Astra, image generation, and AutoSprite
Working design. New events, appearances, mechanics, and political details remain proposals. See canon ledger.
Yes, I can help with pixel sprite work, including character specifications, visual concepts through the image tool, palette and silhouette review, frame metadata, import scripts, asset organization, and small code-authored pixel assets. That does not mean an attractive generated still is automatically an animation-ready sprite.
The official GPT-6 Astra model page lists image input and text output, plus support for the image-generation tool. Therefore distinguish the reasoning/coding model from the tool producing raster images. This package used the built-in image-generation tool. Official Astra model reference.
Assuming the user's AutoSprite is autosprite.io, its documentation describes image-to-animation generation and PNG sheets with JSON atlas data. Its product page advertises isometric directional generation. These are vendor capabilities to validate with a pilot asset, not proof that every generated sheet will meet this game's standard. AutoSprite is connected and generated the map and cinematic sheets used in The Old Road. The character records, sheet IDs and generation settings are recorded in the prototype asset provenance. AutoSprite introduction, AutoSprite product overview.
Recommended art pipeline
- Design one unit. Approve Pyrrhus's silhouette, age, face, costume, palette, scale, handedness, and foot position. His current dark-haired teal-cape appearance is a proposal, not canon extracted from the website.
- Create one master idle sprite. Generate a candidate, then clean its pixel clusters and edges in Aseprite or another pixel editor. Save the editable master and flattened export.
- Prove direction changes. Build four views and verify identity, weapon hand, cape length, and silhouette. Do not generate the full roster before this works.
- Animate through AutoSprite. Use the accepted source for one walk and one attack. Supply timing/keyframe constraints where available. Export the actual sheet and atlas; record the model/settings and source revision.
- Normalize and clean. Validate cell dimensions, anchor, frame count, duration, alpha edges, color drift, idle-to-motion transitions, and weapon contact. Remove duplicate or malformed frames. Human review remains part of production.
- Import and review in Godot. Loop the animation over four backgrounds and play an attack with its real hit timing. Check sprite foot sliding and projected scale. Approve a walk at game size, not only an enlarged editor preview.
- Scale by family. Build a small set of body families, outfit variants, weapon animations, and VFX. Named characters retain distinguishing silhouettes. Never promise every job/weapon/costume combination before its frame cost is counted.
Production art target: a cleaned, consistently anchored directional map walk reused for idle, together with matched side-view combat clips. The current 192-pixel map and 384-pixel cinematic exports are source-resolution pilot art; the older 64-pixel target has not been validated by these assets. Measure time spent cleaning and regenerating. If manual cleanup exceeds the benefit, use AI for concepts and train a hand-authored production pipeline instead.
Suggested asset record: character_id, revision, source, frame_size, foot_anchor, directions, animation_names, durations_ms, event_frames, palette_id, and rights_notes. Never rely on filenames alone to recover animation semantics.
Source document: 03-production-plan.md