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[Art][WorkBuddy] Prototype art asset pipeline — sprites, icons, tiles, concept docs - #2

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Aug 2, 2026
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[Art][WorkBuddy] Prototype art asset pipeline — sprites, icons, tiles, concept docs#2
BotTony329 merged 1 commit into
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workbuddy/prototype-art

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Task

  • Task ID: ART-001
  • Task name: Prototype Art Asset Pipeline
  • Owner: WorkBuddy (Art Director / Asset Pipeline Engineer)
  • Objective: Deliver all prototype art assets — placeholder sprites, concept documents, specifications, directory structure, and Godot import guide — so Claude can git pull and start development immediately.
  • Scope: Art assets only. No game code, no GDScript, no PRD changes, no framework modifications.

Implementation

  • Changes: Created complete art asset pipeline for the Nine Nether prototype:

    • 63 placeholder PNG sprites with correct dimensions (horizontal sprite sheets)
    • 8 detailed concept documents covering all characters, enemies, boss, icons, tiles, effects, backgrounds, and UI
    • Master art specification (palette, sizes, naming conventions, standards)
    • Godot 4 import guide with step-by-step instructions
    • Per-directory README.md and metadata.md files with frame counts, sizes, and FPS
    • Naming convention document
    • Placeholder generation script (Python/PIL)
    • Updated AI_HANDOFF.md
  • Files changed: 95 files (63 PNGs + 28 docs/config + 4 modified)

  • Interfaces used: None (art-only, no code interfaces)

  • Core files modified: docs/AI_HANDOFF.md (updated with art pipeline status)

  • Architecture implications: None — art assets only, no system/framework changes

Asset Inventory

Category Files Details
Player 6 sprite sheets idle/run/jump/attack/hurt/death (48×48 frames)
Enemies 15 sprite sheets Ghost Soldier, Ghost Archer, Corpse Beast
Boss 5 sprite sheets Gate Guardian Ghost General (96×96 frames)
Weapon Icons 6 宋刀/长枪/鬼火/护符/酒葫芦/残破军旗 (32×32)
UI Icons 11 HP/体力/攻击/护甲/暴击/速度/献祭/鬼火/Boss/钥匙/阴钱 (32×32)
Tiles 7 floor/brick/wall/bridge/brazier/tombstone/spike (32×32)
Effects 4 hit_slash/blood_splash/ghost_fire/death_fade (48×48)
Background 4 tree/broken_flag/chains/deep (parallax)
UI Elements 4 health_bar/stamina_bar/frame/minimap_frame

Directory Structure

assets/
├── player/     ← Player sprites + README + metadata
├── enemy/      ← Enemy sprites + README + metadata
├── boss/       ← Boss sprites + README + metadata
├── icons/
│   ├── weapons/ ← Weapon icons + README
│   └── ui/      ← UI icons + README
├── tiles/      ← Tile sprites + README + metadata
├── effects/    ← VFX sprites + README + metadata
├── background/ ← Parallax elements + README + metadata
└── ui/         ← UI elements + README + metadata
docs/
├── ART_SPEC.md ← Master art specification
└── art/        ← All concept docs + guides
godot/
└── import_presets.md ← Godot import settings + SpriteFrames reference
tools/
└── generate_placeholders.py ← Placeholder generation script

Validation

  • Tests added or updated: N/A (art assets, no code tests)
  • Commands run: python3 tools/generate_placeholders.py — all 63 images generated successfully
  • Manual validation: Verified all PNG dimensions match metadata specifications; verified all filenames follow naming convention; verified directory structure matches spec
  • Known issues: All PNGs are placeholders (magenta border + checkerboard). They have correct dimensions but need to be replaced with final pixel art before release.
  • Handoff notes: Claude should read docs/ART_SPEC.md first, then each directory's metadata.md for sprite sheet frame counts and FPS. All sprite sheets are horizontal strips — use H-Frames in Godot SpriteFrames. Import with Nearest filter, no mipmaps.

Checklist

  • Read AGENTS.md
  • Read AI_HANDOFF.md
  • No direct push to main or develop
  • No unrelated refactoring
  • No balance values scattered as magic numbers
  • Tests added or updated (N/A — art only)
  • Existing tests pass (N/A)
  • Documentation updated (AI_HANDOFF.md updated)
  • Frozen interface changes are explicitly documented (none changed)

…s, concept docs, specs, Godot import guide

- Player: 6 sprite sheets (idle/run/jump/attack/hurt/death, 48x48 frames)
- Enemies: 15 sprite sheets (Ghost Soldier, Ghost Archer, Corpse Beast)
- Boss: 5 sprite sheets (Gate Guardian Ghost General, 96x96 frames)
- Icons: 17 total (6 weapon + 11 UI stat, all 32x32)
- Tiles: 7 tiles (floor/brick/wall/bridge/brazier/tombstone/spike, 32x32)
- Effects: 4 VFX sprites (hit slash, blood splash, ghost fire, death fade, 48x48)
- Background: 4 parallax elements (tree, flag, chains, deep background)
- UI: 4 elements (health bar, stamina bar, frame, minimap frame)

Documentation:
- docs/ART_SPEC.md: Master art specification (palette, sizes, naming, standards)
- docs/art/CONCEPT_PLAYER.md: Player character concept (Yue Family Army Soldier)
- docs/art/CONCEPT_ENEMIES.md: 3 enemy concepts (Ghost Soldier, Archer, Corpse Beast)
- docs/art/CONCEPT_BOSS.md: Boss concept (Gate Guardian Ghost General)
- docs/art/CONCEPT_ICONS.md: Weapon + UI icon designs
- docs/art/CONCEPT_TILES.md: Tile + environment designs
- docs/art/CONCEPT_EFFECTS.md: VFX designs
- docs/art/CONCEPT_BACKGROUND.md: Parallax background designs
- docs/art/CONCEPT_UI.md: UI element designs
- docs/art/GODOT_IMPORT_GUIDE.md: Step-by-step Godot 4 import instructions
- docs/art/NAMING_CONVENTION.md: Asset naming rules
- godot/import_presets.md: Godot import settings + SpriteFrames reference
- Each directory has README.md + metadata.md with frame counts, sizes, FPS

All PNGs are placeholders (magenta border, checkerboard pattern) with correct
dimensions as horizontal sprite sheets. Replace by saving new PNG with same
filename and dimensions. Updated AI_HANDOFF.md with art pipeline status.
@BotTony329
BotTony329 merged commit 3915546 into develop Aug 2, 2026
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