docs(assets): PR #213 review fixes — DoorSpec fields, spike inventory, axis honesty, D-154
doors.md now presents D-231's actual struct shape (initial_state Open/Closed/Locked/Sealed; TemporalWindow lives in the independent credential field) and attaches the Phase-5 runtime bridge to initial_state only. furniture-props.md inventories all five spike GLBs — acceptance is 4 promotable (3 furniture + lion_statue), vw_beetle explicitly excluded to the Q-067 deferral. deferred.md + station-walls gain the axis-completeness note: roof/facade/street textures ride the wall-brief convention as a same-family follow-on, so the register accounts for all four D-235 axes. The briefing's D-257 pointer corrected to palette.md §2.1–2.2, and both the briefing and palette.md (leave-cleaner, gap inherited from PR #211) now carry D-154's amendment to D-033 — relationship colors display only in the insert/perception overlay; normal gameplay is a uniform #1a1a1a outline (D-150). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -3,7 +3,7 @@ title: "Visual Palette"
|
||||
description: "Phase-4 visual style bible — camera, entity colours, environmental neutrality, D-235 material register, toon/PBR rendering treatment"
|
||||
type: design
|
||||
status: active
|
||||
decision_refs: [D-019, D-033, D-045, D-148, D-149, D-217, D-232, D-235, D-244, D-257]
|
||||
decision_refs: [D-019, D-033, D-045, D-148, D-149, D-154, D-217, D-232, D-235, D-244, D-257]
|
||||
author: "Araminta"
|
||||
updated: 2026-07-25
|
||||
---
|
||||
@@ -228,7 +228,7 @@ terms they were originally written in:
|
||||
|
||||
| Inherited principle | Original source | Current expression |
|
||||
|----------------------|------------------|----------------------|
|
||||
| **D-033 entity color = relationship to player** | visual-grammar-v01.md §3 | Unchanged — still the live decision, still the single most important color system in the game. Applies to entities regardless of render fidelity (rectangle, sprite, or 3D mesh). |
|
||||
| **D-033 entity color = relationship to player** | visual-grammar-v01.md §3 | **Amended by D-154 (2026-03-17):** D-033's relationship-color palette (`#4a9ebb`, `#6bc9a6`, etc.) is NOT the default entity render in normal gameplay — normal gameplay shows **uniform dark gray/black (#1a1a1a) character outlines** at all times (the outline is a pure silhouette-separation artifact, D-150's inverted-hull method, carrying zero semantic information). D-033's colors display only within the **insert/perception-mode overlay** (alongside the minimap and name bubbles) — that is the designed channel for relationship/social data, not the character outline. Applies, where it does apply (the insert/perception overlay), regardless of render fidelity. |
|
||||
| **"Functional warmth"** — industrial infrastructure that people made livable, not military/not luxury | workshop-outcomes.md visual identity statements + Gore's naming | Standing mood target for the whole D-235 register above: hue ranges lean warm (terracotta, ochre, warm grey) rather than cool/clinical by default; the *cool* end of the palette is reserved for deliberately institutional template registers, not the default. |
|
||||
| **Environmental neutrality — strict zero shift (D-045)** | workshop-outcomes.md §1.10 | Unchanged, still active. The D-235 material register above is diegetic/static — condition bands (D-217) shift with simulated `prosperity_score`, never with narrative/investigation state. This document adds no new exception to D-045. |
|
||||
| **Entity always wins visual ties** (visual hierarchy: entity > object > structure) | visual-grammar-v01.md §1.4 / workshop-outcomes.md §1.4 | Survives as a rendering-order and saturation-hierarchy principle. In 3D terms: entity materials/outlines render at the highest effective saturation and are never occluded in a way that reads ambiguous against a similarly-toned prop. The saturation ceiling table (below) replaces the old sprite-outline-weight table. |
|
||||
@@ -285,9 +285,10 @@ authored separately under T-1050).
|
||||
| Decision | Relevance |
|
||||
|----------|-----------|
|
||||
| D-019 | Original top-down camera + offline-renderer −72.5° angle. Superseded for gameplay by D-148; survives for the offline 2D-artwork render rig. |
|
||||
| D-033 | Entity color = relationship to player. Unchanged, still the primary information-bearing color system. |
|
||||
| D-033 | Entity color = relationship to player. Still the primary relationship-information color system, but **amended by D-154** — displays only in the insert/perception-mode overlay, not as the default character render. |
|
||||
| D-045 | Environmental neutrality — strict zero shift. Governs how the D-235 material register (§3) may and may not respond to game state. |
|
||||
| D-148 | 30° low-angle gameplay `Camera3D`, supersedes D-019 for gameplay. |
|
||||
| D-154 | Character outline is uniform dark gray/black at all times in normal gameplay — carries zero semantic information. Amends D-033: relationship colors move to the insert/perception-mode overlay only. See §4's corrected D-033 row. |
|
||||
| D-149 | 3D characters rendered live in scene, not pre-rendered sprites. Backing precedent for §1's camera reasoning (no more sprites to render "at the angle" during play) and for §2's shared-shader-family argument (characters and environment props come off the same live-3D pipeline). |
|
||||
| D-217 | Tile condition thresholds (prosperity_score bands) — the weathering-baseline mechanism referenced throughout §3. |
|
||||
| D-232 | Trait-template catalog — era reframed as maintenance/wear + past-vogue holdover, not a material-tech ladder. Backing rationale for retiring the Era 1/2/3 ladder in §5. |
|
||||
|
||||
Reference in New Issue
Block a user