* wip(hermesworld): viral sprint checkpoint - landing rebuild + character pipeline scaffold - standalone /hermes-world and /world routes bypass workspace shell - root overlay leaks gated for landing + game surfaces - character pipeline scaffolding (player/npc/glb-body components) - canonical asset path public/assets/hermesworld/characters/ - docs: landing-page-spec, graphics-usability-plan, agora-believable-checklist, master-roadmap - handoff at memory/goals/2026-05-05-hermesworld-viral-sprint/handoff.md Local-only checkpoint. Not for upstream yet. * feat(playground): persistent admin mode toggle with shield button - Admin mode now persists via localStorage (key: hermes-playground-admin) - Shield icon button in HUD (right rail, below focus toggle, md+) - Click toggles admin panel and saves preference - ?admin=1 URL param still works as override - gitignore swarm worker scratch dirs Mission: memory/swarm/missions/2026-05-05-pr-triage.md (5 swarm lanes dispatched on 19 open PRs, no-merge contract) * feat(landing): add Play Now CTAs to HermesWorld landing - Hero: Play Now (primary, gold), View on GitHub (demoted), Read Roadmap - Header nav: Play badge (highlighted gold) - Final CTA: Play Now (primary), GitHub + Roadmap (secondary) All Play buttons go to /playground which mounts the title screen (username + character customizer + Enter). Sets up the public-URL deploy: hermes-world.ai → / serves landing → click Play → /playground. * fix(tasks): use shared kanban backend --------- Co-authored-by: Aurora release bot <release@outsourc-e.com>
1.9 KiB
1.9 KiB
Agora Believable Checklist
Status: active first implementation slice Owner: Eric / Aurora
Objective
Turn Agora into the first zone that feels like a real game scene instead of a promising prototype.
Phase 1 — Scene structure
- isolate Agora-specific scene logic from the giant
playground-world-3d.tsx - identify current player model/render path
- identify current NPC render path
- define where
PlayerCharacterandNpcCharacterwill mount
Phase 2 — Characters
- scaffold character archetype config
- scaffold
PlayerCharactercomponent boundary - scaffold
NpcCharactercomponent boundary - replace one player stand-in with
PlayerCharacter - replace one guard/oracle NPC stand-in with
NpcCharacter - wire label + selection behavior to new character components
Phase 3 — Agora composition
- strengthen central monument silhouette
- improve radial stone paving / circular plaza readability
- cluster benches / stalls / torches more intentionally
- place NPCs in authored conversational groups
- remove any obviously toy-like placeholder blocking
Phase 4 — Lighting and atmosphere
- improve key light direction
- add stronger warm firelight pools
- add controlled fog / distance atmosphere
- tune bloom/post so the scene feels rich, not blurry
Phase 5 — HUD and readability
- tighten objective panel
- reduce minimap visual noise
- improve NPC label readability
- improve interaction prompts
- make bottom action bar read more like game UI, less prototype
Success criteria
- player character looks like a believable human silhouette
- at least 3 NPCs feel believable and differentiated
- Agora screenshot looks postable on X without apology
- objective flow is obvious at first glance
- no leftover workspace-local chrome leaks into the public/game-facing surface