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10 changes: 8 additions & 2 deletions ROADMAP.md
Original file line number Diff line number Diff line change
Expand Up @@ -361,8 +361,10 @@ remember, build relationships, join Gate missions, and change after outcomes.
TIME, injury, and relationship hints. Track in
[#138](https://github.com/DOS/Second-Spawn/issues/138).
- [ ] C2: Stabilize focused RPG-style NPC dialogue with locked facing, typing
isolation, non-combat talk idle, and clear exit behavior. Track in
[#139](https://github.com/DOS/Second-Spawn/issues/139).
isolation, NPC-side portrait, presentation-only speaking animation,
non-combat talk idle, and clear exit behavior. Track in
[#139](https://github.com/DOS/Second-Spawn/issues/139) and
`docs/design/56-focused-npc-dialogue-portrait-lipsync-design.md`.
- [ ] C3: Improve ambient NPC society presentation with readable bubbles,
nameplates, debug-only source labels, and tendency-driven idle behavior.
Track in [#139](https://github.com/DOS/Second-Spawn/issues/139).
Expand Down Expand Up @@ -593,6 +595,10 @@ prototype.
- [ ] Add NPC TTS playback in Unity through scoped `api.dos.ai` voice sessions:
Nakama owns authorization, `api.dos.ai` owns provider routing, and Unity only
receives short-lived playback/session material. Track in #262.
- [ ] Keep focused NPC dialogue portrait and text-timed speaking animation
independent from full TTS/Convai import, while leaving hook points for future
voice and provider viseme data. Track in #139 and
`docs/design/56-focused-npc-dialogue-portrait-lipsync-design.md`.
- [ ] Decide whether Convai remains a phase 1 spike for one boss or hub NPC.
The default long-term backbone stays Nakama plus Fusion plus `api.dos.ai`.
Track in #262.
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1 change: 1 addition & 0 deletions docs/SUMMARY.md
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Expand Up @@ -21,6 +21,7 @@
- [Alpha Questline and Encounter Design](design/29-alpha-questline-and-encounter-design.md)
- [Ash Underpass Gate Gameplay Design](design/54-ash-underpass-gate-gameplay-design.md)
- [Alpha UX Flow](design/30-alpha-ux-flow.md)
- [Focused NPC Dialogue Portrait and Lip Sync Design](design/56-focused-npc-dialogue-portrait-lipsync-design.md)
- [Alpha Economy, Balance, and Playtest Plan](design/31-alpha-economy-balance-and-playtest-plan.md)
- [Alpha Art, Audio, and Content Direction](design/32-alpha-art-audio-and-content-direction.md)
- [Alpha Production Backlog](design/33-alpha-production-backlog.md)
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6 changes: 4 additions & 2 deletions docs/design/03-systems-index.md
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Expand Up @@ -52,7 +52,9 @@ The first alpha execution spine is:
for the first questline, encounter, Tollkeeper Shell, rewards, and failure
states.
5. [30-alpha-ux-flow.md](30-alpha-ux-flow.md) for the first alpha UX flow and
required player-facing surfaces.
required player-facing surfaces, with
[56-focused-npc-dialogue-portrait-lipsync-design.md](56-focused-npc-dialogue-portrait-lipsync-design.md)
defining the focused NPC portrait and speaking animation contract.
6. [31-alpha-economy-balance-and-playtest-plan.md](31-alpha-economy-balance-and-playtest-plan.md)
for alpha tuning defaults, reward rules, playtest script, and balance
guardrails.
Expand Down Expand Up @@ -137,7 +139,7 @@ blockout tasks for the alpha.
| 22 | Auth (Nakama + DOS Chain wallet, Supabase sidecar if useful) | Persistence | MVP | Prototype | (TDD pending - reuse DOS.Me pattern as identity bridge reference) | Nakama, thirdweb |
| 23 | HUD (combat, level/stats, TIME) | UI | VS | Prototype | [30-alpha-ux-flow.md](30-alpha-ux-flow.md) | Combat, Profile |
| 24 | Inventory UI | UI | VS | Design | [45-inventory-and-equipment-system.md](45-inventory-and-equipment-system.md), [30-alpha-ux-flow.md](30-alpha-ux-flow.md) | Inventory persistence |
| 25 | NPC dialogue UI | UI | VS | Not started | [35-alpha-content-and-copy-pack.md](35-alpha-content-and-copy-pack.md), [30-alpha-ux-flow.md](30-alpha-ux-flow.md) | NPC dialogue |
| 25 | NPC dialogue UI | UI | VS | Not started | [35-alpha-content-and-copy-pack.md](35-alpha-content-and-copy-pack.md), [30-alpha-ux-flow.md](30-alpha-ux-flow.md), [56-focused-npc-dialogue-portrait-lipsync-design.md](56-focused-npc-dialogue-portrait-lipsync-design.md) | NPC dialogue |
| 26 | Quest tracker UI | UI | VS | Not started | [30-alpha-ux-flow.md](30-alpha-ux-flow.md) | Quest system |
| 27 | Reincarnation UI | UI | VS | Not started | [30-alpha-ux-flow.md](30-alpha-ux-flow.md) | Reincarnation flow |
| 28 | AI agent activity log UI | UI | VS | Not started | [30-alpha-ux-flow.md](30-alpha-ux-flow.md) | AI agent |
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4 changes: 4 additions & 0 deletions docs/design/30-alpha-ux-flow.md
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Expand Up @@ -116,13 +116,17 @@ Layout:
- Status line below title: answering, listening, retrying, failed.
- Message area with speaker bubbles.
- Player input row at bottom.
- Focused NPC portrait or bust beside the NPC-side message column. See
[56-focused-npc-dialogue-portrait-lipsync-design.md](56-focused-npc-dialogue-portrait-lipsync-design.md).

Message alignment:

- NPC messages on the left.
- Player messages on the right.
- Each bubble width should fit content up to a max width, not fill the whole
panel by default.
- NPC speaking animation starts when the NPC answer begins revealing or playing,
and stops when the line completes, fails, is skipped, or dialogue exits.

Text size:

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6 changes: 6 additions & 0 deletions docs/design/37-ai-npc-backend-client-roadmap.md
Original file line number Diff line number Diff line change
Expand Up @@ -196,8 +196,14 @@ Client features:
- Keep player and NPC locked into dialogue state until exit.
- Use bottom RPG-style dialogue panel for 1:1 conversations.
- Align player lines and NPC lines clearly.
- Show the focused NPC portrait or bust beside the NPC-side message column.
- Add a presentation-only speaking animation state that can use text-timed,
audio-amplitude, or provider viseme-driven lip sync tiers.
- Disable normal movement input while typing.
- Use non-combat talk or neutral idle animation during dialogue.
- Use
[56-focused-npc-dialogue-portrait-lipsync-design.md](56-focused-npc-dialogue-portrait-lipsync-design.md)
as the implementation packet for issue #139.

### C3: Ambient NPC Society Presentation

Expand Down
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