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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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 decals — public/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 volumes — public/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.