Fifteen figures in static/figures, one per kind, made to docs/figures-brief.md: a round base, a livery material the view recolours per side, and a base material left alone. The view loads three.js and the figures only when it is opened. It plays a move as a walk and a capture as a sink into the glass, dims a piece a Basilisk holds, marks the last move, the targets and a King in check, and lets a tap reach a figure or a marked square through the glass above it. Three cameras: from the corner, from the player's seat, from above. The table and the told game offer it behind the gate in src/lib/glass.svelte.ts, which opens for a browser that visits with ?glass=<word> whose hash it keeps. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CCLa2PaEeCj8njQZSWGqHx
96 lines
4.7 KiB
Markdown
96 lines
4.7 KiB
Markdown
# Figures for Wyrm: a brief for a 3D model generator
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Wyrm is a browser rebuild of Gary Gygax's 1985 Dragonchess: three boards of
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twelve by eight stacked one above the other, the air, the land and the
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underworld, with 42 pieces a side in fifteen kinds. The pieces are to be
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figures standing on round bases, in the manner of painted tabletop
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miniatures, so that a game can be drawn as a three-level glass board seen
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from a three-quarter view above.
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## What to make
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Fifteen figures, one per kind, each delivered as a single glTF binary
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(`.glb`) with these properties:
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- Y up, metres, the base centred on the origin and resting on y = 0.
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- A round base 1.0 unit across and 0.1 high under every figure. The figure
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may overhang the base (wings, tails) but never below it.
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- Height by station: Warriors, Sylphs and Dwarves about 1.6 units tall from
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the base; the middle kinds about 2.0; the Dragon, Griffon, Oliphant,
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Elemental and Basilisk may reach 2.6, wingspan up to 2.4.
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- At most 8,000 triangles a figure, 4,000 for the Warrior, Sylph and Dwarf,
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since there are twelve or six of each on the board at once.
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- Two materials only: `livery` for everything that takes the side's colour
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(cloth, wings, scales, paint) and `base` for the base and anything
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neutral (steel, wood, stone, skin). The game recolours `livery` for Gold
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and Scarlet; do not bake the side colour in. One 1024 texture set per
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material, PBR (base colour, metallic-roughness, normal).
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- One still pose, readable in silhouette from a three-quarter view above
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and from directly above. No pose that lies flat or leans off the base.
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- Style: painted miniature, not photoreal. Clean forms, exaggerated
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silhouettes, little fine detail that would vanish at 40 pixels tall.
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Mixed fantasy, medieval and classical, as the pieces below describe.
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No text, logos or heraldry.
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## The fifteen pieces
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The air (Gygax colours the board light blue and white):
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1. **Sylph.** A slight winged spirit of the wind, androgynous, barefoot,
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feathered wings raised, carrying nothing or a short spear. Light and
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quick; the foot soldier of the air.
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2. **Griffon.** Half eagle and half lion, wings spread, forelegs raised as
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it lands. Big, the heaviest flier after the Dragon.
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3. **Dragon.** The great wyrm of the sky, the piece the game is named for.
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Wings half spread, long neck, head turned down as if to strike at the
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board beneath. The tallest piece on the board.
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The land (light green and amber):
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4. **Warrior.** A spearman of the levy, shield on the arm, spear upright.
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Plain, sturdy, the common soldier; twelve of these stand in a wall.
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5. **Oliphant.** A war elephant with a small howdah, tusks forward. Broad
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and heavy, a rook with tusks.
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6. **Unicorn.** A unicorn rearing, no rider. The knight of the land.
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7. **Hero.** A champion in mail with a long sword raised two-handed. Bold
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stance, a figure that leaps.
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8. **Thief.** A hooded figure in dark cloth, crouched, a dagger in each
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hand, looking sideways.
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9. **Cleric.** A robed priest with a staff topped by a sun or sigil, calm,
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upright. The one piece at home on every board.
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10. **Mage.** A wizard in long robes, staff in one hand, the other raised
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with a flame or light. The queen of the land.
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11. **King.** A crowned king in a long cloak with a sceptre, standing. Not
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the tallest piece, but the most dressed.
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12. **Paladin.** A knight in full plate on foot, visor down, lance or sword
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and a tall shield. The holy knight.
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The underworld (red and brown):
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13. **Dwarf.** A squat miner with a pick over the shoulder and a lamp on the
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helmet, bearded, broad. Six to a side.
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14. **Basilisk.** A great serpent reared up on its coils, crested, mouth
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open, looking up as if its gaze reaches the board above. Menacing and
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low.
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15. **Elemental.** A bruiser of living stone, a hulking earth elemental,
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arms raised, no face to speak of. The one heavy thing in the
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underworld.
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## Try two first
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Make the Warrior and the Dragon before the rest. The Warrior shows whether
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the model can keep a figure simple and readable at a small size; the Dragon
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shows whether it can carry a big silhouette with wings inside the triangle
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budget. If both pass, make the remaining thirteen to the same style.
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## How they will be judged
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- Does each figure read as its kind from a three-quarter view above, at
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about 40 pixels tall, against the others on the same board?
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- Do the twelve Warriors, six Sylphs and six Dwarves differ from each
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other's kinds at a glance?
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- Do the two materials split cleanly, so that recolouring `livery` to gold
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and to scarlet gives two armies and nothing else changes?
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- Does the file open in a standard glTF viewer with no missing textures,
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within the triangle budget, standing on its base at the origin?
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