* 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>
7.4 KiB
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:
- Ready Player Me or equivalent avatar source for fast believable human bases
- Mixamo for animation clips
- export to GLB
- optimize materials / texture sizes for browser
- 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:
- one upgraded player character
- three upgraded NPC archetypes
- better idle/walk/talk animations
- rebuilt central plaza composition
- better firelight/fog/post
- 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:
- character pipeline
- Agora remake
- 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