feat(docs): add D-066 dual-scale grid decision and propagate to all docs
0.5m sim tiles for movement/LOS granularity, 1m visual tiles for proportional art and readable spaces (2x retina factor). All world geometry constrained to 2x2 sim tile minimum so cover/LOS maps 1:1 with visuals. Entities occupy 1x1 sim tiles for fine positioning. Updates: D-043, D-044, D-051, D-056, D-059 annotations, workshop outcomes (art direction + control/interaction), sprint 6 briefings, decision index, and CLAUDE.md. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -133,7 +133,7 @@ How the player observes and interacts with the world: camera, fog, line-of-sight
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### D-043: Art direction — visual style ("functional warmth")
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- **Date:** 2026-02-12
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- **Decision:** Clean 2D with bold silhouettes, tile-based world composition (64x64 grid), lighting-driven atmosphere. Not pixel art, not painted, not 3D. Godot 4 Light2D pipeline (PointLight2D per fixture, LightOccluder2D on walls, CanvasModulate for global ambient). AI-generated assets via Nano Banana / Gemini 2.5 Flash, rendered through 3D pipeline for perspective consistency. Core production principle: "Sprites are shape templates that the lighting system completes" — no baked shadows, no baked lighting, no baked mood.
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- **Decision:** Clean 2D with bold silhouettes, tile-based world composition (64x64px visual tiles on dual-scale grid per [D-066](architecture.md#d-066-dual-scale-grid--05m-simulation-1m-visual-2x-retina-factor)), lighting-driven atmosphere. Not pixel art, not painted, not 3D. Godot 4 Light2D pipeline (PointLight2D per fixture, LightOccluder2D on walls, CanvasModulate for global ambient). AI-generated assets via Nano Banana / Gemini 2.5 Flash, rendered through 3D pipeline for perspective consistency. Core production principle: "Sprites are shape templates that the lighting system completes" — no baked shadows, no baked lighting, no baked mood.
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- **Label:** "Functional warmth" (Gore).
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- **Resolution chain:** 1024x1024 source → 256x256 working (outlines applied at 4-8px) → 64x64 runtime. Bilinear interpolation both passes. Outline color: dark blue-grey `#333340`.
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- **Canonical reference:** `docs/workshops/art-direction-mood-board/workshop-outcomes.md` §1.1, §9.1-9.3
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### D-044: Art direction — visual hierarchy (entity > object > structure)
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- **Date:** 2026-02-12
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- **Decision:** Three-layer visual hierarchy: entities (2px outline, D-033 relationship color, highest saturation) > objects (1px outline, era-appropriate palette, moderate saturation) > structure (minimal/no outline, muted zone palette, lowest saturation). Hard rendering rule: entity always wins visual ties — if an entity and object overlap, the entity's D-033 color must remain visible. This is a readability guarantee, not an aesthetic preference.
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- **Entity spec:** 24x32 pixel footprint within 64x64 tiles. D-033 color as primary information signal, silhouette as primary identity signal. One identifying silhouette feature per named NPC (Kael's vest, Lera's apron, Sera's uniform). 3-4 template silhouettes for generic NPCs.
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- **Entity spec:** 24x32 pixel footprint within 64x64px visual tiles. Entities occupy 1x1 sim tiles (0.5m) but render across a 2x2 sim tile sprite footprint per [D-066](architecture.md#d-066-dual-scale-grid--05m-simulation-1m-visual-2x-retina-factor). D-033 color as primary information signal, silhouette as primary identity signal. One identifying silhouette feature per named NPC (Kael's vest, Lera's apron, Sera's uniform). 3-4 template silhouettes for generic NPCs.
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- **Canonical reference:** `docs/workshops/art-direction-mood-board/workshop-outcomes.md` §1.4, §1.5
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- **Raised by:** Araminta (outline spec), Ozzie (readability priority). Unanimously endorsed.
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- **Dissent:** None
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@@ -205,7 +205,7 @@ How the player observes and interacts with the world: camera, fog, line-of-sight
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- **Object hover:** Ticks rotate 45° to X-shape. Muted grey #8b8ba0 (amber #e8c547 if flagged). Simpler frame than entity.
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- **Weapon aim:** Hard transition. Ticks extend, center gap widens, lines thicken 1→2px. Warm white #f0e8d8. NO bloom. Entity in sights tints to D-033 color — aiming at a friend (green tint) should feel wrong.
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- All transitions 150ms linear. z-layer 7. Never changes by zone or narrative state ([D-045](#d-045-art-direction--environmental-neutrality-strict-zero-shift)).
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- Cursor changes on LOS, not just proximity. Click interaction range: ~2 tiles. Weapon-selected mode suppresses interaction prompts unless Shift held ("combat intent trumps social intent").
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- Cursor changes on LOS, not just proximity. Click interaction range: ~2 sim tiles (= 1m per [D-066](architecture.md#d-066-dual-scale-grid--05m-simulation-1m-visual-2x-retina-factor)). Weapon-selected mode suppresses interaction prompts unless Shift held ("combat intent trumps social intent").
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- **Diegetic test (Stig):** Interaction labels render on z-layer 6 (insert overlay). If the insert is off, labels disappear. Passes the "is this information from the character's implant?" test.
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- **Rationale:** Diegetic — cursor is the insert's own interface element. Consistent with [D-048](#d-048-neural-insert-overlay--visual-design). Entity in weapon sights tinting to D-033 creates moral friction.
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- **Cross-reference:** Insert overlay ([D-048](#d-048-neural-insert-overlay--visual-design)), entity color ([D-033](#d-033-entity-color--relationship-to-player)), z-stack ([D-049](#d-049-z-level-rendering-stack-8-layers))
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@@ -237,7 +237,7 @@ How the player observes and interacts with the world: camera, fog, line-of-sight
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### D-059: Fog — shader-based, five layers, knowledge-graph-driven
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- **Date:** 2026-02-13
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- **Decision:** Fog is a shader-driven system (not particles) with five distinct layers:
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1. **Clear (vision cone):** Soft gradient edge over 3-4 tiles, no hard line. Darkwood approach.
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1. **Clear (vision cone):** Soft gradient edge over 6-8 sim tiles (= 3-4 visual tiles per [D-066](architecture.md#d-066-dual-scale-grid--05m-simulation-1m-visual-2x-retina-factor)), no hard line. Darkwood approach.
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2. **Light fog (peripheral):** Desaturated 40-50%, brightness -30%. Animated Perlin noise overlay (8-10s cycle). Entity [D-033](#d-033-entity-color--relationship-to-player) colors visible but reduced.
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3. **Deep fog (previously explored):** Near-monochrome with ~10% "zone temperature" tint (bar=warm dark, hub=cool dark, corridor=neutral dark). More pronounced noise (15-20s cycle). Fog breathes.
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4. **Unexplored + maps app:** Geometric wireframe outlines #333340. Insert data aesthetic.
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---
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*23 decisions. Last updated: 2026-02-13*
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*23 decisions. Last updated: 2026-02-14*
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