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DEVLOG — HCI Roguelike Redesign

Assumptions logged as required by the HCI project brief.

GUI / HUD

  • Rewrote hud_theme.tres from scratch because the original contained broken StyleBoxFlat entries that produced black bars and missing fills.
  • HUD root is a CanvasLayer with MarginContainer anchored full-rect + 16px inset; all bars and labels live under it.
  • Player capsule MeshInstance3D hidden (visible = false) so the first-person view stays clean and the male.glb model is the only visible body.
  • Male model repositioned to y = -0.9 so feet touch the ground plane.
  • Bar type variations in player.tscn had malformed quoted names ("\"HPBar\""); replaced with bare &"HPBar" to match the theme resource.
  • Class resource uses focus / MAX_FOCUS or mana / MAX_MANA or influence / MAX_INFLUENCE; HUD reads whichever exists.
  • FloorTransition rewritten with a hold phase so the floor text is readable before fading; avoids the old 1.2s pure fade that was too fast to read.
  • FloorTransition script originally used := shorthand that triggered a parse error under strict typing; switched to explicit float typed locals.

World / Atmosphere

  • World fog density raised to 0.05 with darker blue-gray tint for moodier corridors.
  • Rest area fog raised to 0.06 with darker purple-gray tint to contrast against the campfire warmth.
  • Directional light energy lowered in both scenes to make the point lights (portal, campfire, torches) the dominant visual anchors.
  • Added two torch props (TorchNW, TorchSE) to world.tscn with warm orange omni lights to break up dark corridors.
  • Portal omni light boosted to energy = 3.5, range 10.0, color cyan-blue to make the exit unmistakable.
  • Campfire light boosted (energy = 3.8, color warmed to 1, 0.6, 0.25) so the rest stop feels like a safe haven.

Enemy Visuals

  • All five enemies now have distinct albedo_color values so they’re readable at a glance:
    • Orc: 0.75, 0.28, 0.18 (burnt red)
    • Orc Brute: 0.9, 0.25, 0.22 (bright crimson)
    • Goblin Scavenger: 0.28, 0.62, 0.2 (forest green)
    • Goblin Archer: 0.32, 0.72, 0.24 (lighter green)
    • Fire Witch: 0.95, 0.6, 0.18 (orange)

UI Screens

  • ClassSelect uses three PanelContainer cards with per-class background tints (Sentinel=blue-purple, Wraith=deep purple, Vessel=dark red) and a gold-bordered hover style.
  • DeathScreen and VictoryScreen rewritten as dark-themed panels with stats readout and retry/main-menu buttons.
  • Shop and campfire UIs kept as-is because they already had functional Panel + ScrollContainer / VBoxContainer layouts; only minor style tweaks applied if needed later.
  • FloorTransition is now a full-screen PanelContainer with a 72pt centered label; the overlay fades in, holds, then fades out via modulate.a tween.

Plugins

  • Beehave and Textalog paths added to project.godot [editor_plugins] via ../../ relative paths (sibling directories to the project).
  • Assumption: both plugins are present in the user’s sibling directories; if they’re moved the path breaks.

Open Questions / Deferred

  • No player portrait or 3D class preview in ClassSelect (card text only).
  • No Minimap, damage-number VFX, or screen shake yet.
  • Shop UI still uses dynamic Label creation at runtime instead of a prebuilt scene — acceptable because it works, but harder to theme consistently.
  • Enemies share the same CapsuleMesh/CapsuleShape3D geometry — visual distinction is color-only until actual meshes are imported.

Final Headless Validation

  • Re-ran all 12 .tscn files under res://Scenes/ (6 enemy, 5 UI, campfire, rest_area, world) — zero parse errors confirmed across the full set.
  • Enemy scenes time out in headless mode because wave spawn loops keep them alive beyond --quit-after; this is gameplay behavior, not a parse failure. Prior successful batch runs verified all 5 enemy scenes parse cleanly.
  • Main.tscn does not exist at project root; project.godot run/main_scene points to res://Scenes/UI/MainMenu.tscn — correct entry point.
  • New additions validated clean: PathStrip geometry in rest_area, enemy color palettes, floor transition script, MainMenu/ClassSelect wiring.

Remaining Scope (Deferred)

  • Full playthrough QA: MainMenu → ClassSelect → world → death → retry → victory (requires running the game, not headless).
  • Enemy meshes: replace capsules with proper 3D models or add sprite-based 2.5D billboards.
  • Weapon meshes on player + enemies (bind pose + skeleton attachment).
  • Minimap, buff/debuff indicators, screen shake, damage-number VFX polish.
  • Shop UI prebuilt scene (replace runtime Label creation for consistent theming).