Commit Graph
3 Commits
Author SHA1 Message Date
Eric WagonerandClaude Fable 5.1 8dfd0e0c29 The art refresh: textures, tokens, conjurations, and cel flourishes
Eric repainted the maze. The first-person materials are painterly
sandstone, flagstone, and iron; the hand-drawn token set is redrawn
with matching chests and hats; the standing conjurations — hedges,
jello, dust, safe, warp light — and the effect billboards are redone
in the same hand; and the board's flourishes trade their filters and
gradients for flat cel silhouettes cut from five shared shapes, which
read better against the counters and cost a phone nothing. Thirty
scene goldens re-blessed against the new walls.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-14 20:28:52 -04:00
Eric Wagoner 4c46611ca2 The ground underfoot and the vault overhead, painted by hand 2026-08-23 13:17:48 -04:00
Eric WagonerandClaude Fable 5 0f01f8c356 The ground gets cast: per-pixel floor and ceiling, both paintable
True floor-casting replaces the gradients and the projected seam lines:
every screen row lies at one depth, walked with a constant world-space
step and sampled from floor.png underfoot and ceiling.png overhead —
each maze cell wearing exactly one tile, so the artist's border IS the
cell seam. Distance shade and fog fold into the same per-pixel pass,
pixel buffers cache per texture (re-read when a painted file lands),
and the whole frame still clears 60fps with room to spare. Flagstones
and dark slabs ship as the starter files beside the other masonry.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 13:05:46 -04:00