From 9d49f94553ac16cfd798749024fa424b17900455 Mon Sep 17 00:00:00 2001 From: megaproxy Date: Sun, 10 May 2026 20:14:10 +0100 Subject: [PATCH] Ventilatore wolf scan: confirmed no canines anywhere MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Researcher (Haiku) scanned all 6 Ventilatore packs (Premium, Castles and Fortresses, Medieval Interiors, Desert Oasis, Snow Adventures, Turning of the Seasons). The bundle is character + terrain + decoration only — no animal/creature sprites at all except player + slimes. Wolf options now narrowed to: commission, CC0 source, or recolor-a-dog placeholder until Phase 10. Ventilatore-search sub-option closed. Co-Authored-By: Claude Opus 4.7 (1M context) --- docs/art.md | 2 +- memory.md | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/art.md b/docs/art.md index 5e9206d..22f5624 100644 --- a/docs/art.md +++ b/docs/art.md @@ -97,7 +97,7 @@ Even with the bundle, these need authoring or sourcing: - [x] **`FG_Houses.png` autotile coverage** — **NOT autotile-solvable.** Pieces are pre-built decorative house compositions across 4 distinct roof palettes (blue-roof timber, red-brick, dark-slate, plus accent details). No corner / T-junction / cap modular family. Estimated cost to author terrain bits on top: ~½–1 day per material. - [x] **`FG_Fortress.png` autotile coverage** — **autotile-solvable.** ~20–30 modular tan-stone pieces (straight, corners, battlement caps) with dark-grid mortar lines. Wang-style Godot 4 terrain works with minimal extra art. Iconic Homestead fallback not needed. - [ ] **Aesthetic harmony test** — still open. Needs your eye on a Forest tile + a Ventilatore tile side-by-side. ~15 min. -- [x] **Wolf sprite source** — **none in the bundle.** Scanned EvoMonster Packs 03/04/06/09/10 (cute fantasy creatures, no canines), broader Tier 1–3 sweep (farm animals + humanoid monsters only). Action items in `memory.md` Open questions: commission, find CC0, or check Ventilatore. +- [x] **Wolf sprite source** — **none in the bundle, none in Ventilatore.** Scanned EvoMonster Packs 03/04/06/09/10 (cute fantasy creatures, no canines), broader ElvGames Tier 1–3 sweep (farm animals + humanoid monsters only). Ventilatore (6 packs, all 6 scanned 2026-05-10) is character + terrain + decoration only — no animal sprites at all besides player + slimes. Remaining options: commission (~$30–60), CC0 source (OpenGameArt), or recolor-a-dog placeholder until Phase 10. Tracked in `memory.md` Open questions. - [x] **Grave marker** — **`Retro Graveyard 16x16 Tileset [Kingdom Explorer]` confirmed in Tier 3.** Path: `Ultimate Farming RPG Tier 3/Retro Graveyard 16x16 Tileset [Kingdom Explorer]/Tilesets/KE_Graveyard.png`. Contents: tombstones (varied), wooden crosses, grave mounds, crypt entries, skeletal markers, ground-transition tiles. Direct use in Phase 14. - [ ] **License attribution credits document** — kick off the list now; add to it as packs come in. Include Kingdom Explorer (likely separate license from ElvGames — check `License.txt`). diff --git a/memory.md b/memory.md index d9d0734..97415a6 100644 --- a/memory.md +++ b/memory.md @@ -103,7 +103,7 @@ Total ~75 min. **3 of 5 closed on 2026-05-10**; see session log + `docs/art.md` **Resolved: wall material strategy.** Lock = **custom-author wood + stone walls** (option b). Player builds wood-cabin walls from day one (corner/T/cap variants authored on top of `FG_Houses.png` wood-and-blue-roof material, ~½ day work) then upgrades to stone fortress walls later (`FG_Fortress.png` autotile-solvable as-is, ~few hours). Phase 5 slips ~3 days but the Stardew-cabin-warmth aesthetic survives, which was the original anchor. See `docs/art.md` Wall-material decision. -- [ ] **Wolf sprite acquisition** (NEW from 2026-05-10 audit): bundle has nothing canine-predator. Options: (a) commission a 16×16 wolf (idle + 2–4-frame walk × 4 directions; ~few hours pixel art or paid commission ~$30–60); (b) check Ventilatore bundle for a usable beast; (c) source a CC0 wolf from OpenGameArt; (d) reskin an existing animal placeholder (dark dog?) for MVP and replace later. Phase 10 blocker; can defer until then. +- [ ] **Wolf sprite acquisition** (NEW from 2026-05-10 audit): bundle has nothing canine-predator; **Ventilatore checked 2026-05-10, also nothing** (Ventilatore is character + terrain + decoration; no animal/creature sprites at all besides player + slimes). Remaining options: (a) commission a 16×16 wolf (idle + 2–4-frame walk × 4 directions; ~$30–60 paid commission); (b) source a CC0 wolf from OpenGameArt; (c) reskin a bundle animal placeholder for MVP (e.g. recolor a dog from `Animal Sprites Pixelart`) and replace later. Phase 10 blocker — can defer until then; placeholder from option (c) unblocks the combat/AI work meanwhile. - [ ] **Auto-roof big-room UX**: the ≤8-cell BFS cap silently fails on rooms larger than 8×8. Decide whether to (a) keep the cap and surface "this area is too large to roof — split with an interior wall" hint when the player encloses one, (b) bump the cap to ~16 with the same hint at the new threshold, or (c) detect any enclosed area regardless of size. Affects `EnclosureDetector` + a new room-feedback UI. - [ ] **Onboarding / first 60 seconds**: mobile-specific. Don't copy Rimworld's tutorial. - [ ] **Touch UI for non-priority screens**: world view, build drawer, alerts, day-summary, pawn detail. See `docs/ui.md` "Screens still to design."