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type-two df25531893 Art pass: wall variants, floor decals, per-class sprites, 2 idle villains
Texture audit found the real weakness: one wall texture repeated up to 316x per
maze, so levels read as wallpaper. Generated 26 more images on MODELBEAST (free,
local) and wired what was already sitting unused.

- 4 wall variants per theme (24 total), picked by a stable hash of tile position:
  neighbours differ, but a given tile keeps its texture across rebuilds
- 8 floor decals scattered on open tiles (5% density, seeded per level, tinted
  back to 0.45 alpha so litter never competes with sprites)
- Classes now have distinct SPRITES instead of colour tints (the 3 player
  variants were generated in batch 3 and never wired)
- Scalper (hunts gold only, flees with it) joins club/festival spawn tables;
  Fire Marshal (2nd wall-phasing stalker) appears in procgen from level 7
- Readability fix: CLUB NIGHT's fine checker floor read as noise under sprites.
  Regenerated a coarse one + per-theme floorTint so busy floors get knocked back.
- process_sprites skips not-yet-generated files instead of crashing the batch

39 -> 73 game textures. All verified in-browser: 316-wall maze splits evenly
across 4 variants, deterministic across rebuilds, per-class sprites, scalper
ignores espresso for gold, 71/71 assets load clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-25 22:56:22 +10:00
.claude Art pass: wall variants, floor decals, per-class sprites, 2 idle villains 2026-07-25 22:56:22 +10:00
assets Art pass: wall variants, floor decals, per-class sprites, 2 idle villains 2026-07-25 22:56:22 +10:00
public Art pass: wall variants, floor decals, per-class sprites, 2 idle villains 2026-07-25 22:56:22 +10:00
src Art pass: wall variants, floor decals, per-class sprites, 2 idle villains 2026-07-25 22:56:22 +10:00
.gitignore Vinyl Gauntlet: core game (Gauntlet II re-skin) + FLUX asset queue 2026-07-14 23:17:19 +10:00
deploy.sh Deploy to partly.party/vinylgauntlet 2026-07-15 00:08:27 +10:00
DESIGN.md DESIGN.md: depth roadmap — classes, real-record trainspotting, bosses, art plan 2026-07-16 16:47:25 +10:00
index.html Vinyl Gauntlet: core game (Gauntlet II re-skin) + FLUX asset queue 2026-07-14 23:17:19 +10:00
package-lock.json Vinyl Gauntlet: core game (Gauntlet II re-skin) + FLUX asset queue 2026-07-14 23:17:19 +10:00
package.json Vinyl Gauntlet: core game (Gauntlet II re-skin) + FLUX asset queue 2026-07-14 23:17:19 +10:00
plan.md Vinyl Gauntlet: core game (Gauntlet II re-skin) + FLUX asset queue 2026-07-14 23:17:19 +10:00
vite.config.js Deploy to partly.party/vinylgauntlet 2026-07-15 00:08:27 +10:00