Tyre: D-244 now references its precedent (D-148 3D camera / D-149 live 3D characters — D-244 completes that pivot for objects + assets) and reconciles the 5 sprite-era decisions it touched, all amended 2026-06-17: - D-043: 'not 3D' / Light2D scoped to overlay layers; in-world is 3D. - D-044: sprite footprint retired (sim occupancy + visual hierarchy survive). - D-049: z-stack logical model survives; sprite/CanvasLayer implementation language retired. - D-066: dual-scale coordinate model + 2x2 geometry minimum survive; sprite-footprint language legacy. Hoshe (doc QA): - D-244 broken cross-file anchors fixed ([D-159]->scope.md, [D-241]->process.md). - renderer/README: bare [D-244] linked; D-019->D-148 camera note; legacy banner over the object-sprite workflow sections; resolution-chain output path qualified. - docs/assets/_templates/sprite.md + README: marked the template legacy object-sprite schema (model/texture/artwork template TBD). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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title, description, type, status
| title | description | type | status |
|---|---|---|---|
| Sprite Asset Template | Row and detailed entry templates for sprite and visual asset documentation | design | active |
Sprite Asset Template
Legacy (D-244). This is the retired object-sprite row schema (4-direction, resolution variants). Per D-244, game objects are 3D (not sprites) and the only flat 2D content is textures + artwork — so a model / texture / artwork row template is TBD (tracked with the visual-catalog re-scope, T-961/T-1049/T-1050). This schema is kept for reference and for the 2D-artwork (paintings/flags/billboards) use of
/sprite-gen.
Table Row Format
| {ID} | `{filename}.png` | {status} | {layer} | {method} | {directions} | {notes} | {sprint/ticket} |
Columns:
- ID: Category prefix + sequential number (SPR-001, FUR-001, TILE-001, ICO-001, FX-001)
- Filename: Target filename in
client/assets/sprites/(or tilesets/, etc.) - Status: planned / in-progress / placeholder / final
- Layer: Entity / tile / effect / UI
- Method: render pipeline / hand-drawn / AI-assisted
- Directions: N/E/S/W (4-dir), S-only, or N/A
- Notes: Source model, special render settings, design description
- Sprint/Ticket: Sprint number and ticket ID
Detailed Entry Format
### {ID}: {filename}
- **Source model:** `{path to .glb/.blend}`
- **Render settings:** Camera angle, lighting, outline width
- **Color relationships:** D-033 mapping if entity
- **Resolutions:** 1024px (working) / 256px (game) / 64px (minimap)
- **Post-processing:** Outline pass, palette adjustment, special effects
- **Iteration history:**
| Date | Version | Notes |
|------|---------|-------|