Art & production
The visual direction, engine decision, and path to a first playable slice.
Uniform sprites and modular equipment
Compact tactical map sprites and larger automatic side-view combat sprites. Walking-in-place map idle, the playable pilot, and future equipment standards.
Read entryFirst playable foundation
Play The Old Road and read the confirmed cinematic combat direction. The initial foundation is modular browser JavaScript and Canvas. It has one generic hero,…
Read entryDecision: Godot with 2D sprites in a 3D tactical scene
The earlier engine proposal is Godot, typed GDScript, and a fixed orthographic camera for the larger production slice. Verify and pin the stable engine version…
Read entryPresentation specification
Latest direction: See Uniform sprites and modular equipment for the current two-scale sprite direction and production targets. Earlier images remain…
Read entryAstra, image generation, and AutoSprite
Yes, I can help with pixel sprite work, including character specifications, visual concepts through the image tool, palette and silhouette review, frame…
Read entryTechnical architecture
Keep game rules independent from scene nodes. A tactical command requests an action; the rule system validates and resolves it. The rendered sword swing…
Read entryBuild order and milestone gates
Planning assumption: one experienced developer working full time with part-time art/narrative help. Ranges are effort estimates, not delivery promises.…
Read entryScope cuts in order
If the slice costs too much: remove camera rotation; reduce outfit variants; simplify lighting; reduce province count; replace free-roaming hubs with…
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