[Art V2][WorkBuddy] Deliver Steam Alpha character and combat art - #5
Merged
Conversation
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).
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
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:
frame_map.json), so hits are telegraphed and the player can read them.What's delivered
frame_map.json(phases, pivot, foot_position, projectile_release_frame / charge_ready_frame) +metadata.md.SpriteFrames.tresinassets_v2/godot/(AtlasTexture horizontal strips, matching the existing framework convention).review/character_scale_comparison.pngandsilhouette_comparison.png.tools/quality_checks.py) — all hard checks pass; review GIFs,gameplay_scale_preview.png, andART_V2_REVIEW_REPORT.md.GODOT_IMPORT_GUIDE.mdfor 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
developfor review. Do not merge — leaving for human/Claude/Codex review.Generated by WorkBuddy (Art Director / pixel character & animation direction).