refactor: Update status and verification notes for Phase 17 features in documentation

This commit is contained in:
2026-10-14 18:15:29 -04:00
parent ba85a967e3
commit f852a4d6de
2 changed files with 8 additions and 8 deletions
+4 -4
View File
@@ -8,17 +8,17 @@ Priorities are recommendations for discussion, not a committed release schedule.
1. **Move To with selectable movement styles** — **Status:** Verified · **Suggested priority:** High. **Intent:** Give a stickman one destination action with a per-action style choice, starting with Walk (default) and Run; leave room for future styles like Fly. Use a fixed pace for each style initially, matched to its animation. **Rationale:** Children can direct the same route at different paces without choosing duplicate action types. The first run cycle should read as a believable human gait on the existing stickman rig, with clear foot contact and push-off, a flight phase, alternating arm swing, and cadence matched to travel speed. **Connections:** [Phase 16 design brief](../plans/phase_16_running_stickman.md), `scripts/stage/action_registry.gd`, `scripts/editors/stage/action_editor.gd`, `scripts/stage/stage_scene_io.gd`, `scripts/characters/stickman/stickman_locomotion.gd`, `scripts/tools/create_animations.gd`; existing scenes and rules currently store `walk_to` and should continue as Move To · Walk.
2. **Prop depth and behavior settings** — **Status:** Planned · **Suggested priority:** Medium. **Intent:** Let placed props draw behind or in front of characters, and keep every prop selectable in EDIT even when covered. Dynamic sorting with characters is deferred until the Stage has a clear front/back movement convention. **Rationale:** Children can build layered sets with independently configurable visual depth, physics/support behavior, and interaction. Some props can provide surfaces that support other props while remaining pass-through for characters; others can block characters, move under physics, be picked up, or react to events. These roles should work across prop types rather than depend on one table-and-pot example. New placements start still and use a selected-prop settings card. **Set Down** targets a clicked stage-world release point, alongside free Drop and Throw; physics determines the subsequent landing on existing collision geometry, with no support-surface authoring. Door open/close behavior and scene travel stay in the later doorway feature. This is **Phase 17a** in the [Phase 17 — Props for Storytelling plan](../plans/phase_17_props_for_storytelling.md), with an approved [17a UI specification](../specs/phase_17a_prop_roles_ui.md). **Connections:** `scripts/props/prop_block.gd`, `scripts/stage/stage_scene_io.gd`, `scripts/stage/stage_spawner.gd`, `scripts/stage/stage_selection.gd`, `scripts/editors/stage/sandbox_stage.gd`, `scripts/characters/stickman/stickman_prop_interactor.gd`, [Phase 11 prop interactions](../specs/phase_11_prop_interactions.md).
2. **Prop depth and behavior settings** — **Status:** Verified · **Suggested priority:** Medium. **Intent:** Let placed props draw behind or in front of characters, and keep every prop selectable in EDIT even when covered. Dynamic sorting with characters is deferred until the Stage has a clear front/back movement convention. **Rationale:** Children can build layered sets with independently configurable visual depth, physics/support behavior, and interaction. Some props can provide surfaces that support other props while remaining pass-through for characters; others can block characters, move under physics, be picked up, or react to events. These roles should work across prop types rather than depend on one table-and-pot example. New placements start still and use a selected-prop settings card. **Set Down** targets a clicked stage-world release point, alongside free Drop and Throw; physics determines the subsequent landing on existing collision geometry, with no support-surface authoring. Door open/close behavior and scene travel stay in the later doorway feature. **Phase 17a is implemented and user-verified.** See the [Phase 17 — Props for Storytelling plan](../plans/phase_17_props_for_storytelling.md) and approved [17a UI specification](../specs/phase_17a_prop_roles_ui.md). **Connections:** `scripts/props/prop_block.gd`, `scripts/stage/stage_scene_io.gd`, `scripts/stage/stage_spawner.gd`, `scripts/stage/stage_selection.gd`, `scripts/editors/stage/sandbox_stage.gd`, `scripts/characters/stickman/stickman_prop_interactor.gd`, [Phase 11 prop interactions](../specs/phase_11_prop_interactions.md).
3. **Functional doorways and doors** — **Status:** Idea · **Suggested priority:** Medium. **Intent:** Let placed door artwork serve as scenery, an open passage, or a closed wall door that blocks characters until opened; an open passage may optionally link to another scene and arrival point. **Rationale:** Children can reuse door art for different stage roles. Door open/close actions and scene travel add state and depend on the basic prop blocking model and dynamic scene loading; keep this as later work. Whether a doorway activates automatically or through a directed action remains open. **Connections:** `scripts/stage/stage_scene_io.gd`, `scripts/stage/trigger_area.gd`, `scripts/stage/trigger_registry.gd`, `scripts/editors/stage/sandbox_stage.gd`.
4. **Vector stage backgrounds and wall finishes** — **Status:** Idea · **Suggested priority:** Medium. **Intent:** Let children build zoomable backdrop scenery such as brick or wooden room walls, with no collision. **Rationale:** A broad background wall should be quick to paint and sit behind the action; its material/look is independent from whether a wall is physically solid. Walls that block characters fit static structure/terrain behavior, while loose bricks and planks remain movable props. The current Stage has vector terrain and props but no saved background-art system. **Connections:** `scripts/terrain/terrain_block.gd`, `scripts/stage/stage_scene_io.gd`, `scripts/editors/stage/sandbox_stage.gd`.
5. **Use spots on props** — **Status:** Planned · **Suggested priority:** Medium. **Intent:** Let children mark a handle, button, or lever on a placed prop and direct a stickman to use it. **Rationale:** A Use spot is distinct from a grip anchor: the prop stays in place while the stickman reaches to it. Initial direction is an instance-level spot that produces a **Used prop** event after the stickman reaches and completes the interaction. Rules can respond to use of the whole prop or filter for one specific spot; the event identifies the stickman, prop, and spot. Built-in effects such as toggling a light are deferred. The Stage needs a clear standing/reach target, visible EDIT feedback, and an understandable unreachable cue. This is **Phase 17b** in the [Phase 17 — Props for Storytelling plan](../plans/phase_17_props_for_storytelling.md). **Connections:** `scripts/props/prop_anchor_data.gd`, `scripts/props/prop_block.gd`, `scripts/characters/stickman/stickman_prop_interactor.gd`, `scripts/stage/action_registry.gd`, `scripts/stage/trigger_registry.gd`.
5. **Use spots on props** — **Status:** Verified · **Suggested priority:** Medium. **Intent:** Let children mark a handle, button, or lever on a placed prop and direct a stickman to use it. **Rationale:** A Use spot is distinct from a grip anchor: the prop stays in place while the stickman reaches to it. Initial direction is an instance-level spot that produces a **Used prop** event after the stickman reaches and completes the interaction. Rules can respond to use of the whole prop or filter for one specific spot; the event identifies the stickman, prop, and spot. Built-in effects such as toggling a light are deferred. The Stage needs a clear standing/reach target, visible EDIT feedback, and an understandable unreachable cue. **Phase 17b is implemented and user-verified.** See the [Phase 17 — Props for Storytelling plan](../plans/phase_17_props_for_storytelling.md). **Connections:** `scripts/props/prop_anchor_data.gd`, `scripts/props/prop_block.gd`, `scripts/characters/stickman/stickman_prop_interactor.gd`, `scripts/stage/action_registry.gd`, `scripts/stage/trigger_registry.gd`.
6. **Additional prop impact reactions** — **Status:** Idea · **Suggested priority:** Medium. **Intent:** Explore toppling or breaking props when they are struck or thrown. **Rationale:** These could extend the slapstick and cause-and-effect stories established by the user-verified wobble response in **Phase 17c**. Topple and break behavior remain future options; the current wobble implementation is documented in the [Phase 17 plan](../plans/phase_17_props_for_storytelling.md). **Connections:** `scripts/props/prop_block.gd`, `scripts/editors/stage/sandbox_stage.gd`, `scripts/stage/trigger_registry.gd`.
6. **Additional prop impact reactions** — **Status:** Idea · **Suggested priority:** Medium. **Intent:** Explore toppling or breaking props when they are struck or thrown. **Rationale:** The wobble response in **Phase 17c** is implemented and user-verified; this idea covers further reactions such as toppling or breaking, which remain future options. The wobble implementation is documented in the [Phase 17 plan](../plans/phase_17_props_for_storytelling.md). **Connections:** `scripts/props/prop_block.gd`, `scripts/editors/stage/sandbox_stage.gd`, `scripts/stage/trigger_registry.gd`.
7. **Group props into set pieces** — **Status:** Planned · **Suggested priority:** Low. **Intent:** Let children group objects for organization and moving together within one scene. **Rationale:** Scene-only groups make arranging furnished sets faster. In PLAY, each item keeps its own physics and interaction; picking up one prop does not move the rest, and stopping PLAY returns the grouped items to their authored arrangement. Reusable set-piece assets are deferred. This is **Phase 17d** in the [Phase 17 — Props for Storytelling plan](../plans/phase_17_props_for_storytelling.md). **Connections:** `scripts/stage/stage_selection.gd`, `scripts/editors/stage/sandbox_stage.gd`, `scripts/stage/stage_scene_io.gd`.
7. **Group props into set pieces** — **Status:** Parked · **Suggested priority:** Low. **Intent:** Let children group objects for organization and moving together within one scene. **Rationale:** Deferred until later at the user's direction. Scene-only groups make arranging furnished sets faster. In PLAY, each item keeps its own physics and interaction; picking up one prop does not move the rest, and stopping PLAY returns the grouped items to their authored arrangement. Reusable set-piece assets are deferred. This is **Phase 17d** in the [Phase 17 — Props for Storytelling plan](../plans/phase_17_props_for_storytelling.md). **Connections:** `scripts/stage/stage_selection.gd`, `scripts/editors/stage/sandbox_stage.gd`, `scripts/stage/stage_scene_io.gd`.
## Entry format