Adding project roadmap and Mixamo tests

This commit is contained in:
Matt F 2026-05-06 23:29:11 -07:00
parent ab35ad0e32
commit ff62b1e9f1
19 changed files with 6302 additions and 2 deletions

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# Unity Tower Defense — Project Roadmap
## Purpose
This document consolidates outstanding work for the Unity Tower Defense project into a single sequenced plan. It supersedes the roadmap section of the existing context summary while preserving all engineering decisions, design rules, and architectural patterns documented there. The context summary remains the authoritative source for completed-work details and design rationale.
The roadmap is organized in three phases:
- **Phase 1** — Functional gameplay completion. Everything required to have a playable, end-to-end tower defense match.
- **Phase 2** — Visual prototype. Proves out the painted-miniature aesthetic on a single tower and a single enemy, using sourced reference content (Space Marine + Hormagaunt) as placeholders.
- **Phase 3** — Path to commercial production. Notes on the IP swap-out, art lead hiring, and what changes when production art begins.
---
## Phase 1 — Functional Gameplay Completion
This phase carries forward all pending systems from the existing context document. The order below is the recommended sequencing; some items can run in parallel where noted.
### 1.1 Character pipeline mini-session (NEXT)
Already identified as the immediate next task in the existing roadmap. Establishes the rigging and animation pipeline that everything downstream depends on.
- Mixamo character + animation download walkthrough
- Unity Humanoid rig setup
- Animator Controller with idle / walk / build states
- Replace Builder cylinder with rigged animated character
- Connect Claude to Blender via MCP (first-time setup, walkthrough needed)
This pipeline becomes the foundation for both the prototype enemy and any humanoid towers in Phase 2.
### 1.2 HUD
Can run in parallel with later items in this phase. Several existing systems have stubs awaiting HUD consumers.
- Canvas + components: minimap, portrait, context panel, 4×3 tower/upgrade grid
- Tower buttons calling `TowerPlacementController.BeginPlacement` (replaces `TowerPlacementTestTrigger`)
- Rejection message display subscribing to `TowerPlacementController.OnRejectionMessageReady`
- Build progress bar above active construction (consumes `BuildJob` / `BuildSiteVisual` state)
- Cancel-shelved-tower button or context-menu gesture (deferred from Path D2)
- Settings menu eventually owning `EdgePanEnabled`, scroll sensitivity, etc.
### 1.3 Match state and player slot mapping
Several systems currently hold stubbed mappings that must be resolved before multiplayer is meaningful.
- `MatchState` `NetworkBehaviour` — global match data: current wave, lives, race-pick timer
- `PlayerMatchState` `NetworkBehaviour` — per-player: race selection, etc.
- Authoritative client-id → `PlayerSlot` mapping. Replaces the five stubbed mappings in `TowerPlacementManager`, `TowerPlacementController`, `CameraController`, `PlayerBuilderSpawner`, and `Builder`.
### 1.4 Combat system
The most architecturally significant pending system. This blocks the Phase 2 tower animation work (towers can't have target-acquired/firing states to animate until something generates those states).
- `TowerCombat` component on tower prefabs. Component-per-behavior rather than flat fields on `TowerDefinition` — see existing lessons.
- Targeting logic: range check, target acquisition, target prioritization (closest, lowest-HP, etc.)
- Projectile prefabs and hitscan handling
- Damage application against enemy HP
**Architectural note for Phase 2 setup:** when designing `TowerCombat`, expose the following events for visual consumers (these will drive tower animation in Phase 2):
- `OnTargetAcquired` — first enemy enters range
- `OnTargetLost` — no enemies remaining in range
- `OnFire` — weapon discharges (per `FireRate` cycle)
- `CurrentTarget` reference for procedural rotation
### 1.5 Enemy system
- Enemy `NetworkBehaviour` (HP, movement, type, debuffs)
- Spawning system driven by waves / match state
- Enemy prefab pipeline for Phase 2 prototype
### 1.6 Pathfinding
- A* on the runtime walkability grid (consumes `LevelLoader.IsWalkable`)
- 4-connected, no diagonals (matches existing maze validation)
- Re-pathing on tower placement/removal events. Fire on: `TowerInstance` spawn/despawn, construction-start, construction-finish, shelved-tower despawn.
### 1.7 Terrain architecture
Decision deferred per existing context document; Builder code is already terrain-agnostic. Recommend deciding after the character pipeline mini-session and before Phase 2 begins (the visual prototype will look very different on Unity Terrain vs mesh-based terrain).
Options previously discussed: Unity Terrain, mesh-based (Blender), ProBuilder, per-tile heights via volumes.
### 1.8 Race system (Path E)
The largest content-shaped piece of Phase 1. Required before Phase 2 because the prototype tower (Space Marine) is conceptually a unit of the Adeptus Astartes race, and the data model needs to reflect that.
- `RaceDefinition` `ScriptableObject` — race content bundle (tower roster, race-specific units, builder variants, starting bonuses)
- Race-pick UI (in-match overlay) — grid of race cards, timer-based auto-lock. First concrete `MatchState` consumer.
- Multi-builder race support — revisit `PlayerBuilderSpawner` to spawn N builders
- `TowerRegistry` filtering by active match's race rosters
- Auto-discovery of `RaceDefinition` assets (mirror the `Resources.LoadAll` pattern from `TowerRegistry`)
- Replace `TowerPlacementManager.towerDefinitions[]` inspector array with race-driven discovery
### 1.9 Camera polish
Flagged for revisit; not blocking anything.
- Cursor-anchored zoom near map edges (Q3c flagged as revisitable)
- Center-on-builder hotkey (e.g., Space)
- Initial camera position taking race or match phase into account
### Phase 1 exit criteria
A complete match is playable end-to-end: race pick → builder spawn → tower placement and construction → wave spawning → enemies path through the maze → towers shoot enemies → enemies die or leak → match concludes. Visuals are placeholder. All systems in this section are functional.
---
## Phase 2 — Visual Prototype
Begins only after Phase 1 exit criteria are met. This phase exists to prove out the painted-miniature visual direction on minimal content (one tower, one enemy), so the direction can be communicated to a future art lead with concrete, in-engine examples.
### Prototype scope and constraints
- **One tower** — Space Marine in Ultramarines colors, standing-ready pose, with idle / aim / fire animation states
- **One enemy** — Tyranid Hormagaunt with walk / death animations, animated on 2s for the Spider-Verse-style stepped-frame effect
- **Sourced reference content.** The Space Marine and Hormagaunt are placeholders pulled from existing third-party models. They are private prototype assets only — see Phase 3 for the swap-out plan.
### IP guardrails for the prototype
These hold throughout Phase 2 and until the Phase 3 swap-out is complete.
- Repo `mafoster134/UnityTowerDefense` remains private on GitHub. No public builds, no itch.io demos, no public streams or videos showing GW-derived assets.
- Internal multiplayer testing with friends over private connections is acceptable; anything resembling public distribution is not.
- Don't redistribute GW source files. Kitbash from photos/concept art into your own meshes and textures rather than embedding GW-shipped assets directly. Cleaner swap-out later.
- Maintain a plain-text **asset manifest** in the repo listing every asset using GW IP that needs replacement before commercial release.
### 2.1 Shared visual infrastructure (one-time investment)
Builds the technical scaffolding all Phase 2 assets (and all future production assets) consume.
#### 2.1.1 Painted-miniature URP shader
Custom Shader Graph variant of URP Lit, saved as `MiniatureStandard`.
- Standard PBR inputs: albedo, normal, metallic, roughness, AO
- **Fresnel rim term** added to the lighting output. Drives a subtle lighter color along glancing angles. Fakes the drybrush highlights miniature painters apply to raised edges. Critical for the "photographed painted miniature" read.
- **Crushed shadow curve** — adjustment that deepens the shadow-to-midtone transition. Mimics how miniatures look under photo-studio key lighting.
- Optional: subtle screen-space painted-noise overlay at very low intensity for tactile texture.
This shader is reused by every painted-miniature asset going forward.
#### 2.1.2 Lighting and post-processing setup
Project-wide, applied via the existing `DefaultVolumeProfile` system.
- **Strong directional key light** at ~45° elevation, slightly warm
- **Soft fill light** from opposite side, cool-tinted
- **Subtle bounce light** from below to lift bases (GW studio-shot reference)
- **AO intensity** raised slightly past realistic
- **Tilt-shift DOF** in the volume profile — slight blur at top and bottom of frame to sell diorama scale
- **Color grading** toward saturated, warm-shadowed
- Slight **vignette**
Applied to URP-Medium first; ported to URP-Low / High / Ultra when those quality tiers are configured (existing pending work).
#### 2.1.3 On-2s animation system
A `MonoBehaviour` (working name `SteppedAnimator`) attached to objects whose animation should appear at ~12fps despite the game running at 60fps. Selectively applied to skeletal animation; effects, projectiles, and UI remain smooth.
Implementation approach:
- `LateUpdate` samples the current `Animator` pose
- Quantizes time to 1/12-second steps
- Holds previous-frame pose on intermediate frames
- Configurable target framerate (default 12fps; can be tuned per-asset)
Design rule: stepped animation applies to **skeletal body animation and weapon-target tracking rotation only**. Muzzle flashes, projectiles, and UI run at full framerate. The contrast between stepped and smooth is what sells the Spider-Verse effect — global stepping looks broken.
#### 2.1.4 `TowerVisualController` component
New component on tower prefabs. Bridges the gameplay-side `TowerCombat` events (built in Phase 1.4) to the animation system.
- Subscribes to `TowerCombat.OnTargetAcquired`, `OnTargetLost`, `OnFire`
- Sets Animator parameters: `HasTarget` (bool), `Fire` (trigger)
- Drives procedural torso/turret rotation toward `TowerCombat.CurrentTarget` via `LateUpdate` LookAt on a designated pivot bone
- Pure local visualization. No `NetworkBehaviour`, no networked state. Each client renders animation state from its own read of the networked combat state.
This component, like `MiniatureStandard` and `SteppedAnimator`, is one-time scaffolding that every future tower consumes.
### 2.2 Prototype tower — Space Marine (Ultramarine)
#### 2.2.1 Reference and source acquisition
- Pull 812 reference images of Ultramarine Tactical / Intercessor Marines in standing-ready poses. PureRef board.
- Acquire base model from MyMiniFactory, Sketchfab, or CGTrader. Prefer "miniature-scale" models with proportions already correct for tabletop aesthetic over high-detail "video game" models.
#### 2.2.2 Mesh prep
- Decimate / retopo to 5k15k tris
- Re-UV (most source models have UVs optimized for 3D printing, not texturing)
- Reasonable texel density for 2K texture target
#### 2.2.3 Texturing
Substance Painter (or alternative). Build the painted-Ultramarine look in layers:
1. **Base coat** — Macragge Blue equivalent. Slightly desaturated steely middle value.
2. **Recess shading** — darker blue-violet wash driven by curvature map. Makes armor plates read as separate panels.
3. **Edge highlighting** — Calgar Blue / Fenrisian Grey territory. Visibly broken and slightly streaky, not perfect lines. *Single most "miniature-painted" visual cue.*
4. **Final extreme highlights** — near-white blue, applied only to the absolute sharpest edges, very sparingly.
5. **Gold trim** on aquila, helmet rim, weapon details. NMM-painted gradients photograph better at top-down distance than real metallic.
6. **Black undersuit and weapon casing** — flat very dark navy with subtle blue rim highlights. Avoid pure black.
7. **Battle damage** — small chips on edges showing silver underneath the blue. Used very sparingly.
8. **Base** — broken urban rubble or red Mars-like sand. Skull or two. Optional static grass tuft.
**Critical:** paint deliberate brushstroke variation into the albedo. Slight value/hue shifts across flat surfaces. Airbrushed-gradient textures will read as CGI; broken-application textures read as painted miniature.
Consider community-made "Warhammer / miniature / tabletop" smart materials in the Substance Share library as a starting point; customize from there.
#### 2.2.4 Animation states
Three states minimum, retargeted from Mixamo "rifle" animation set onto the Humanoid rig (leveraging the Phase 1.1 character pipeline work):
- **Idle** — relaxed stance, bolter held at low ready, subtle breathing/sway loop
- **Aiming** — bolter raised, tracking target. Procedural torso pivot rotates toward `CurrentTarget` via `TowerVisualController` LateUpdate LookAt; clip provides upper-body pose.
- **Firing** — short burst animation: muzzle flash effect, recoil pulse, optional casing eject
Animator Controller transitions:
- Idle → Aiming: `HasTarget == true`
- Aiming → Idle: `HasTarget == false` (with ~1 second blend back to relaxed pose)
- Aiming → Firing: `Fire` trigger (returns to Aiming on completion)
Apply `SteppedAnimator` to the body Animator and the torso pivot rotation. Muzzle flash and projectiles remain smooth.
#### 2.2.5 Integration
- Create `TowerDefinition` asset. DisplayName "Space Marine" (will become original-faction equivalent in Phase 3). FootprintSize 2×2. GoldCost per economy tuning. BuildTime 4 seconds (matches existing test value). Combat fields per `TowerCombat` design from Phase 1.4.
- Plug into `TowerPlacementManager.towerDefinitions[]` for testing (eventually replaced by race-driven discovery from Phase 1.8)
- Verify the existing `BuildSiteVisual` ghost system handles the new prefab correctly (green/white/red tinting for build stages should work as-is)
#### 2.2.6 Time estimate
Roughly 2543 hours total. Bulk of time in texturing (812h) and animation retargeting / state machine (610h). Shader and lighting are one-time investments amortized across all future towers.
### 2.3 Prototype enemy — Tyranid Hormagaunt
#### 2.3.1 Reference and source acquisition
- Reference images of Hormagaunts in scuttling poses. Note the four-legged-with-scythe-arms body plan.
- Source model from same channels as the tower. Hormagaunts have a distinct silhouette that's forgiving for proportions but demands clean topology around the joints for the on-2s animation to read well.
#### 2.3.2 Mesh prep and rigging
- Decimate / retopo as for the tower
- Custom rig (Mixamo's Humanoid rig won't fit the four-legged plan). Mixamo's "Quadruped" auto-rigger is a possibility, or hand-rig in Blender.
- Skinning and weight painting
#### 2.3.3 Texturing
Same painted-miniature pipeline as the tower, tuned for organic Tyranid biology:
- Chitin plates with hard-edge gradients (purple-to-bone is the canonical Hyve Fleet Leviathan scheme)
- Recess shading deeper than on the tower — Tyranid sculpts have very pronounced cavities
- Subsurface treatment on flesh areas (mouth, claws, exposed muscle)
- Bone highlights drybrushed onto chitin edges
- Glossy claws and teeth
#### 2.3.4 Animations
Pulled from Mixamo "creature" set or hand-authored:
- Walk / scuttle cycle — fast, low to the ground
- Death — stagger, collapse
Apply `SteppedAnimator` aggressively here. The scuttling gait at 12fps is the *signature* visual moment of the prototype — this is where the Spider-Verse effect is most visible and most rewarding. Generic Mixamo creature animation often looks floaty at 60fps; stepped to 12fps, it reads as deliberately stylized.
#### 2.3.5 Integration
- Hook into the Phase 1.5 enemy system. HP, speed, damage stats per enemy type design.
- Walks the maze via Phase 1.6 pathfinding.
- Takes damage from the Space Marine tower's projectiles via Phase 1.4 combat system.
#### 2.3.6 Time estimate
Roughly 1729 hours. Quadruped rigging is the wildcard — could compress significantly with auto-rigging tools or expand if hand-rigged from scratch.
### 2.4 Demo scene
Final integration step. A small purpose-built scene demonstrating the visual direction in motion.
- Single Space Marine tower placed and animating
- Wave of Hormagaunts spawning and pathing toward an exit
- Tower acquires targets, aims, fires; Hormagaunts die in stepped-animation glory
- Camera positioned to show the tabletop-diorama framing
- Tilt-shift DOF, painted-miniature lighting and post all active
This scene becomes the artifact you show to candidate art leads in Phase 3.
### Phase 2 exit criteria
The demo scene runs in-editor showing the painted-miniature aesthetic working end-to-end with real gameplay (towers shooting enemies, enemies dying). The visual direction is clearly communicated. The shared infrastructure (`MiniatureStandard` shader, lighting setup, `SteppedAnimator`, `TowerVisualController`) is in place and reusable.
---
## Phase 3 — Path to Commercial Production
Notes only. This phase is not actionable until Phase 2 is complete and the decision to pursue commercial release is made.
### 3.1 IP swap-out
The prototype Space Marine and Hormagaunt must be replaced before any public release. Two paths:
- **Original-faction replacement.** Develop original factions in the painted-miniature aesthetic. The "heavy armored warrior order" archetype and "horde swarm" archetype are not owned by anyone; the specific GW execution is. Production art lead's first major task.
- **GW license.** Possible but selective. GW has licensed indie tabletop-adjacent games; the bar is meaningful. Worth investigating if the prototype demo is strong enough to take to GW directly.
The data model already supports clean swap-out: `TowerDefinition` is asset-referenced, so replacing the prefab and texture references is the only gameplay-side change. Code is unaffected.
### 3.2 Art lead hiring
The Phase 2 demo scene is the primary recruitment artifact. Look for:
- Tabletop miniature painting experience or demonstrable understanding of the aesthetic
- 3D character/prop authoring at game-asset quality
- Comfort with stylized PBR pipelines
- Familiarity with Unity URP and Shader Graph (or willingness to learn)
### 3.3 Production scope expansion
- Multiple races (Phase 1.8 architecture supports this; content fills it)
- Full tower roster per race (likely 610 towers each, with upgrade paths)
- Full enemy roster (armored, fast, flying, boss types)
- Map variety
- Audio direction matching the visual direction (orchestral / industrial / hobbyist's-table ambient?)
### 3.4 Production guardrails carried from Phase 2
The asset manifest tracking GW-derived content must hit zero entries before any public build, public repo flip, or marketing material.
---
## Cross-phase principles preserved from existing context
- **Debug to root cause.** No defensive workarounds, no per-frame state-correcting hacks. Find the actual cause and fix it correctly.
- **Re-state design intent before coding.** Confirmed valuable across multiple sessions; continues into Phase 2 visual work where the same restate-before-build approach prevents asset rework.
- **Server-authoritative gameplay; local-only UI/visual state.** Selection, animation state, ghost visuals all stay client-side. Only gameplay-meaningful state is networked.
- **Existing engine and rendering decisions stand.** Unity 6.4 → next LTS migration plan; URP; IL2CPP; .NET Standard 2.1; Linear color space; new Input System; Force Text serialization.