# HermesWorld Graphics + Usability Development Plan Status: start now Owner: Eric / Aurora Stack: Hermes Workspace + React + Three.js / React Three Fiber ## Goal Upgrade HermesWorld from "promising web demo" to "serious playable world" with: - stronger visual identity - much better usability - more believable characters - better screenshot / clip quality - a clean path that stays web-native ## Core decision Do **not** switch engines now. Stay on: - **Three.js** - **React Three Fiber** - current Hermes Workspace integration Reason: - web shareability matters - X traffic matters - embedding/dashboard mode matters - current blockers are art direction, assets, rendering, and UX, not engine choice ## Hard truth on "real-looking characters" ### What is realistic right now We can get to: - **stylized-real / semi-real / premium MMO-lite** - strong silhouettes - better faces/hair/clothes - better animation - more human proportions - better materials and lighting ### What is not realistic right now Not this sprint: - AAA Unreal photoreal humans - fully custom hero character system from scratch - hundreds of unique high-end characters ## Recommended character direction Target look: - **semi-real fantasy RPG characters** - more grounded than Roblox / low-poly toy figures - less uncanny than rushed photoreal - readable at gameplay distance - works in browser performance budgets ## Character pipeline to start now ### Best first path Use a proven character source instead of inventing characters from primitives. Recommended order: 1. **Ready Player Me** or equivalent avatar source for fast believable human bases 2. **Mixamo** for animation clips 3. export to **GLB** 4. optimize materials / texture sizes for browser 5. adapt wardrobe/colors to HermesWorld visual language ### Why this path - gets believable humans fast - works with browser GLB pipeline - animation is solved sooner - lets us focus on world + UX instead of making characters from zero ### First character set we need - player base male - player base female - scholar / oracle NPC - blacksmith / forge NPC - guard / knight NPC - merchant / villager NPC Do **not** start with huge variety. Get 4-6 great archetypes first. ## Animation pipeline ### First animation pack Need: - idle - walk - run - talk / gesture - inspect / use - celebrate / emote - sit or kneel if easy ### Character behavior goals - no stiff statue NPCs - idle should feel alive - movement should read clearly from distance - talking should feel intentional even before lip sync ## Environment upgrade priorities ## 1. Landmark pass Every zone needs strong silhouette. Immediate targets: - Agora central monument / obelisk / sigil altar - Oracle tower / ring structure - Forge furnace / chimney / heat source - Grove memory tree / crystal tree / archive roots - Arena ring / banners / gates - Training Grounds camp / gate / tutorial shrine ## 2. Ground + path pass Fix the current "objects on a plane" feeling. Need: - stronger stone paths - path borders - elevation changes - stairs / slopes / platform edges - clustered vegetation instead of random scatter ## 3. Prop clustering Move from generic scattered props to authored compositions. Need: - market stalls that actually compose into scenes - bench / torch / crate / barrel clusters - decorative banners and signposts - repeating prop kits per zone ## 4. Lighting / atmosphere Highest ROI visual upgrade. Need: - stronger key light direction - fog / distance atmosphere - warm firelight pools - cooler shadow balance - subtle bloom / post processing - skybox that supports mythic mood ## Usability upgrade priorities ## 1. Readability of objective flow The user should always know: - where they are - what to do next - what is interactable - what their agents are doing ### Immediate changes - clearer quest objective widget - stronger waypoint / marker language - better hover/interact outlines - more distinct NPC labels ## 2. HUD cleanup Current HUD should feel more like a game and less like mixed prototype layers. Need: - one consistent HUD material language - clearer bottom action bar - tighter minimap frame - cleaner player stats card - less visual noise from debug/admin leftovers ## 3. Chat / social UX Chat should not dominate the scene. Need: - smaller, cleaner chat panel - better contrast and message hierarchy - easier collapse/minimize behavior - less overlap with gameplay space ## 4. Input / interaction cues Need immediate affordances: - interact prompt treatment - click target confidence - path-to-target feedback - clearer selected NPC / object state ## Performance plan This all has to stay browser-safe. ### Rules - prefer **instancing** for repeated props - reduce unique materials - compress textures - cap texture resolution aggressively - use LOD where needed - keep postprocessing restrained - test draw calls after each art pass ### Budget mindset For each major scene ask: - how many characters on screen? - how many unique materials? - how many dynamic lights? - how many transparent effects? ## Development tracks ## Track A — Characters Deliver believable people fast. ### Start now - choose character source - pick 4-6 NPC archetypes - pick 1 player archetype - get GLB import path working cleanly - wire idle + walk + talk test scene ## Track B — Agora visual remake Use Agora as the first gold-standard zone. ### Start now - rebuild central plaza composition - improve stone ground / path circles - add stronger firelight and monument detail - replace placeholder NPC bodies with first believable characters ## Track C — HUD / usability pass ### Start now - objective widget redesign - minimap cleanup - stats card cleanup - interaction marker cleanup - remove any workspace-local/debug carryover from game-facing UI ## Track D — Asset pipeline ### Start now - standardize GLB imports - define texture size limits - define naming conventions - define animation clip naming - define NPC archetype list ## Immediate first sprint ### Sprint 1: "Agora believable" Make only the Agora look and feel dramatically better. Ship these first: 1. one upgraded player character 2. three upgraded NPC archetypes 3. better idle/walk/talk animations 4. rebuilt central plaza composition 5. better firelight/fog/post 6. cleaned HUD around objective + minimap + bottom bar If Agora feels real, the rest of the world becomes believable. ## Exact first implementation steps ### Step 1 Replace current primitive character stand-ins with imported GLB humanoids. ### Step 2 Add animation controller for: - idle - walk - gesture/talk ### Step 3 Rebuild Agora center using: - stronger monument - radial paving - authored prop clusters - meaningful NPC placement ### Step 4 Polish camera and UI for the new scene. ### Step 5 Capture screenshots/clips and tune from what looks weak. ## Success criteria We know this is working when: - a screenshot reads like a real game scene, not a prototype - characters look like people, not placeholders - the objective and interactions are obvious - the page is clip-worthy on X - the browser still runs smoothly ## My recommendation Start **now** with: 1. character pipeline 2. Agora remake 3. HUD cleanup That is the shortest path to the result you actually want. ## Immediate next task Implement the first "Agora believable" pass: - import better humanoid characters - wire idle/walk/talk clips - rebuild the central plaza composition around those characters - tune lighting/fog/post - clean HUD overlap