fix(design): address PR #97 review — all items
Review fixes: - Eyebrows moved from Head tab to Hair tab (with brow tint + beard tint) - Head tab now has skin tone dock only - Eyebrow names match asset keys (regular, female, teen, thick) - Added earring L/R and necklace slots to Accessories tab - Added wrist L/R slot labels already present, shifted grid for 3rd row - Removed "Other" row label for Child (no gendered framing) - D-155 cross-reference anchor fixed (was stale "full-360-rotation") - D-160 segment count corrected 17→18 (added torso_upper) - D-164 rationale corrected: Superhero mesh retained as muscular type - Added compositor segment visibility note to implementation section - D-165 cross-ref clarified (clothing colors only, not skin tones) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -346,7 +346,7 @@ What we're building: game concept, design pillars, prototype definition, map spe
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- **Decision:** The character editor and mugshot UI use a frontal camera angle (-5° tilt, near eye-level) by default. Three confirmed camera presets: frontal (-5°, editor default), dramatic/low-angle (-30°, gameplay default), top-down (0°, overhead). ~~Isometric (-45°) superseded — not part of the confirmed set.~~
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- **Rationale:** Frontal view is the natural angle for inspecting a character's face and outfit in an editor context. Identified during the Quaternius aesthetic spike — the frontal preset immediately felt right for close inspection while the tilted angles serve gameplay readability.
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- **Raised by:** Jeroen, during spike validation.
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- **Cross-reference:** [D-146](#d-146-character-creation-preview--tile-scale-sprite-with-heavy-zoom) (character creation as separate context), [D-155](#d-155-character-editor-supports-full-360-rotation) (editor rotation)
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- **Cross-reference:** [D-146](#d-146-character-creation-preview--tile-scale-sprite-with-heavy-zoom) (character creation as separate context), [D-155](#d-155-character-editor-rotation--cardinal-directions-only-no-free-spin) (editor rotation)
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### D-159: Character body type enum: 5 types × 2 genders + 1 child skeleton (11 total)
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- **Date:** 2026-03-18 (updated 2026-03-19)
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@@ -366,7 +366,7 @@ What we're building: game concept, design pillars, prototype definition, map spe
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6. **Neutral grays** R=G=B even steps: `#000000` `#1f1f1f` `#3f3f3f` `#5f5f5f` `#7f7f7f` `#9f9f9f` `#bfbfbf` `#dfdfdf` `#ffffff`
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- **Rationale:** Art direction reference is Invisible Inc — muted, desaturated, adult. No primary colors. Palette covers practical clothing colors (workwear, jumpsuits, military surplus) without flashy tones. Players who want exact colors use the hex field; recent custom colors persist across character creation sessions at the game (save) level. HSL computation ensures each row stays in its hue family from dark to light with no drift.
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- **Raised by:** Jeroen, during character creation wireframe design.
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- **Cross-reference:** [D-155](#d-155-character-editor-supports-full-360-rotation) (editor rotation), [D-134](architecture.md#d-134-full-character-customisation) (character customisation)
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- **Cross-reference:** [D-155](#d-155-character-editor-rotation--cardinal-directions-only-no-free-spin) (editor rotation), [D-134](architecture.md#d-134-full-character-customisation) (character customisation)
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