fix(docs): address PR #92 review comments
- Fix D-134 cross-references to point to architecture.md (not content.md) - Fix stale #620 reference in D-147 body (now #679) - Fix content.md footer count (44, not 45) - Add D-145, D-146, D-147 to decisions/README.md index - Add Q-WTF-041 entry to questions-content.md (was referenced but untracked) - Fix sprint-28-candidates.md totals line - Align spelling to British "customisation" throughout new decisions - Add information boundary classification to D-147 (public trait, per D-010) - Add "first message" instruction to proposer rules in sprint-start skill Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
+3
-3
@@ -289,13 +289,13 @@ What we're building: game concept, design pillars, prototype definition, map spe
|
||||
|
||||
### D-146: Character creation preview — tile-scale sprite with heavy zoom
|
||||
- **Date:** 2026-03-17
|
||||
- **Decision:** The character creation screen shows the player character's game sprite at heavy zoom — the same top-down tile-scale rendering used in gameplay, rendered at high resolution so it holds up when zoomed in. No separate portrait rendering system. Cosmetic choices (hair, clothing, colors) update the zoomed sprite in real time. Rimworld uses this exact approach: the character customization screen shows the same pawn sprite rendered larger, with clothing/equipment layers visible.
|
||||
- **Rationale:** The tile-scale sprite IS the player's character for the entire game. Showing it zoomed in character creation: (1) sets accurate expectations for in-game appearance, (2) reuses the production sprite/animation pipeline — zero new rendering infrastructure, (3) validates that cosmetic customization (#619) reads correctly at game scale, (4) keeps #618 as a single client ticket with no visual-team split. A separate portrait system would be a one-off rendering context (different camera, lighting, asset pipeline) that serves no other game feature. "CK3-style" in the bookmark concept refers to the bookmark structure, not the portrait aesthetic. Portraits can be added later as an additive feature if needed.
|
||||
- **Decision:** The character creation screen shows the player character's game sprite at heavy zoom — the same top-down tile-scale rendering used in gameplay, rendered at high resolution so it holds up when zoomed in. No separate portrait rendering system. Cosmetic choices (hair, clothing, colors) update the zoomed sprite in real time. Rimworld uses this exact approach: the character customisation screen shows the same pawn sprite rendered larger, with clothing/equipment layers visible.
|
||||
- **Rationale:** The tile-scale sprite IS the player's character for the entire game. Showing it zoomed in character creation: (1) sets accurate expectations for in-game appearance, (2) reuses the production sprite/animation pipeline — zero new rendering infrastructure, (3) validates that cosmetic customisation (#619) reads correctly at game scale, (4) keeps #618 as a single client ticket with no visual-team split. A separate portrait system would be a one-off rendering context (different camera, lighting, asset pipeline) that serves no other game feature. "CK3-style" in the bookmark concept refers to the bookmark structure, not the portrait aesthetic. Portraits can be added later as an additive feature if needed.
|
||||
- **Team implication:** Ticket #618 (CK3-style character creation screen) stays as a single `client` team ticket. No split required.
|
||||
- **Source:** Sprint 27 planning pass — Q-WTF-039 resolution
|
||||
- **Raised by:** Tyre (architecture), Paula (narrative), Gestalt (systems), confirmed by project lead
|
||||
- **Dissent:** Ozzie argued for portrait render (emotional attachment). Overruled: tile-scale at heavy zoom provides sufficient character identity without a second rendering pipeline.
|
||||
- **Cross-reference:** [D-115](#d-115-character-creation-scoped-to-skills--bookmark-for-v02) (creation scope), [D-134](content.md#d-134-full-character-customization) (full character customization), [D-136](architecture.md#d-136-first-settled-reach-moment-auto-generated-apartment--insert-activation) (first game moment), ticket #618 (CK3-style character creation screen)
|
||||
- **Cross-reference:** [D-115](#d-115-character-creation-scoped-to-skills--bookmark-for-v02) (creation scope), [D-134](architecture.md#d-134-full-character-customisation--hair-clothing-colors-at-tile-scale) (full character customisation), [D-136](architecture.md#d-136-first-settled-reach-moment-auto-generated-apartment--insert-activation) (first game moment), ticket #618 (CK3-style character creation screen)
|
||||
- **Resolves:** Q-WTF-039
|
||||
|
||||
---
|
||||
|
||||
Reference in New Issue
Block a user