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>
41 lines
1.8 KiB
Markdown
41 lines
1.8 KiB
Markdown
---
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title: "Sprite Asset Template"
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description: "Row and detailed entry templates for sprite and visual asset documentation"
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type: design
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status: active
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---
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# Sprite Asset Template
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> **Legacy (D-244).** This is the retired **object-sprite** row schema (4-direction, resolution variants). Per [D-244](../../../governance/decisions/architecture.md#d-244-asset-rendering--3d-objects-in-world-2d-limited-to-textures--flat-artwork), 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`.
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## Table Row Format
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```
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| {ID} | `{filename}.png` | {status} | {layer} | {method} | {directions} | {notes} | {sprint/ticket} |
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```
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**Columns:**
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- **ID:** Category prefix + sequential number (SPR-001, FUR-001, TILE-001, ICO-001, FX-001)
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- **Filename:** Target filename in `client/assets/sprites/` (or tilesets/, etc.)
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- **Status:** planned / in-progress / placeholder / final
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- **Layer:** Entity / tile / effect / UI
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- **Method:** render pipeline / hand-drawn / AI-assisted
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- **Directions:** N/E/S/W (4-dir), S-only, or N/A
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- **Notes:** Source model, special render settings, design description
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- **Sprint/Ticket:** Sprint number and ticket ID
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## Detailed Entry Format
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```markdown
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### {ID}: {filename}
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- **Source model:** `{path to .glb/.blend}`
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- **Render settings:** Camera angle, lighting, outline width
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- **Color relationships:** D-033 mapping if entity
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- **Resolutions:** 1024px (working) / 256px (game) / 64px (minimap)
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- **Post-processing:** Outline pass, palette adjustment, special effects
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- **Iteration history:**
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| Date | Version | Notes |
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|------|---------|-------|
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```
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