendering decision**, out of scope for +this Phase-4 asset brief and for the story it gates. The separate +`credential` field (`None`/`TemporalWindow(hours)`/`Corporate(corp)`/ +`Resident(block)`/`Authority`/`Social(f32)`) is an access-control value, not a +door pose — it carries no visual-asset implication at all (no lock-indicator +variant, no separate model), so this brief's naming/negative-constraint +scope is `initial_state` only. Mask sidecar (`_mask.png`) only if a +tintable variant is wanted; footprint is single-tile (`[1, 1]`, omit the +field) — a door does not span multiple sim tiles. + +## 4. Generation Path + +Standard path: `/image-gen` (toon-shaded concept, 3/4 front view, closed-door +pose since there is no baked open state) → `/glb-gen` (Trellis) → Blender +postprocess → promotion into `client/assets/models/props/` + `manifest.json` +entry. No texture-only alternative here — a door is inherently a discrete +mesh, not a tileable surface. + +## 5. Acceptance + +2 starter assets enter `models.md` + `manifest.json` at `planned`: (1) +`door_hinged` — the generic single-leaf door, the closest thing this class +has to a D-235-style fallback default even though no `generic_door` tag is +formally ratified (Q-119's text lists "generic door/floor/furniture parents" +as a candidate milestone-0 set alongside the ratified `generic_wall/roof/ +facade/street` — **milestone-0 IF Q-119 resolves yes**, not resolved here); +(2) `door_sliding` — matches the `workshop-outcomes.md` §3.3 `door_sliding` +prior-art mention and a plausible station-context default. Both ship as one +model each, no state-frame variants, per §3's negative constraint. + +--- + +## Cross-References + +- `docs/assets/visual/conventions.md` §1, §2, §5 — model naming, mask sidecar, door-state negative constraint +- `docs/assets/visual/palette.md` §2 — toon default, glazing carve-out if applicable +- `docs/assets/visual/models.md` — target catalog +- `client/assets/models/manifest.json` +- T-979/T-998 (D-231) — the logical `DoorSpec`/`InteriorDescriptor` this brief's visual asset will eventually attach to (Phase 5, not this brief's scope) diff --git a/docs/assets/briefs/floors.md b/docs/assets/briefs/floors.md new file mode 100644 index 000000000..e0e62b88a --- /dev/null +++ b/docs/assets/briefs/floors.md @@ -0,0 +1,90 @@ +--- +title: "Asset Brief — Floors" +description: "Floor surface textures — D-228 FloorMaterial axis, no D-235 ObjectTag (interior/ground-surface, not building-exterior)" +type: design +status: active +ticket: "" +decision_refs: [D-228, D-244, D-257] +author: "Araminta" +created: 2026-07-25 +updated: 2026-07-25 +--- + +# Asset Brief — Floors + +One page. Gates its child story — the story does not enter `in_progress` +without this brief attached. + +--- + +## 1. Scope + +Floor **surface textures** — the D-228 `FloorMaterial` axis (built surface +over ground: `None`/`Concrete`/`Pavement`/`Carpet`/`Metal`/… — an open, +extensible vocabulary owned by the tile-fill layer, not D-235). This is a +**different axis than D-235's `StreetSurface`** (outdoor paved/cobble/ +packed-earth streets) — floors are the interior/indoor-adjacent ground +surface a character walks on inside a building footprint. No prior art +beyond `placeholder-art-spec-v01.md` §2.1's 4 sprite-era floor placeholders +and `workshop-outcomes.md` §3.3's mention (both pre-cascade, superseded +production model per D-244). Out of scope: street surfaces (D-235 axis, +folded into whichever wall/facade brief's district ends up owning street +dressing — not this brief), doors, furniture footprints. + +## 2. Visual Reference + +No D-235 register row exists for `FloorMaterial` (palette.md §3 only covers +wall/roof/facade/street) — floors take `palette.md` §2's toon default +(flat-lit, `roughness=1.0`/`specular=0.0`) with **one exception mirroring the +§2.1 glazing carve-out logic**: a `Metal` floor with a genuinely +polished/mirror finish (rare, e.g. a showroom) would need the same +minimal-PBR treatment for the same functional reason (a flat-toon mirror +floor misleads the player about reflections the way flat-toon glass misleads +about sightlines) — this is a narrow, judgment-call extension of an existing +carve-out, not a new rule; most `Metal` floors (deck plating, catwalk) stay +flat toon. `Concrete`/`Pavement` should read consistently with `palette.md` +§3.1's `concrete_wall` warm-neutral-grey register even though there is no +formal floor row — reuse that hue family for visual coherence between wall +and floor in the same room, rather than picking an unrelated grey. + +## 3. Naming + +Texture: `_.png` shape from `conventions.md` §3, +substituting the `FloorMaterial` value for the object_tag slot since floors +aren't D-235-vocabulary-keyed — e.g. `concrete_floor_basecolor.png`, +`carpet_floor_basecolor.png`, `metal_floor_normal.png`. No standalone floor +*model* — floors are always a tileable surface, texture-only, no Trellis +step. No mask sidecar (material register drives color, not tint); no +`footprint_tiles` (a floor texture tiles across the tile grid, it doesn't +have a discrete multi-tile footprint the way a piece of furniture does). + +## 4. Generation Path + +Texture-only path: `/image-gen` produces a flat, tileable concept at the +target hue/grain (no 3/4-view object framing — a floor concept should be a +top-down or straight-on flat material swatch) → lands directly in +`textures.md`, no `/glb-gen`/Trellis step (there is no mesh to convert). +Concept prompts should explicitly request a **seamlessly tileable** surface +pattern — the standard `/image-gen` style block doesn't cover tiling by +default and needs an explicit add-on instruction for this class. + +## 5. Acceptance + +3 starter assets enter `textures.md` at `planned`: (1) `concrete_floor` — +the most common interior default, reusing the `concrete_wall` warm-grey hue +family per §2; (2) `pavement_floor`; (3) `carpet_floor` — the class's first +non-hard-surface test case (different grain/weathering behavior than the +masonry-derived floors). No generic-fallback-parent entry applies here — the +Q-119 generic-parent question is scoped to the ratified D-235 axes plus "door/ +floor/furniture parents" it names as a candidate extension; if that +extension is adopted (Q-119 resolves yes), a `generic_floor` placeholder +becomes milestone-0 for this class too, but that decision is not made here. + +--- + +## Cross-References + +- `docs/assets/visual/conventions.md` §3 — texture naming shape (adapted for non-ObjectTag axis) +- `docs/assets/visual/palette.md` §2, §3.1 — toon default + glazing-carve-out logic, wall hue-family reuse +- `docs/assets/visual/textures.md` — target catalog +- D-228 — `FloorMaterial` axis definition (override-stack: wild → economic → user mutator) diff --git a/docs/assets/briefs/furniture-props.md b/docs/assets/briefs/furniture-props.md new file mode 100644 index 000000000..34f81d4cd --- /dev/null +++ b/docs/assets/briefs/furniture-props.md @@ -0,0 +1,120 @@ +--- +title: "Asset Brief — Furniture / Props" +description: "Interior furniture and small props — manifest categories furniture|props, spike prior art exists unpromoted" +type: design +status: active +ticket: "" +decision_refs: [D-241, D-244, D-257] +author: "Araminta" +created: 2026-07-25 +updated: 2026-07-25 +--- + +# Asset Brief — Furniture / Props + +One page. Gates its child story — the story does not enter `in_progress` +without this brief attached. + +--- + +## 1. Scope + +Freestanding interior objects — the manifest's two categories, `furniture` +(tables, chairs, storage — occupies a footprint, usually multi-tile) and +`props` (smaller/decorative objects — usually single-tile). No D-235 +ObjectTag axis applies (that vocabulary is building-exterior only); this +class is closest in spirit to D-235's incremental-content *mechanism* +(specific-to-generic fallback) without the ratified vocabulary itself — an +open question this brief does not resolve (see §5, T-995's ObjectTag +extension). **Real prior art exists and is unpromoted**: the spike's +`models/` tree holds **five** GLBs total — 3 at `spikes/3dpipeline/models/ +furniture/` (`furniture`-category) and 2 at `spikes/3dpipeline/models/ +props/` (`props`-category: `lion_statue.glb`, mode "fixed", non-tintable; +and `vw_beetle.glb`, a car). Of these five, **four are in this brief's +scope** (3 furniture + `lion_statue`) — this brief's first job is promoting +that spike output through the now-real production path (`client/assets/ +models/`, `manifest.json`), not generating from zero. `vw_beetle.glb` is +explicitly **excluded**: it is a vehicle, covered by the Q-067 car deferral +in `deferred.md`, not this brief, regardless of sitting in the same spike +`props/` directory as `lion_statue.glb`. Out of scope: walls, doors, floors +(separate briefs); vehicles (Q-067, deferred — `vw_beetle.glb` per above); +the four `deferred.md` classes (lamp posts, TVs, billboards, barns — those +are furniture-*tier* objects but are formally deferred by name, not folded +into this brief). + +## 2. Visual Reference + +`palette.md` §2 — furniture and props are explicitly named as sharing the +character toon treatment (`toon.gdshader`/`toon_masked.gdshader`, +`roughness=1.0`/`specular=0.0` default from `postprocess_glb.py:: +setup_materials()`), **with the standing glazing/polished-metal carve-out** +(§2.1) applying to any prop that is deliberately glass or mirror-finish +(a display case, a chrome fixture) — minimal-PBR (`roughness` 0.05–0.2, +controlled specular), same rule as building glazing, not a new one. §4's +"functional warmth" mood target and the object-tier saturation ceiling +(entity > object > structure, §4 table) both apply directly: furniture/prop +colors stay moderate saturation, below entity color but the class is allowed +more personality than the structural material register (the +`shuttered_facade` accent-color precedent is the closest analogue — object- +tier is where a saturation bump is permitted, unlike wall/roof/street). + +## 3. Naming + +`_.glb` per `conventions.md` §1 — the spike's existing +furniture files (`baroque_table.glb`, `modernist_chair.glb`) are +**descriptor-first** and must be **renamed to category-first** +(`table_baroque.glb`, `chair_modernist.glb`) at promotion time; +`conventions.md` §1 explicitly rules the spike naming "pre-convention scratch +work, not a precedent to preserve." `lion_statue.glb` is already +category-first as named and needs no rename. Mask sidecar: `_mask +.png`, single-channel, per §2 — the existing Trellis convention, just +reordered for the renamed furniture items; `lion_statue.glb` is non-tintable +("fixed" mode in the spike) and ships with **no mask sidecar** at all, not an +empty one — `conventions.md` §2's `hint_default_black` default already +covers "no mask loaded = no tinting" for this case. `footprint_tiles` in the +manifest for any furniture with a real multi-tile footprint (a table spanning +`[2, 1]`); most `props`-category items, including `lion_statue`, omit the +field or set `[1, 1]`. + +## 4. Generation Path + +Two paths, depending on whether the spike asset is being promoted or a new +one generated: (a) **Promotion path** for the 4 in-scope existing spike +GLBs (3 furniture + `props/lion_statue.glb`) — rename per §3 (furniture +items only; `lion_statue` keeps its name), run through Blender postprocess +if not already toon-compatible, place in `client/assets/models/furniture/` +or `client/assets/models/props/` per actual category, register in +`manifest.json`. This IS the promotion act (D-241) — nothing stays +"promoted" in `spikes/`. `props/vw_beetle.glb` does **not** take this path; +it stays out of scope per §1 (Q-067 car deferral). (b) **New-asset path**, +standard: `/image-gen` concept → `/glb-gen` (Trellis) → Blender postprocess +→ `client/assets/models/{furniture,props}/` + `manifest.json`. Both paths +converge on the same manifest registration step. + +## 5. Acceptance + +**4 promotable GLBs** enter `models.md` + `manifest.json` at `planned`: the +3 existing spike furniture GLBs (`spikes/3dpipeline/models/furniture/`), +promoted and renamed per §3, plus `spikes/3dpipeline/models/props/ +lion_statue.glb`, promoted as-is (no rename, no mask). This satisfies +acceptance without generating anything new, since the prior art already +exists and simply hasn't crossed the promotion boundary. **Excluded from +this count:** `spikes/3dpipeline/models/props/vw_beetle.glb` — a car, held +under the Q-067 deferral in `deferred.md`, not promoted by this brief's +story. Note for the story: whether a `generic_furniture`/`generic_prop` +placeholder parent becomes a formal fallback-chain member (mirroring D-235's +wall/roof/facade/street pattern) is exactly Q-119's open question ("generic +door/floor/furniture parents") — **milestone-0 IF Q-119 resolves yes**, not +resolved by this brief. + +--- + +## Cross-References + +- `docs/assets/visual/conventions.md` §1, §2, §4 — category-first naming ruling, mask sidecar, footprint metadata +- `docs/assets/visual/palette.md` §2, §4 — toon/PBR treatment, saturation-ceiling hierarchy +- `docs/assets/visual/models.md` — target catalog +- `client/assets/models/manifest.json` +- `spikes/3dpipeline/models/furniture/` — existing unpromoted prior art (3 GLBs) +- `spikes/3dpipeline/models/props/` — existing unpromoted prior art; `lion_statue.glb` in scope (this brief), `vw_beetle.glb` excluded (Q-067 car deferral, see `deferred.md`) +- D-241 — spike binaries local-only; promotion = repo-canonical diff --git a/docs/assets/briefs/rural-walls.md b/docs/assets/briefs/rural-walls.md new file mode 100644 index 000000000..a8304becd --- /dev/null +++ b/docs/assets/briefs/rural-walls.md @@ -0,0 +1,90 @@ +--- +title: "Asset Brief — Rural Walls" +description: "Building-exterior wall models/textures for rural/vernacular settlement types — D-235 wall axis" +type: design +status: active +ticket: "" +decision_refs: [D-235, D-244, D-257] +author: "Araminta" +created: 2026-07-25 +updated: 2026-07-25 +--- + +# Asset Brief — Rural Walls + +One page. Gates its child story — the story does not enter `in_progress` +without this brief attached. + +--- + +## 1. Scope + +Building-exterior **wall** surfaces for rural/vernacular/frontier settlement +types — the D-235 `WallMaterial` axis tags a rural-type template's `allow` +filter selects (`stone_wall`, `timber_wall`, `rammed_earth_wall`, +`stucco_wall`, `brick_wall` — the "vernacular/agrarian" register). No prior +art exists for this class beyond the T-961 epic text mention (2026-06-12 +audit matrix) — unlike `station-walls.md`'s sibling, this is a clean-slate +brief. Out of scope: station/urban walls (`concrete_wall`, `steel_frame`, +`glass_curtain_wall`, `composite_panel` — sibling brief), barns (a rural +building *type*, not a wall-axis token — deferred, see `deferred.md`), doors, +floors. + +## 2. Visual Reference + +`palette.md` §3.1 rows for `stone_wall`, `timber_wall`, `rammed_earth_wall`, +`stucco_wall`, `brick_wall` — every one of these tags is explicitly warm-hued +(warm grey-tan, warm mid-brown, ochre-to-umber banding, warm off-white sand, +warm terracotta-to-ochre) and the table is explicit that `stone_wall` is +D-235's flagship "gets it wrong if literal" case — **never render it cool +grey**. This is the register where the "functional warmth" mood target +(`palette.md` §4) reads most directly — rural walls are the class most likely +to be mistaken for a generic cool-grey default if a generation pass isn't +told otherwise. `generic_wall` (§3.5) is the shared fallback terminal with +`station-walls.md` — one placeholder texture serves both siblings until +specific tags ship. + +## 3. Naming + +Texture: `_.png` per `conventions.md` §3 — e.g. +`stone_wall_basecolor.png`, `stone_wall_normal.png`, `timber_wall_basecolor.png`, +`rammed_earth_wall_basecolor.png`. If a standalone wall-segment model is +produced (rural walls are more likely to need a discrete model than station +walls, given rammed-earth's strong horizontal banding reads better as +geometry+texture than texture-only), it follows §1's `_ +.glb` (e.g. `wall_structural_timber.glb`) with the same `props`-category +placement as its station sibling. No tint mask — material register (not +player-favorite color) drives these hues. + +## 4. Generation Path + +Standard path: `/image-gen` → `/glb-gen` (Trellis) → Blender postprocess → +`client/assets/models/props/` + `manifest.json`, OR the texture-only path +(`/image-gen` concept, no Trellis step) landing in `textures.md` — same +choice as `station-walls.md` §4, decided per-tag based on whether the +material's character (rammed-earth banding, stone coursing) needs real +geometry or reads fine as a flat PBR map. Concept prompts for this class +should explicitly state the target hue family from §2 (warm, not cool-grey) +since Gemini's default "concrete/stone" association skews cool without that +steer. + +## 5. Acceptance + +3 starter assets enter `models.md`/`textures.md` + `manifest.json` at +`planned`: (1) `stone_wall` texture — the flagship warm-hue worked example, +highest risk of a cool-grey miss without explicit review; (2) `timber_wall` +texture; (3) `rammed_earth_wall` texture (the banding signature makes it a +good early test of whether the texture-only path is sufficient or a modeled +relief is needed). `generic_wall` is shared with `station-walls.md` — do not +duplicate it in this class's count; **milestone-0 IF Q-119 resolves yes** +(not resolved here). + +--- + +## Cross-References + +- `docs/assets/visual/conventions.md` §1, §3 — model naming, D-235-keyed texture naming +- `docs/assets/visual/palette.md` §3.1, §4 — wall material register, "functional warmth" mood target +- `docs/assets/visual/models.md`, `docs/assets/visual/textures.md` — target catalogs +- `client/assets/models/manifest.json` +- `docs/assets/briefs/station-walls.md` — sibling brief, shares `generic_wall` fallback diff --git a/docs/assets/briefs/station-walls.md b/docs/assets/briefs/station-walls.md new file mode 100644 index 000000000..29b0d7e9f --- /dev/null +++ b/docs/assets/briefs/station-walls.md @@ -0,0 +1,100 @@ +--- +title: "Asset Brief — Station Walls" +description: "Building-exterior wall models/textures for station (urban/industrial) settlements — D-235 wall axis" +type: design +status: active +ticket: "" +decision_refs: [D-235, D-244, D-257] +author: "Araminta" +created: 2026-07-25 +updated: 2026-07-25 +--- + +# Asset Brief — Station Walls + +One page. Gates its child story — the story does not enter `in_progress` +without this brief attached. + +--- + +## 1. Scope + +Building-exterior **wall** surfaces for station/urban/industrial settlement +types — the D-235 `WallMaterial` axis, specifically the tags a station-type +template's `allow` filter selects (`concrete_wall`, `steel_frame`, +`glass_curtain_wall`, `composite_panel` — the "built infrastructure" register, +not the rural/vernacular tags owned by the sibling `rural-walls.md` brief). +This is **prior-art territory**: `wall_structural.tscn` +(`renderer/models/wall_structural.tscn`) already exists as an unrendered GLB, +plus rendered PNG samples at `docs/workshops/art-direction-mood-board/ +pipeline-samples/wall_structural_south_{64,256,1024}.png` and the promoted +sprite set at `client/assets/sprites/wall_structural_{north,south,east,west} +_64.png` — all pre-D-244, sprite-era output. This brief's job is to re-run +that same wall through the current 3D-model pipeline (D-244), not sprite +renders, and register it as the class's first manifest entry. Out of scope: +rural walls (timber/stone/rammed-earth vernacular), doors, floors — separate +briefs. Also out of scope, but a natural same-family follow-on once this +brief's pattern is proven: the other three D-235 building-exterior axes — +`RoofForm`, `FacadeRhythm`, `StreetSurface` — which ride this brief's own +`_.png` texture convention (`conventions.md` §3) and +already have `palette.md` §3.2–§3.4 register rows; see `deferred.md`'s axis- +completeness note. + +## 2. Visual Reference + +`palette.md` §3.1 rows for `concrete_wall`, `steel_frame`, +`glass_curtain_wall`, `composite_panel` — warm-leaning neutral greys (never +cool-grey), fine aggregate speckle / riveted-joint / seam-grid textures per +tag, D-217 weathering ladder per row. `glass_curtain_wall` is the §2.1 +minimal-PBR carve-out (roughness 0.05–0.2, controlled specular) — every other +tag in this set stays flat toon (`roughness=1.0`/`specular=0.0`, +`postprocess_glb.py::setup_materials()` default). `generic_wall` (§3.5) is the +flat neutral-grey, no-grain fallback terminal for whichever specific tag +hasn't shipped yet. + +## 3. Naming + +Model: `_.glb` — this class is a building-exterior +surface, so it more commonly ships as a **texture**, not a standalone prop: +`concrete_wall_basecolor.png` / `_normal.png` / `_roughness.png` +(`conventions.md` §3), plus `generic_wall_basecolor.png` as the fallback +placeholder. If a standalone wall-segment **model** is also produced (as +`wall_structural` already is, pending re-promotion), it follows §1's +`_.glb` (e.g. `wall_structural_concrete.glb`) with a +`_mask.png` sidecar only if a tintable variant is needed (most station +walls are not tinted — material register drives color, not player-favorite +tint). No `footprint_tiles` metadata applies to a wall texture; a wall +*segment model*, if produced, is single-tile. + +## 4. Generation Path + +Standard path: `/image-gen` (toon-shaded concept, 3/4 front view, near-white +base) → `/glb-gen` (Trellis) → Blender postprocess → promotion into +`client/assets/models/props/` (a wall segment is a `props`-category model +per `conventions.md` §1's category-is-manifest-authoritative rule) + +`manifest.json` entry. If shipping as a standalone **texture** instead +(the more likely first deliverable, since walls are usually a tiled surface +not a discrete mesh), the target file is `textures.md`, not `models.md` — +author a flat concept via `/image-gen` at the material's hue/grain per §2, +no Trellis step needed for a pure 2D PBR map. + +## 5. Acceptance + +3 starter assets enter `models.md`/`textures.md` + `manifest.json` (as +applicable) at `planned`: (1) `generic_wall` fallback placeholder texture — +flat neutral grey, no grain, per palette.md §3.5 — **milestone-0 IF Q-119 +resolves yes** (not resolved here); (2) `concrete_wall` texture, the most +common station tag; (3) re-promotion of the existing `wall_structural` model +through the current (non-sprite) pipeline, closing out the only piece of +partial prior art this class has. Status flips to `in-progress`/`final` as +each is actually produced. + +--- + +## Cross-References + +- `docs/assets/visual/conventions.md` §1, §3 — model naming, D-235-keyed texture naming +- `docs/assets/visual/palette.md` §2, §3.1 — toon/PBR treatment, wall material register +- `docs/assets/visual/models.md`, `docs/assets/visual/textures.md` — target catalogs +- `client/assets/models/manifest.json` +- `renderer/models/wall_structural.tscn` — existing unrendered prior art (this class) diff --git a/docs/assets/visual/README.md b/docs/assets/visual/README.md index c5500d3a5..9fd1d3542 100644 --- a/docs/assets/visual/README.md +++ b/docs/assets/visual/README.md @@ -26,6 +26,17 @@ Per **[D-244](../../../governance/decisions/architecture.md#d-244)**: the in-wor Naming, mask-sidecar, D-235-keyed texture, and multi-tile footprint conventions: [conventions.md](conventions.md). +## Per-Class Briefs + +Each asset class entering production is gated on a one-page brief — +[../briefs/](../briefs/) — covering scope, visual reference, naming, +generation path, and acceptance (template: [../_templates/asset-brief.md](../_templates/asset-brief.md)). +Briefed this batch (T-1049): [station walls](../briefs/station-walls.md), +[rural walls](../briefs/rural-walls.md), [doors](../briefs/doors.md), +[floors](../briefs/floors.md), [furniture/props](../briefs/furniture-props.md). +Formally deferred (not briefed): lamp posts, TVs, billboards, barns, cars — +see [../briefs/deferred.md](../briefs/deferred.md). + ## Palette See [palette.md](palette.md) for art direction: camera (D-148 gameplay / D-019 diff --git a/docs/assets/visual/palette.md b/docs/assets/visual/palette.md index 7454384d9..3ee8f6a6c 100644 --- a/docs/assets/visual/palette.md +++ b/docs/assets/visual/palette.md @@ -3,7 +3,7 @@ title: "Visual Palette" description: "Phase-4 visual style bible — camera, entity colours, environmental neutrality, D-235 material register, toon/PBR rendering treatment" type: design status: active -decision_refs: [D-019, D-033, D-045, D-148, D-149, D-217, D-232, D-235, D-244, D-257] +decision_refs: [D-019, D-033, D-045, D-148, D-149, D-154, D-217, D-232, D-235, D-244, D-257] author: "Araminta" updated: 2026-07-25 --- @@ -228,7 +228,7 @@ terms they were originally written in: | Inherited principle | Original source | Current expression | |----------------------|------------------|----------------------| -| **D-033 entity color = relationship to player** | visual-grammar-v01.md §3 | Unchanged — still the live decision, still the single most important color system in the game. Applies to entities regardless of render fidelity (rectangle, sprite, or 3D mesh). | +| **D-033 entity color = relationship to player** | visual-grammar-v01.md §3 | **Amended by D-154 (2026-03-17):** D-033's relationship-color palette (`#4a9ebb`, `#6bc9a6`, etc.) is NOT the default entity render in normal gameplay — normal gameplay shows **uniform dark gray/black (#1a1a1a) character outlines** at all times (the outline is a pure silhouette-separation artifact, D-150's inverted-hull method, carrying zero semantic information). D-033's colors display only within the **insert/perception-mode overlay** (alongside the minimap and name bubbles) — that is the designed channel for relationship/social data, not the character outline. Applies, where it does apply (the insert/perception overlay), regardless of render fidelity. | | **"Functional warmth"** — industrial infrastructure that people made livable, not military/not luxury | workshop-outcomes.md visual identity statements + Gore's naming | Standing mood target for the whole D-235 register above: hue ranges lean warm (terracotta, ochre, warm grey) rather than cool/clinical by default; the *cool* end of the palette is reserved for deliberately institutional template registers, not the default. | | **Environmental neutrality — strict zero shift (D-045)** | workshop-outcomes.md §1.10 | Unchanged, still active. The D-235 material register above is diegetic/static — condition bands (D-217) shift with simulated `prosperity_score`, never with narrative/investigation state. This document adds no new exception to D-045. | | **Entity always wins visual ties** (visual hierarchy: entity > object > structure) | visual-grammar-v01.md §1.4 / workshop-outcomes.md §1.4 | Survives as a rendering-order and saturation-hierarchy principle. In 3D terms: entity materials/outlines render at the highest effective saturation and are never occluded in a way that reads ambiguous against a similarly-toned prop. The saturation ceiling table (below) replaces the old sprite-outline-weight table. | @@ -285,9 +285,10 @@ authored separately under T-1050). | Decision | Relevance | |----------|-----------| | D-019 | Original top-down camera + offline-renderer −72.5° angle. Superseded for gameplay by D-148; survives for the offline 2D-artwork render rig. | -| D-033 | Entity color = relationship to player. Unchanged, still the primary information-bearing color system. | +| D-033 | Entity color = relationship to player. Still the primary relationship-information color system, but **amended by D-154** — displays only in the insert/perception-mode overlay, not as the default character render. | | D-045 | Environmental neutrality — strict zero shift. Governs how the D-235 material register (§3) may and may not respond to game state. | | D-148 | 30° low-angle gameplay `Camera3D`, supersedes D-019 for gameplay. | +| D-154 | Character outline is uniform dark gray/black at all times in normal gameplay — carries zero semantic information. Amends D-033: relationship colors move to the insert/perception-mode overlay only. See §4's corrected D-033 row. | | D-149 | 3D characters rendered live in scene, not pre-rendered sprites. Backing precedent for §1's camera reasoning (no more sprites to render "at the angle" during play) and for §2's shared-shader-family argument (characters and environment props come off the same live-3D pipeline). | | D-217 | Tile condition thresholds (prosperity_score bands) — the weathering-baseline mechanism referenced throughout §3. | | D-232 | Trait-template catalog — era reframed as maintenance/wear + past-vogue holdover, not a material-tech ladder. Backing rationale for retiring the Era 1/2/3 ladder in §5. | diff --git a/docs/briefings/araminta.md b/docs/briefings/araminta.md index 488346c66..1865a0e06 100644 --- a/docs/briefings/araminta.md +++ b/docs/briefings/araminta.md @@ -1,84 +1,181 @@ --- title: "Araminta - Project Briefing" -description: "Visual art director responsible for zone visual grammar, tile palettes, entity color system, and placeholder art pipeline — generator-critical visual deliverables for v0.2" +description: "Visual art director for the Phase-4 asset pipeline and Atlas map-art rendering — owns palette.md/conventions.md as the live style authority, co-maintains the D-235 ObjectTag rendered-look layer with Miri, co-designed the D-255 stepped Atlas" type: briefing status: active agent: Araminta -updated: 2026-03-13 +updated: 2026-07-25 --- # Araminta - Project Briefing -Last updated: 2026-03-13 +Last updated: 2026-07-25 ## Current Project State Check active work: `pql ticket list --status in_progress` Check your tickets: `pql ticket list --assigned araminta` -## v0.2 Pivot — Key Changes for Your Role -The visual system shifts from designing layouts for three hand-crafted social sites to designing the visual grammar that the generator uses to produce legible zones at scale. +## Status +**ACTIVE.** Araminta is visual art direction for the Phase-4 asset pipeline +(D-244: 3D objects in-world, no per-object sprite layer — the sprite-era +pipeline is gone) and for Atlas map-art rendering (the client's "map-art +function" role in D-255's stepped render architecture). Her two style +documents — `docs/assets/visual/palette.md` (T-1052) and +`docs/assets/visual/conventions.md` (T-1050) — merged 2026-07-25 and are now +the **live style authorities**. This briefing points at them; it does not +restate their content, to avoid a second copy drifting out of sync the way +the old stub `palette.md` drifted from D-148/D-019 for months. -**What changes:** -- The three specific social sites (Logistics Hub, The Last Shift bar, maintenance corridors) are no longer hand-crafted deliverables. They become instances of generated zone types. -- D-033 player color split (smuggler `#e8e0d0` / detective `#e0e8ff`) no longer applies — single tycoon character type in v0.2. -- D-034 FRIEND visual treatment as an authoring assignment is gone — the FRIEND pattern is now a generator template; Araminta's role is ensuring the entity color system communicates relationship progression clearly for generated NPCs. -- Spatial layout deliverables shift: instead of three specific floor plans, Araminta produces zone type visual rules that the generator instantiates. +## The two live style documents (read these, not this briefing, for content) -**What survives:** -- D-033 entity color = relationship to player (unknown teal, friendly green, POI amber, hostile red) — unchanged -- Insert/minimap visual language -- Monologue display system -- Phase 1-3 placeholder art pipeline -- Zone palette identities (D-036 three-zone breakdown maps to generator zone types) +- **`docs/assets/visual/palette.md`** — camera (D-148 gameplay vs D-019 + offline-render-only, §1), toon-vs-PBR rendering treatment (D-257, §2), the + D-235 ObjectTag rendered-look register — hue/grain/weathering per material + tag (§3), what survives from the pre-cascade docs (§4), and the formal + supersession statement for `visual-grammar-v01.md` / + `workshop-outcomes.md` (§5). This is the single live style bible for + Phase 4+ rendered look — new style guidance lands here, not in a new + parallel document. +- **`docs/assets/visual/conventions.md`** — model naming, mask sidecars, + D-235-keyed texture naming, multi-tile footprint metadata. Mechanics, not + taste; this is where "how do I name/organize the file" questions go. -**New critical path items (Araminta prerequisites for generator spike):** -- Zone visual grammar — what each zone type looks like visually; tile palette per zone type -- Character creation visual spec — full character customisation (D-126): hair, clothing, colours +Both documents are Araminta-authored and Araminta-owned going forward — she +extends them, not this briefing. -## Decisions Relevant to Your Role -- D-013: Diegetic insert/POI navigation — in-world UI aesthetic -- D-015: Camera locked to character — vision cone presentation -- D-016: Internal monologue — text presentation, typography, positioning -- D-017: Perception mode overlays -- D-018: Three-range sound — visual indicators for medium range -- D-019: Top-down art style -- D-021: Official title "The Settled Reach" -- D-033: Entity color = relationship to player (palette unchanged) -- D-036: Sova Transit District visual zones — maps to generator zone types -- D-114: v0.2 proof-of-life = generator + graphics (graphics = Araminta's domain) -- D-117: Tycoon bookmark — single character type, apartment wakeup, goes to work -- D-119: Generator spike — Phase 5 per D-166 cascade (not imminent) -- D-122: All NPCs generated — visual system must handle generator-created entities -- D-126: Full character customisation (hair, clothing, colours) -- D-128: Culture implicit in starting location — visual language should communicate Van Maanen's Star culture -- D-131: First Settled Reach moment = apartment + insert activation — visual priority -- D-135: Setting delivery via both layers (visual + insert) in parallel +## Standing rulings — hers to extend -## Open Questions Assigned to You -- Q-003: Art direction (LEAD) -- Q-WTF-039: Character creation screen — portrait render or tile-scale preview? -- Q-WTF-040: Do creation choices trace into the generated apartment? +These are rulings Araminta has already made under delegated art-seat +authority (T-1052/T-1050 activation). Treat them as settled defaults for any +new asset-class work, extend rather than relitigate: -## Current Priorities -Consult `docs/sprints/` for active sprint briefing. +- **Category-first model naming** (`conventions.md` §1) — + `_.glb` (e.g. `table_baroque.glb`), matching the + shipped character-clothing convention. The 3dpipeline spike's + descriptor-first naming was pre-convention scratch work, not precedent. +- **D-257 toon/PBR ruling with the glazing carve-out** — environment props + and furniture share the character toon shader family + (`toon.gdshader`/`toon_masked.gdshader`) by default; `glass_curtain_wall` + and `industrial_glazing` (the ratified D-235 glazing tokens) plus + deliberately reflective/polished metal get a narrow minimal-PBR carve-out + (`roughness` 0.05–0.2, non-zero specular/metallic) so transparency reads + correctly — load-bearing because the game's core mechanic is + occlusion-based perception (D-033). Reviewed by Tyre at PR #211. -**Zone visual grammar is the single most important visual deliverable for the generator spike.** +## Decisions relevant to your role -1. **Zone type visual grammar** — blocked by Miri's zone identity spec. Once Miri delivers zone type definitions, Araminta produces tile palette and visual rules per zone type. Blocked by: Miri zone identity spec. Blocks: Tyre generator zone template parameters. -2. **Character customisation visual spec** — hair, clothing, colours (D-126). What are the customisation dimensions? What does the creation screen communicate? Feeds Q-WTF-039 (portrait vs tile-scale preview). -3. **Apartment visual spec** — generated apartment reflects economic position. What does a small business owner's apartment look like visually? How does the generator know which tiles/props to use? Q-WTF-040 feeds into this. -4. **Entity color system for generated NPCs** — D-033 palette unchanged. Ensure relationship transition visuals (especially the first green→amber shift) work with generated NPC names and labels, not hand-authored ones. -5. **Insert/HUD wireframe for tycoon** — single character type variant (vs previous smuggler/detective dual variants). One `lattice_profile` parameter for v0.2. +Read `decisions/architecture.md` (primary) and `decisions/perception.md` +(secondary — the still-live camera/color/neutrality bedrock). Key decisions: -### Placeholder art pipeline (status) -- Phase 1 (Structural): tile floor plans, entity rectangles, fog rendering — establish zone type rules -- Phase 2 (Information): insert overlay, monologue display, dialogue panel — adapt for tycoon character -- Phase 3 (Atmosphere): zone palettes per generated zone type, character customisation display -- Phase 4 (Polish): sprite replacements, animations — post-generator spike +- **D-033:** Entity color = relationship to player (unknown teal, friendly + green, POI amber, hostile red) — active, amended by **D-154** (2026-03-17, + confirmed): the relationship-color palette displays **only within the + insert/perception-mode overlay**; normal gameplay renders all character + outlines as a uniform dark gray/black (`#1a1a1a`) that carries zero + semantic information (an inverted-hull silhouette, D-150). Read both + records together — D-033 defines the palette and its meaning, D-154 + restricts *where* it's shown. Still the single most important color + system in the game; applies at any render fidelity, but only inside the + insert channel. Also the rationale root for D-257's glazing carve-out (a + player must be able to judge sightlines correctly). +- **D-045:** Environmental neutrality — strict zero shift. Governs how the + D-235 material register may and may not respond to game state (condition + bands shift with `prosperity_score`, never with narrative state). +- **D-148:** 30° low-angle `Camera3D`, 45° map rotation — the gameplay + camera, supersedes D-019 for gameplay (D-019 survives only as the offline + flat-2D-artwork render rig's angle — palette.md §1 corrects a + long-standing conflation of the two). +- **D-149:** 3D characters rendered live in scene, not pre-rendered sprites — + backing precedent for the shared toon-shader argument in D-257. +- **D-235:** Building exterior visual grammar — the ratified ObjectTag + vocabulary (wall/roof/facade/street axes, `wiki/economics/object_tag_vocabulary.toml`). + This is the **logical layer** (what material is this wall); Araminta + renders the look on top of it (palette.md §3). **Co-maintained with Miri** + per D-235's own Implementation note. +- **D-244:** 3D objects in-world; 2D limited to textures + flat artwork. + Retires the sprite catalog framing this briefing used to carry. +- **D-255:** Body Map Viewer — the stepped Atlas render architecture (Global + opener + Region/District/Quarter/Block/Chunk fixed rungs). Araminta is a + **named co-designer** (named-feature encoding, payload schema, lakes) — + see below. +- **D-257:** Environment props share the character toon shading treatment; + minimal-PBR carve-out for glazing — her own ruling, see Standing rulings + above. -Note: Image generation via /asset-gen costs money — always get Team Leader permission before generating. +## The D-255 stepped Atlas — active co-designed work -## Key Documents -- decisions/perception.md — D-011 through D-019, D-033 -- decisions/scope.md — D-114 through D-120 -- decisions/content.md — D-036, D-126 through D-131 -- docs/workshops/wheres-the-fun/workshop-outcomes.md — v0.2 pivot summary, dependency chain +Araminta co-designed D-255 (body-map-viewer workshop, 2026-07-23/24) +alongside Tyre (record author), Dudley (server derivation/wire/cache), +Stig (client component/measurement), and Troblum (adversarial review). Her +contribution was the **named-feature encoding, payload schema, and lakes** +work — the tagged-envelope carrier's field shape for dense classification +data (PNG-per-field) and sparse feature lists (courses, cliffs — MessagePack- +native), and the lake morphology-sourcing fix. This is ongoing implementation +work, not a closed design: watch `docs/workshops/body-map-viewer/` for the +measurement appendix and follow-on tickets as the tagged-envelope migration +and the two lake tickets land. + +Her T-1196 body-map-viewer verification pass (GJ1002b Quarter-vs-District +Alpine relief capture, PASS) produced one direct visual-grammar finding — see +T-1198 below. + +## The character wardrobe pipeline — the proven reference model + +`docs/architecture/character-asset-organization.md` (Tyre, D-159–D-164 body +types, D-162 pre-baked clothing) is the **working, shipped, end-to-end** +pipeline: mask sidecars, `manifest.json` schema, category-keyed naming. +`conventions.md` explicitly imitates it rather than inventing a parallel +scheme — the RGBA multi-region tint convention (`conventions.md` §2) is a +direct reuse of `character-asset-organization.md` §11 (T-1089), not a +props-specific reinvention. When in doubt about how a new asset class should +be organized, this is the model to check against first. + +## Open questions assigned to you + +- **Q-119:** Is the generic-parent placeholder set (`generic_wall` / + `generic_roof` / `generic_facade` / `generic_street` + the door/floor/ + furniture equivalents) the first asset-production milestone? Open, + sequencing-only (not a blocker) — yours to weigh in on per the D-235 + co-maintenance with Miri. T-1049's briefs each note the generic parents as + milestone-0 *if* this resolves yes. + +## Current priorities + +1. **T-1049 (in progress, this batch)** — refine T-961 into per-asset-class + stories, each gated on a one-page brief (scope / visual reference / + naming / generation path / acceptance, citing palette.md §3 + + conventions.md). Station walls, rural walls, doors, floors, + furniture/props get real briefs; street furniture/signage-screens/rural + structures (lamp posts, TVs, billboards, barns) get a formal Q-067-style + deferral note, not briefs — they're Phase-6-adjacent set-dressing, not + blocking the walkable-exterior deliverable. +2. **D-257 glazing shader implementation — unassigned.** The ruling is + recorded (palette.md §2.1–2.2, D-257); nobody has yet built the minimal-PBR + material variant for `glass_curtain_wall`/`industrial_glazing`. This is + implementation work waiting for an owner, not a design gap. +3. **T-1198 (backlog) — elevation-white vs ice-white grammar split.** Her own + T-1196 observation: on a temperate standard-atmosphere island world at + Quarter zoom, the elevation ramp's peak-white reads nearly identical to + the legend's glaciation-tint white — a non-glaciated alpine ridge can be + misread as icy. Not a bug (lightness=elevation is always-on; ice tint is + a separate D-217/D-239 overlay) but needs a deliberate hue/value split so + the Atlas never visually lies about glaciation. Home: palette.md §3 + + the Atlas legend treatment — hers to design. +4. **Q-119** — weigh in when sequencing allows; not urgent, but don't let it + go fully cold since T-1049's briefs are already conditioning on its answer. + +## Development workflow + +Image/3D generation costs money — always get Team Leader permission before +running `/image-gen` or `/glb-gen` for real (non-spike) production assets. + +## Key documents + +- `docs/assets/visual/palette.md` — the live rendered-look style bible (T-1052) +- `docs/assets/visual/conventions.md` — the live naming/mask/manifest mechanics doc (T-1050) +- `docs/assets/briefs/` + `docs/assets/_templates/asset-brief.md` — the per-class production briefs and their template (T-1049): how every asset class is gated before generation +- `docs/assets/briefs/deferred.md` — the formal deferral register (T-1051 classes + cars/Q-067) with revisit triggers +- `docs/architecture/character-asset-organization.md` — the proven pipeline reference model +- `decisions/architecture.md` — D-148, D-149, D-150, D-217, D-228, D-232, D-235, D-244, D-255, D-257 +- `decisions/perception.md` — D-019 (superseded for gameplay), D-033, D-045 +- `decisions/scope.md` — D-154 (D-033's insert-only display amendment) +- `docs/workshops/body-map-viewer/` — D-255 design record, measurement appendix, her co-design contribution