docs(decisions): add Sprint 28 character visuals decisions
D-148 through D-157: camera angle, live 3D characters, inverted hull outline, server facings, performance LOD, player indistinction, cardinal rotation, faction colors as narrative, alarm clock game start. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -76,7 +76,7 @@ How the player observes and interacts with the world: camera, fog, line-of-sight
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- **v0.1:** Screen-space stereo for close + visual fog-edge indicators for medium. Long-range insert alerts as stretch goal.
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- **Raised by:** Full team discussion.
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### D-019: Top-down confirmed as primary camera, 3D cutscenes for key moments
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### D-019: Top-down confirmed as primary camera, 3D cutscenes for key moments [SUPERSEDED by D-148]
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- **Date:** 2026-02-09
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- **Decision:** Top-down is the gameplay camera. Final. 3D cutscenes can be used for significant narrative moments (wormhole traversal, Dyson barrier opening, first contact, major reveals).
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- **Rationale after full honest review:**
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@@ -90,6 +90,7 @@ How the player observes and interacts with the world: camera, fog, line-of-sight
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- **v0.1:** Top-down only. No cutscenes. Those are milestone features.
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- **Amendment (2026-02-12, Art Direction Workshop):** Camera angle specified as **~15-20° from vertical** ("the angle"), rendered in sprite art via orthographic camera. Sprites are drawn as if viewed from a shallow tilt (south-facing front faces visible on objects, entities, and walls), but the Godot camera is purely orthographic — the perspective is an art convention, not a camera setting. Tile grid remains square/orthogonal (64x64). Vision cone math remains pure 2D. 3D render pipeline uses Camera3D at -72.5° from horizontal (midpoint of range) to produce sprites with mathematically correct perspective. Matches Rimworld's approach: orthographic camera, tilt faked entirely in art. Internally referred to as "the angle."
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- **Raised by:** Team Leader (Jeroen), after full team review of tradeoffs in Round 12. Angle amendment: Team Leader, endorsed unanimously in Art Direction Workshop Round 3.
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- **Superseded by:** [D-148](architecture.md#d-148-30-low-angle-camera-with-45-map-rotation--supersedes-d-019) — Sprint 28 confirmed 30° low-angle with 45° map rotation as default gameplay camera; 3D live rendering replaces sprite art approach.
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### D-033: Entity color = relationship to player
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- **Date:** 2026-02-11
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@@ -106,6 +107,7 @@ How the player observes and interacts with the world: camera, fog, line-of-sight
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- **Cross-reference:** Internal monologue ([D-016](#d-016-internal-monologue-as-core-perceptionatmosphere-system)), THE FRIEND pattern ([D-034](content.md#d-034-the-friend--production-level-npc-pattern))
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- **Raised by:** Araminta (Round 1 proposal, color palette design), project lead (approved, directive #2)
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- **Dissent:** None
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- **Amendment (2026-03-17, Sprint 28 workshop):** Entity relationship color is NOT displayed via character outlines in normal gameplay. The D-033 color palette (#4a9ebb, #6bc9a6, etc.) is valid within the insert/perception mode overlay only. Normal gameplay renders all characters with uniform dark outlines. See [D-154](scope.md#d-154-character-outline-is-not-a-relationship-indicator--uniform-dark).
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### D-035: Symmetric shadowcasting (Albert Ford) selected for LOS computation
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- **Date:** 2026-02-11
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