feat(ridge): cozy stick art, JRPG dialogue, and presence - #106
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Enrich area atmospheres while keeping walk smooth via WebGL DynamicTexture bakes and dirty actor/label updates. Co-authored-by: Cursor <cursoragent@cursor.com>
Typewriter choices and emotion portraits stay in-flow under SceneUiHost, free 1–9 from area warps, and keep [] for dev skip. Co-authored-by: Cursor <cursoragent@cursor.com>
Splits Ridge scenery into baked far/near/foreground parallax bands and gives each actor its own sprite so poses, idle breathing, and the walk cycle redraw only on the stepped sketch clock rather than per frame. Adds the presence layer residents need to feel inhabited: nameplates with role tags, an interact pip anchored to the focused target, and ambient bark bubbles scheduled by a pure director, with role and bark copy authored in i18n. Co-authored-by: Cursor <cursoragent@cursor.com>
Restore dense corn/fore framing and phone-friendly zoom, keep clearer ridges/clouds/smoke from the WIP pass after A/B validation. Co-authored-by: Cursor <cursoragent@cursor.com>
One speaker→actor/portrait table, area adjacency in core, and tap-to-advance parity; drop duplicate focus shaping and per-frame presence allocs. Co-authored-by: Cursor <cursoragent@cursor.com>
CI lint failed on react-hooks/set-state-in-effect; reset typedLength when the line key changes during render instead. Co-authored-by: Cursor <cursoragent@cursor.com>
Split presence sync / conversation keys and drop unused exports so changed-since main CI gate stays green. Co-authored-by: Cursor <cursoragent@cursor.com>
DaniloNovakovic
marked this pull request as ready for review
August 5, 2026 23:09
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Summary
Test plan
[/]still DEV-skip areas; dialogue options stay on 1–9pnpm exec tsc --noEmitandpnpm exec vitest run src/game/core/ridge/session.test.ts src/game/shell/InteractiveApp.test.tsxMade with Cursor