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settled-reach/docs/assets/_templates/sprite.md
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jpmschweitzerandClaude Opus 4.8 ae7606ed83 docs(governance): address PR #169 review — reconcile sprite-era decisions + doc fixes
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>
2026-06-17 09:40:41 +02:00

1.8 KiB

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 |
  |------|---------|-------|