Odds, ends, and every missing effect: doorways dressed, victory earns its fireworks
The audit Eric called for, delivered whole. Open doors are DOORWAYS now: stone jamb posts at both ends and a lintel hung across the top (paintable as textures/doorframe.png), the way through open to the eye. Battle damage shows — the engine's per-edge wallDamage wears painted cracks into any wall, heavier as harm mounts. The wall safe stands as a strongbox volume instead of a flat token. Hedges take root: an underbrush floor decal covers the whole square beneath them (Eric's report — a billboard at center depth can't reach the floor trapezoid's near edge), and the hedge itself widens past the cell. Rubble stretches across the fallen wall's full gap, corner piles landing at the posts, exactly as its art was painted. The first-person effect gaps close: victory now throws SIX fireworks climbing over the winner's home with gold washing the screen; sector rotations flash violet and heave the whole world; the Thumb of God lands with a burst and a shudder; walls conjured from nothing rise in stone dust; and every hazard pratfall plays — pit falls (with a dark drop and jolt for the faller's own eyes), ooze slips, tack yelps, thorn snaps, slime, dust. Dying in first person fades long and dark. And the whole tale travels: a finished game's full replay carries the share button too — turn -1 mints a link to every turn of the game, each through its wizard's own eyes, titled for the winner's triumph. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -69,6 +69,22 @@ pillar of light drawn ADDITIVELY (like the old glow sprites): bright
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means bright, black vanishes. Rehearse any of them in place:
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`/?fpv&terrain=thornbush@3,7;jello@4,7;dimwarp@2,7`.
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## Walls' dressing and damage
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`public/textures/doorframe.png` dresses OPEN doorways: paint an empty
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stone doorway on transparency — posts in the outer ~8% columns, the
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lintel in the top ~16% rows, nothing in the middle (the way through).
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`public/textures/cracks.png` is battle damage: dark fractures on
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transparency, laid over any damaged wall with opacity rising as the
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harm mounts. `public/textures/underbrush.png` is the ground beneath a
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hedge — leaf litter to the square's edges, a floor decal like the pit.
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`public/terrain3d/safe.png` is the wall safe, standing as an opaque
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strongbox (square, transparent ground).
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Note on `rubble.png`: it renders stretched ACROSS the fallen wall's
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whole gap — one cell wide, half a cell tall — so piles painted at the
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canvas's lower corners land at the two posts.
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## One more paintable surface: the home tile
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`public/textures/home.png` is a floor overlay for home-base cells,
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