Implement tier promotion/demotion based on player proximity #114

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opened 2025-12-17 03:26:52 +00:00 by siennathesane · 0 comments
siennathesane commented 2025-12-17 03:26:52 +00:00 (Migrated from github.com)

Description

Implement seamless transitions as players move through world.

Acceptance Criteria

Scenario: Tier transitions work
  Given player moves through village
  When entity proximity changes
  Then Background entity promotes to Nearby smoothly
  And Nearby entity promotes to Attached smoothly
  And Attached entity demotes to Nearby smoothly
  And transitions are visually seamless
  And no hitches or frame drops during transition

Technical Notes

  • Proximity monitoring: spatial queries per frame
  • Promotion triggers: entity enters proximity threshold
  • Demotion triggers: entity exits proximity threshold
  • Transition smoothness: interpolate state between tiers
  • Hysteresis: prevent rapid promotion/demotion flickering
  • State synchronization: ensure promoted entity has correct state

Size: M (4 points)
Priority: P0
Phase: 11 - Performance Architecture

## Description Implement seamless transitions as players move through world. ## Acceptance Criteria ```gherkin Scenario: Tier transitions work Given player moves through village When entity proximity changes Then Background entity promotes to Nearby smoothly And Nearby entity promotes to Attached smoothly And Attached entity demotes to Nearby smoothly And transitions are visually seamless And no hitches or frame drops during transition ``` ## Technical Notes - Proximity monitoring: spatial queries per frame - Promotion triggers: entity enters proximity threshold - Demotion triggers: entity exits proximity threshold - Transition smoothness: interpolate state between tiers - Hysteresis: prevent rapid promotion/demotion flickering - State synchronization: ensure promoted entity has correct state **Size:** M (4 points) **Priority:** P0 **Phase:** 11 - Performance Architecture
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Reference: studio/marathon#114