26 lines
1.5 KiB
Markdown
26 lines
1.5 KiB
Markdown
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# Produce a game sprite
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Request: `$ARGUMENTS`
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Treat this as an asset-production task, not a request to draw a one-off shape in C++.
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1. Read only the relevant catalog and documentation:
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- agent/body/armor/weapon: `assets/agents/catalog.yaml`, `.claude/commands/agent-sprite.md`;
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- monster: `assets/monsters/catalog.yaml`, `docs/14-monsters.md`;
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- environment/item: `assets/content_coverage.yaml`, `tools/generate_static_assets.py`.
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2. Preserve the visual lock: grounded near-future sci-fi horror and body horror. Agents are
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lean covert operators, never bulky space marines. Camera is Diablo-style orthographic
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isometry. Agent paper-doll layers are exactly 70x90 and share the existing rig/pivot.
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3. Extend a catalog/generator/rig; never commit a single hard-coded runtime Sprite as the
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final asset. New agent equipment is one layer per animation, not every loadout combination.
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4. Render only the requested/new component. Reuse the existing `.blend`; do not rebuild all
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rigs unless their geometry changed.
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5. Run `powershell -ExecutionPolicy Bypass -File tools/build_assets.ps1` and fix every strict
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validation or coverage failure before reporting success.
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6. Verify through text (`sf validate`, `sf ascii`, coverage). Do not open generated PNG/SFA.
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If the human asks to inspect it, create a grid using `tools/sprite_preview.py` and give the
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path; the human may open that preview.
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Report the generated asset IDs, supported animations/directions, build status, and exact
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command needed to run the game with `--sf`.
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