Commit Graph
8 Commits
Author SHA1 Message Date
Eric WagonerandClaude Fable 5 4ee2a3e5d3 Dropped treasure is seen falling
treasureDropped and objectDropped played as nothing — the gold simply
teleported from chest to floor between frames. A drop now glints (the
spark blooming where it lands, a beat after the blow when combat
knocked it loose), and a wizard dropping at their own feet takes the
cutaway: a third-person shot of them setting the prize down — or
spilling it. When the reel's wizard strikes the spill loose from
someone else, the attack-facing already has the victim in frame, so
the treasure falls on camera.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 20:50:06 -04:00
Eric WagonerandClaude Fable 5 285c91b2c8 Conjurations grow into the world, wrapped in glowing swirls
Nothing appears fully-formed anymore. Summoned creatures and conjured
terrain volumes scale up from a sliver, bottom-anchored, as if growing
out of the floor. Conjured SOLIDS — walls, firewalls, stone, and yes,
illusion walls for whoever they fool — RISE: while growing, the rays
pass over them so the room behind stays visible, and the renderer
draws the young face climbing bottom-up with violet swirls running
across it, solidifying as it tops out. Every creation also blooms the
shimmer at its cell. The growth is driven through the fx channel, so
the director's slate applies: things grow only once the camera faces
them.

Two camera notes squared away en route: the slate-setter read back the
state it had just written, registering itself as its own dependency
(an update-depth ping-pong under fast stepping) — locals now; and a
reel whose FINAL step strides into a corner gets one more turn after
the walk lands, to a view worth ending on.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 20:19:48 -04:00
Eric WagonerandClaude Fable 5 cd9ce9fddf Sprites respect the window they are seen through
DUKK's floor-to-ceiling white sliver, decoded: the sprite gate only
asked "did this column's ray warp?" — so a REAL body standing in front
of a warp mouth was clipped out of the mouth's columns (leaving a
baffling sliver of a huge close sprite), and a body virtualized
through warp A could paint columns bent by warp B. Every column now
remembers WHICH warp bent its ray and how far away that mouth stood;
a real body paints a column only nearer than its mouth (in front of
the window), and a virtual one only through its own warp's columns,
beyond the mouth. Projectile legs carry the same identity.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 20:07:41 -04:00
Eric WagonerandClaude Fable 5 5fc5805354 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>
2026-08-23 19:32:42 -04:00
Eric WagonerandClaude Fable 5 b3bc4d079b Stepping through a believed illusion reads as magic, not a glitch
A9WK's mystery, solved by Eric: the wizard walked through an illusion
wall it disbelieves, and the viewer — still deceived — watched the
camera slide through solid stone. The deception stays intact, but the
crossing now performs: any body stepping through an edge the VIEWER
holds as wall (which can only be an illusion the mover saw through)
shimmers on both faces, with the stone-gray wash when the eyes
themselves cross. Same dressing Pass Wall wears.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 17:04:38 -04:00
Eric WagonerandClaude Fable 5 cdfae39398 The maze performs: doors swing, walls die loudly, homes wear their colors
Entertainment polish for the instant replay, all through one wizard's
eyes. Doors now slide open along their own edge — Wolf3D style — when
anyone steps through in a reel, hold for the crossing, and swing shut;
the raycaster takes a per-edge openness map and doors carry their
texture with them, leaving a sliver of jamb at the far post. A wall
that dies bursts into stone and shakes the camera, then leaves a mound
of rubble at the fallen edge for the rest of the reel (a tenth
paintable sprite, drawn opaque — debris, not light). Jammed locks
seethe: a rusty pulse across the wood, keyed off the view's own door
states. Walking THROUGH a wall shimmers on both faces and washes the
walker's own screen stone-gray. And every home base wears its owner's
emblem on the flagstones — a near-white paintable overlay tinted by
wizard color per cell in the floor cast.

Testing surfaced a real ghost: a body standing near a far warp mouth
also rendered at its virtual position, which can overlap real
corridors — the depth buffer alone cannot clip it. Every column now
remembers whether its ray bent, and a sprite draws only where its warp
side matches the column's; projectile legs carry the same flag.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 16:30:35 -04:00
Eric WagonerandClaude Fable 5 b82d526a79 The reel learns to shine: gliding bodies, warp-threaded shots, a clip worth sharing
Three polishes aimed at the instant-replay dream. Other wizards and
creatures now GLIDE between steps in first person instead of blinking
cell to cell — a stride tweens, a teleport still simply arrives. A
projectile whose sight line runs through a warp now flies as two
simultaneous legs under the mouths' rigid motion, so the fireball
plunges into the opening on one side and bursts from the pair on the
other, whichever room the camera stands in. And the saved video is no
longer a bare canvas grab: it composites into a shareable 1280x720
frame with the step's caption burned in — gold actor name, the reel's
own words — and the game's name in the corner, so a clip passed along
explains itself.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 15:20:13 -04:00
Eric WagonerandClaude Fable 5 e8c6b93c71 Stage three: spells fly through your own eyes
The reel's first-person mode now shows the fight, not just the rooms.
The board flourishes' event map is recast into world space (fx3d):
fireballs, bolts, and thrown things streak caster to target as glowing
billboards; landings swell and fade; blows that land on YOU wash the
screen red and jolt the camera; warp-steps and teleports flash violet;
a hurled body glides fast and straight with its eyes held steady. Nine
paintable conjuration sprites ship at public/fx3d (spec for the artist
in research/), shown in the token workshop beside the masonry.

Three rough edges sharpened along the way: sprites now project through
warp mouths under the same rigid motion the rays use, clipped by the
depth buffer to the opening; fire and warp surfaces pull a different
texture slice per world cell so a long blaze reads as one; and the
replay camera only turns toward an actor its eyes could actually see.

Two more gifts: the reel can record its first-person canvas straight
to a downloadable WebM (⏺ save video), and the About tab now shows
visitors the way into the three workshops.

One buried mine defused: rAF hands frame-start times that can precede
the tween's own clock, and a zero-length turn divided by it — one NaN
facing poisoned every ray black and re-triggered the camera effect
forever. The tween clamps and guards its phases now.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 14:51:04 -04:00