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wizwar6e/research/fx3d-sprite-spec.md
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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

5.3 KiB
Raw Blame History

The conjuration sprites — a spec for the artist

The first-person view (/?fpv, and the replay's "your eyes" mode) throws spell moments through the air as billboard sprites: flat images that always face the camera, drawn glowing in mid-air, occluded by walls, and scaled by distance. Nine sprites cover every spell moment in the game. Each lives at packages/web/public/textures/../fx3d/<name>.png — replace the file, refresh, done. The current files are placeholder radial glows; all nine are shown side by side at /?tokens under "The conjurations."

Technical requirements

  • Format: PNG with a transparent background. The transparent area is essential — whatever is opaque is what flies.
  • Size: square, any resolution; 128×128 or 256×256 recommended. The renderer scales freely and pixelates on magnification (the whole view is deliberately chunky, like the wall textures).
  • Drawn additively: sprites are composited in "lighter" (additive) mode over a dark dungeon, so dark pixels vanish and bright pixels glow. Paint light-on-transparent; pure black will be invisible. Midtones read as translucent light.
  • No animation frames. Each sprite is a single still. Motion comes from the renderer: projectiles streak across the room, impacts swell from small to large while fading out. Radially symmetric (or nearly so) designs work best since the image does not rotate.
  • Fills most of the canvas. Leave only a small transparent margin; the renderer sizes the sprite by its canvas, not its painted extent.

The nine sprites and where they appear

file flies as moment
fireball.png projectile Fireball, Sudden Death, Blaster Wand — a ball of fire streaking caster → target
bolt.png projectile Lightning Blast, Power Drain — a crackling bolt
waterbolt.png projectile Waterbolt — a hurled gout of water
spark.png projectile anything else that travels: thrown objects, bodies knocked back, dragged things — a neutral streak of force
burst.png impact a fireball landing; victory fireworks — swells and fades
splash.png impact waterbolt landing, stone turned to water
hit.png impact damage landing on someone you can see; punches, claws
shimmer.png impact teleports, warps, illusions, minds touched — the general "magic happened here" glimmer, violet by tradition
shield.png impact an attack fully stopped; absorbed spells
rubble.png prop a destroyed wall's remains: bursts on the kill, then stands as a mound at the fallen edge for the rest of the reel. Unlike the others this is drawn OPAQUE (normal compositing) — paint it as solid debris, not light

Projectiles hold their size in flight (about a third of a wizard's height). Impacts start small and swell to roughly double while fading — so an impact painted as a ring or burst reads especially well.

What the sprites do NOT need to carry: screen-wide flashes when YOU are hit (red), healed (green), or teleported (violet), the camera shake, the door slide (doors animate by sliding door.png along its own edge — no separate art), and the jammed-lock seethe (a pulsing rust glow the renderer lays over the door) — those are renderer effects, not images.

The terrain, in two families

Floor decalspublic/textures/pit.png, slime.png, tacks.png, dimwarp.png — are painted INTO the flagstones by the floor caster, alpha-blended texel by texel like the home tile: transparent wherever plain floor should show. The pit can carry its own painted label if wanted. Square, any size.

Standing volumespublic/terrain3d/thornbush.png, rosebush.png, jello.png, dust.png, warpglow.png — are billboards in the room. The hedges render CELL-WIDE at half wall height (paint them twice as wide as tall; a wizard in the square peeks over the top). The jello cube fills the whole square and is drawn ~60% opaque — paint it solid, the renderer supplies the translucency. Dust likewise. warpglow is a pillar of light drawn ADDITIVELY (like the old glow sprites): bright means bright, black vanishes. Rehearse any of them in place: /?fpv&terrain=thornbush@3,7;jello@4,7;dimwarp@2,7.

Walls' dressing and damage

public/textures/doorframe.png dresses OPEN doorways: paint an empty stone doorway on transparency — posts in the outer ~8% columns, the lintel in the top ~16% rows, nothing in the middle (the way through). public/textures/cracks.png is battle damage: dark fractures on transparency, laid over any damaged wall with opacity rising as the harm mounts. public/textures/underbrush.png is the ground beneath a hedge — leaf litter to the square's edges, a floor decal like the pit. public/terrain3d/safe.png is the wall safe, standing as an opaque strongbox (square, transparent ground).

Note on rubble.png: it renders stretched ACROSS the fallen wall's whole gap — one cell wide, half a cell tall — so piles painted at the canvas's lower corners land at the two posts.

One more paintable surface: the home tile

public/textures/home.png is a floor overlay for home-base cells, drawn over the flagstones and TINTED by the owning wizard's color at draw time. Paint it near-white/neutral with transparency wherever the plain floor should show through; the tint does the rest. Square, any size, same as the other textures.