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9 changes: 9 additions & 0 deletions ROADMAP.md
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Expand Up @@ -140,6 +140,11 @@ Recommended views:
#178, defining Unity 6000.5 Humanoid Avatar checks, semantic action coverage,
weapon visibility, root-motion safety, scale, nameplate readability, and
candidate body evidence requirements.
- [x] Alpha animation architecture documented, deciding that the project-owned
semantic action/profile layer is the source of truth; ExplosiveLLC remains a
prototype adapter and clip source, Opsive UCC is a later authority spike, and
BR200-style custom Playables animation is deferred until measured evidence
requires tick accuracy or performance work.
- [x] Alpha art direction and asset buying guide documented, defining
Anime-Ready Semi-Real as the buying target, clean PBR guardrails, medieval
asset limits, character and environment reject criteria, Unity 6.5 URP import
Expand Down Expand Up @@ -197,6 +202,10 @@ Recommended views:
- [ ] Evaluate installing Unity Animation Rigging for Ida Faber and future
semi-real bodies, then add authored look-at, weapon aim, two-bone hand IK,
and foot IK constraints as a focused animation-import lane. Track in #263.
- [ ] Convert the prototype animation registry into explicit body, weapon, and
timing profile assets or structured catalogs, then add a missing-action smoke
matrix before importing another major character animation framework. Track in
#278.
- [x] Prototype combat visuals now distinguish dual-swords from one-hand sword
semantics and recover from one-shot attack, cast, dodge, pickup, gather, and
hit-react poses back into body-aware idle states.
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7 changes: 7 additions & 0 deletions docs/ARCHITECTURE.md
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Expand Up @@ -482,6 +482,13 @@ Unity owns visual animation presentation only. Fusion owns movement and combat
authority, while Nakama owns durable stats and profile data. The current shared
humanoid contract is split into two layers:

The alpha animation architecture decision lives in
[design/58-alpha-animation-system-architecture.md](design/58-alpha-animation-system-architecture.md).
That document keeps ExplosiveLLC as a prototype adapter and clip source,
keeps Opsive UCC as a later authority spike, and defers a BR200-style custom
Playables controller until evidence shows tick accuracy or performance requires
it.

- Gameplay and AI request `CharacterActionId` values such as `Talk`, `Attack`,
`HitReact`, `Death`, or `Gather`.
- `CharacterAnimationRegistry` maps those semantic action ids to the active
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1 change: 1 addition & 0 deletions docs/SUMMARY.md
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Expand Up @@ -64,6 +64,7 @@
- [Alpha Visual Budget](design/42-alpha-visual-budget.md)
- [Alpha Material and Shader Recipe](design/43-alpha-material-shader-recipe.md)
- [Alpha Body Rig and Action Compatibility](design/44-alpha-body-rig-action-compatibility.md)
- [Alpha Animation System Architecture](design/58-alpha-animation-system-architecture.md)
- [Art Direction and Asset Buying Guide](design/48-art-direction-and-asset-buying-guide.md)

## Technical Design
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10 changes: 7 additions & 3 deletions docs/design/03-systems-index.md
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Expand Up @@ -93,11 +93,15 @@ The first alpha execution spine is:
18. [44-alpha-body-rig-action-compatibility.md](44-alpha-body-rig-action-compatibility.md)
for the Unity 6000.5 Humanoid Avatar, action registry, weapon visibility,
root motion, scale, nameplate, and candidate body evidence checklist.
19. [48-art-direction-and-asset-buying-guide.md](48-art-direction-and-asset-buying-guide.md)
19. [58-alpha-animation-system-architecture.md](58-alpha-animation-system-architecture.md)
for the alpha animation architecture decision, Explosive/Opsive/BR200
evaluation, semantic action layer, body and weapon profiles, network
authority split, and AI-agent-friendly implementation plan.
20. [48-art-direction-and-asset-buying-guide.md](48-art-direction-and-asset-buying-guide.md)
for Anime-Ready Semi-Real asset-buying guardrails, medieval asset limits,
character and environment requirements, reject criteria, and Unity 6.5 URP
import evaluation.
20. [45-inventory-and-equipment-system.md](45-inventory-and-equipment-system.md)
21. [45-inventory-and-equipment-system.md](45-inventory-and-equipment-system.md)
for body carry inventory, account/soul stash, Garden stash, temporary Gate
loot, equipment slots, custody lifecycle states, hostile / monster / boss
body equipment rules, starter item definitions, death loss rules, UI flows,
Expand All @@ -117,7 +121,7 @@ blockout tasks for the alpha.
| 3 | Camera (top-down ARPG) | Core | MVP | Prototype | (TDD pending) | Player Controller |
| 4 | Input system (Unity Input System) | Core | MVP | Prototype | - | Player Controller |
| 5 | Zone scene management (1 zone vertical slice) | Core | MVP | Prototype | (TDD pending) | NetworkRunner |
| 6 | Combat (ARPG action) | Gameplay | MVP | Not started | [39-alpha-stats-and-skills-design.md](39-alpha-stats-and-skills-design.md), [26-alpha-game-design-document.md](26-alpha-game-design-document.md), [27-alpha-level-design.md](27-alpha-level-design.md) | Player Controller, Networked state |
| 6 | Combat (ARPG action) | Gameplay | MVP | Not started | [39-alpha-stats-and-skills-design.md](39-alpha-stats-and-skills-design.md), [58-alpha-animation-system-architecture.md](58-alpha-animation-system-architecture.md), [26-alpha-game-design-document.md](26-alpha-game-design-document.md), [27-alpha-level-design.md](27-alpha-level-design.md) | Player Controller, Networked state |
| 7 | NPC dialogue and human-believable NPC agent model | Gameplay | MVP | Design | [13-human-believable-npc-agent-model.md](13-human-believable-npc-agent-model.md), [16-npc-society-multi-agent-architecture.md](16-npc-society-multi-agent-architecture.md), [21-permanent-npc-story-characteristics.md](21-permanent-npc-story-characteristics.md), [36-ai-npc-research-anchor-map.md](36-ai-npc-research-anchor-map.md), [37-ai-npc-backend-client-roadmap.md](37-ai-npc-backend-client-roadmap.md) | api.dos.ai model service (phase 2 ready), Profile persistence |
| 8 | Quest system (linear, 3-5 quests slice scope) | Gameplay | VS | Not started | [35-alpha-content-and-copy-pack.md](35-alpha-content-and-copy-pack.md), [29-alpha-questline-and-encounter-design.md](29-alpha-questline-and-encounter-design.md), [26-alpha-game-design-document.md](26-alpha-game-design-document.md), [27-alpha-level-design.md](27-alpha-level-design.md) | NPC dialogue, persistence |
| 9 | Dungeon instance (1 dungeon, 1 boss) | Gameplay | VS | Not started | [27-alpha-level-design.md](27-alpha-level-design.md), [29-alpha-questline-and-encounter-design.md](29-alpha-questline-and-encounter-design.md), [15-gate-dungeon-pioneer-charter-system.md](15-gate-dungeon-pioneer-charter-system.md) | Combat, NPC dialogue, Photon |
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2 changes: 2 additions & 0 deletions docs/design/38-alpha-design-decision-register.md
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Expand Up @@ -74,6 +74,7 @@ first playable alpha.
| Alpha starter kit | Sentinel or balanced contractor is still the recommended first playable kit. | `39-alpha-stats-and-skills-design.md` |
| Alpha skill origin | Skill data must distinguish origin from slot and animation intent. The minimum useful origins are soul, body imprint, body physical, weapon, profession, agent routine, and anomaly. | `39-alpha-stats-and-skills-design.md` |
| Skill carryover | Learned soul skills may survive body loss, but actual execution remains limited by current body stats, equipment, injury, policy, and soul-body sync. Body imprint and physical body skills are lost with the body by default. | `40-soul-skill-carryover-and-sync.md` |
| Animation architecture | Alpha uses a project-owned semantic animation intent layer plus body, weapon, and timing profiles. ExplosiveLLC remains a prototype adapter and clip source, Opsive UCC is a later authority spike, and a BR200-style custom Playables controller is deferred until evidence proves tick accuracy or performance requires it. | `58-alpha-animation-system-architecture.md` |
| Art look-dev target | Prove Anime-Ready Semi-Real through one small look-dev scene before buying or importing a large asset family. | `32-alpha-art-audio-and-content-direction.md` |

---
Expand Down Expand Up @@ -154,3 +155,4 @@ When a design question appears during implementation:
| `38-alpha-design-decision-register.md` | Decision state and scope control. |
| `39-alpha-stats-and-skills-design.md` | Alpha stat scale, skill origin, starter kits, and validation rules. |
| `40-soul-skill-carryover-and-sync.md` | Learned skill carryover, body imprint loss, soul-body sync, and execution limits. |
| `58-alpha-animation-system-architecture.md` | Semantic animation architecture, Explosive/Opsive/BR200 evaluation, body/weapon/timing profiles, and authority split. |
7 changes: 5 additions & 2 deletions docs/design/44-alpha-body-rig-action-compatibility.md
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Expand Up @@ -3,8 +3,11 @@
*Status: Alpha validation protocol for issue #178*
*Created: 2026-05-23*
*Source of truth level: Candidate body rig, scale, weapon, and animation
compatibility validation for Unity `6000.5.0b9`. This is not a final animation
controller rebuild plan.*
compatibility validation for Unity `6000.5.0b9`. This is not the alpha
animation architecture decision. Use
[58-alpha-animation-system-architecture.md](58-alpha-animation-system-architecture.md)
for the animation controller, vendor adapter, authority, and AI-agent
development direction.*

---

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