vinylgauntlet/public
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
..
promo Art pass: wall variants, floor decals, per-class sprites, 2 idle villains 2026-07-25 22:56:22 +10:00
sprites Art pass: wall variants, floor decals, per-class sprites, 2 idle villains 2026-07-25 22:56:22 +10:00
tunes.json Tier 3: bosses, warehouse+festival themes, portrait title screen 2026-07-16 19:27:34 +10:00