Files
hermes-workspace/docs/hermesworld/graphics-usability-plan.md
Eric 4f177f9b8d feat(tasks): unify Workspace task board with Hermes Kanban backend (#311) (#348)
* 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>
2026-05-05 16:46:24 -04:00

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

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