The flat token billboards give way to terrain that inhabits the room. Pits, slime, tacks, and the dimensional warp's rings are painted INTO the flagstones — the home-tile decal pass grows into a general per-cell overlay grid, one texture per cell, alpha-blended texel by texel. Thorn and rose hedges fill their square wall to wall at half height, drawn with a near-bias so the wizard standing among the thorns peeks over the top. The killer ooze rises as a full translucent cube of jello, bricks and bodies visible through it; dust billows; and each dimensional warp mouth throws an additive pillar of violet light up from its floor ring. Billboards learn aspect, translucency, glow, and draw-order bias to carry it all. Nine paintable starters ship — four floor decals under textures/, five standing volumes under terrain3d/ (spec updated for the artist, hedges wide, jello solid, warpglow as light) — shown in the token workshop, rehearsable in place with /?fpv&terrain=thornbush@3,7;jello@4,7. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
4.5 KiB
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.
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.