GDD v1 (flow-locked hybrid movement, 5 biomes + secret, boss roster), TECH contracts (world API, level schema v0, bus events, manifest law), ART_BIBLE (synthetic scanner look), PIPELINE (MODELBEAST-first, fal gated), PROCESS (PROCITY lane/round law), charters A-F + ROUND1 instructions. Seed code: shell + boot + core (rng/bus/flags) + stub world (peristalsis shader tube, 1 draw / 102k tris, contract-complete) + qa.sh (GREEN). Verified in-browser; evidence docs/shots/laneF/round0_stub_tube.png. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
4.6 KiB
ART BIBLE — the "synthetic scanner" look
Owner: Lane D (generation) + Lane A (shaders) + F (final eyeball). This settles the realistic-vs-wireframe question from the concept discussion: hybrid, decided.
The look, in one line
A live feed from an impossible medical instrument: dark endoscope void, walls rendered like scanning-electron-microscope tissue in a single biome tint with artificial rim light, everything alive and pulsing; gameplay-relevant things glow.
Why: SEM-monochrome + rim light gives us the gross-out organic detail and perfect visual hierarchy (emissive enemies pop against dark tinted walls) and browser-friendly perf (no real SSS, no fluid sim — fresnel rim + matcap + vertex displacement fake all of it).
Rendering recipe (Lane A)
- Walls: custom ShaderMaterial. Base = biome tint × FLUX detail texture (used as luminance/AO, tiled along (s,θ) UVs) + fresnel rim light (the SEM edge glow, biome accent color) + optional matcap for wet specular. NO real-time lights needed for walls.
- Motion: vertex shader — traveling peristalsis wave
disp = A·pulse(k·s − ω·t)along inward normal, plus small fbm "breathing". Villi = InstancedMesh cones swaying with the same phase. Collision uses conservative max amplitude (TECH:wallRho). - Depth: exponential fog to the biome void color — the tunnel ahead fades to dark, the scanner-light radius around the player is your safety bubble (esp. level 5).
- Post (F wires, A supplies): vignette + faint scanline/noise overlay (the "feed"), chromatic aberration pulse on damage, subtle radial blur on boost. All cheap fullscreen.
Emissive code (readability law — never violate)
| meaning | color |
|---|---|
| hostile | hot amber → red core #ff5a2a |
| hostile projectile | white-hot #ffe9d0 |
| neutral flora / interactive | cyan #39e6ff |
| pickups | soft green #7dffb0 |
| checkpoints/gates | violet #b06aff |
| acid / corrosive zones | sickly yellow-green #c8ff3a |
Biome palettes (tint / accent-rim / void-fog)
| biome | tint | rim accent | void | feel |
|---|---|---|---|---|
| oral cavity | pale blue-white #a8c4d8 |
ice #dff2ff |
#06090e |
clinical, bright, tutorial-readable |
| esophagus | deep teal #1e6e64 |
mint #5affd2 |
#02100d |
speed, ribbed rings rushing past |
| stomach | amber #b0571e |
ember #ffb13a |
#120801 |
hell-sea; acid glows #c8ff3a |
| small intestine | magenta-violet #7a2a6e |
pink #ff6ad5 |
#0d0312 |
dense alien forest |
| large intestine | murk green #3a4a26 |
bio-lume #9dff4a |
#050702 |
dark swamp, scanner-light gameplay |
| appendix (secret) | gold #8a7020 |
#ffe066 |
#0a0800 |
treasure room |
FLUX prompt kit (Lane D — flux_local, 1024², then tile-check + normal-derive)
Style stem, always: scanning electron microscope micrograph, monochrome, high detail organic tissue, dark background, dramatic rim lighting, seamless tiling texture
- esophageal wall: stem +
human esophageal mucosa, longitudinal ribbed folds, wet ridges - stomach wall: stem +
gastric mucosa, pitted craters, gastric pits, glistening mucus - small intestine: stem +
intestinal villi, dense finger-like projections, forest of fronds - colon wall: stem +
colonic mucosa, smooth undulating folds, scattered biofilm patches - matcaps:
spherical material study ball, wet translucent organic tissue, subsurface glow, studio black background(crop sphere → matcap) - Texture is authored grayscale; the shader applies biome tint. One texture can serve two biomes at different tints/tilings — generate ~2 per biome, not ten.
- Tiling: generate → wrap-offset check (see PIPELINE) → if seams, mirror-tile or inpaint the
seam with
mflux_image_edit. Eyeball every texture in-engine before committing.
Hero meshes (round 2+, D): ENDO-1 ship, macrophage, tapeworm head, pyloric guardian
nodes, Blockage chunks. Concept via flux_local (stem: game asset concept, single object, centered, black background + subject) → sf3d draft to sanity-check silhouette → trellis_mac
final → normalize to house GLB law. Blobby organic forms are TRELLIS's sweet spot; thin
fins/antennae or translucency are its weakness → fal.ai Hunyuan fallback list (gated).
Screens & HUD (Lane E)
HUD is part of the fiction: an instrument overlay. Thin cyan line-work, small caps type, data-noise ticks. The gut-map is the star: a full alimentary-canal silhouette as the level/progress bar, current position blipping. Damage = feed glitches (aberration, tearing), not red screen-edges. Title screen: slow fly-through of the esophagus stub + big type.