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>
10 lines
740 B
JSON
10 lines
740 B
JSON
{
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"_comment": "Coarser club floor — the fine checker read as noise at 96px.",
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"style": { "tile": "16-bit pixel art, seamless tileable top-down floor texture, LARGE bold simple shapes, flat even lighting, no objects, no perspective, no text" },
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"defaults": { "model": "flux2-klein-4b", "steps": 4 },
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"items": [
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{ "name": "floor_club_b", "seed": 160, "style": "tile", "w": 512, "h": 512, "prompt": "nightclub dancefloor with very large bold black and white checker squares, only 4 big squares total, worn and scuffed" },
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{ "name": "floor_club_c", "seed": 161, "style": "tile", "w": 512, "h": 512, "prompt": "dark scuffed nightclub dancefloor, plain dark tiles with subtle scratches and scuff marks, minimal pattern" }
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]
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}
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