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wizwar6e/research/fx3d-sprite-spec.md
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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

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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

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), and the camera shake — those are renderer effects, not images.