Skip to content

[Art V2][WorkBuddy] Deliver Steam Alpha character and combat art - #5

Merged
BotTony329 merged 1 commit into
developfrom
workbuddy/art-v2-steam-alpha
Aug 2, 2026
Merged

[Art V2][WorkBuddy] Deliver Steam Alpha character and combat art#5
BotTony329 merged 1 commit into
developfrom
workbuddy/art-v2-steam-alpha

Conversation

@BotTony329

Copy link
Copy Markdown
Owner

Summary

Full procedural pixel-art redesign of the Steam Alpha character & combat art. This is a clean rewrite — no V1 assets are reused. It directly addresses every V1 failure mode called out in the brief:

  • Characters no longer share a body template; each has distinct proportions, lean, head size, shoulder width, and weapon.
  • Attacks now have explicit startup → active → recovery phases (see frame_map.json), so hits are telegraphed and the player can read them.
  • Foot baseline is stable on locomotion; weapon length is constant per character; no near-duplicate frames (every frame is a genuinely different pose).

What's delivered

  • 5 characters fully animated (37 sprite sheets): player (96², 9 anims), melee ghost (96², 5), ghost archer (96², 6), corpse beast (128×96, 7), gate warden boss (192², 6).
  • 10 weapon/stat icons (64×64): songdao, spear, ghost fire, talisman, gourd, broken flag, yin coin, yang life, qi, obsession.
  • Projectile: ghost-fire arrow (32×32). Effects: blade slash (128²/6), hit (96²/4), ghost fire (64²/8 loop), death dissolve (96²/8).
  • Per-character frame_map.json (phases, pivot, foot_position, projectile_release_frame / charge_ready_frame) + metadata.md.
  • Ready-to-load SpriteFrames .tres in assets_v2/godot/ (AtlasTexture horizontal strips, matching the existing framework convention).
  • Design bible per character (concept front/side/back, silhouette, palette, contact sheet) + review/character_scale_comparison.png and silhouette_comparison.png.
  • 10 automated quality checks (tools/quality_checks.py) — all hard checks pass; review GIFs, gameplay_scale_preview.png, and ART_V2_REVIEW_REPORT.md.
  • GODOT_IMPORT_GUIDE.md for Codex wiring (import settings, SpriteFrames usage, hitbox sync via frame_map phases).

Note on approach

Art was generated with a deterministic procedural engine (tools/pixel_engine.py + skeletal pose tables) rather than image-gen upscaling. This guarantees the frame-consistency, foot-baseline stability, and silhouette distinction the brief requires, and avoids the blurred-downscale look. The design-bible comparison/silhouette sheets are produced from the same renderers.

Action

PR to develop for review. Do not merge — leaving for human/Claude/Codex review.

Generated by WorkBuddy (Art Director / pixel character & animation direction).

Full procedural pixel-art redesign (no V1 asset reuse). Fixes V1 failure
modes: distinct silhouettes, telegraphed attacks (startup/active/recovery),
stable foot baseline, consistent weapon, no near-duplicate frames.

- 5 characters fully animated (player, melee ghost, ghost archer, corpse
  beast, gate warden boss): 37 sprite sheets at 96/96/128x96/192 px.
- 10 weapon/stat icons (64x64), ghost-fire arrow projectile (32x32),
  4 combat effect sheets (blade slash / hit / ghost fire / death dissolve).
- Per-character frame_map.json (phases, pivot, foot, projectile/charge
  frames), metadata.md, and ready-to-load SpriteFrames .tres (assets_v2/godot).
- Design bible (concept front/side/back, silhouette, palette, contact sheet)
  per character; scale + silhouette comparison sheets.
- 10 automated quality checks (all hard checks pass), review GIFs,
  gameplay scale preview, and ART_V2_REVIEW_REPORT.md.
- GODOT_IMPORT_GUIDE.md for Codex wiring.

Branch: workbuddy/art-v2-steam-alpha (PR to develop, not merged).
@BotTony329
BotTony329 merged commit e4d4b6a into develop Aug 2, 2026
2 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant