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feat(assets): refresh first shooter enemy tranche#12

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colorpulse6 merged 11 commits into
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feat/m2-shooter-enemy-tranche
Jul 15, 2026
Merged

feat(assets): refresh first shooter enemy tranche#12
colorpulse6 merged 11 commits into
mainfrom
feat/m2-shooter-enemy-tranche

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Summary

Begins M2 "The Look" with a quality-controlled first shooter-enemy tranche. The four most frequent authored enemies now have distinct, readable silhouettes while retaining every existing sprite and gameplay contract.

The frequency audit counted explicit spawns across ALL_LEVELS and PLANET_LEVELS: Swarm 587, Bomber 498, Gunner 464, and Drone 450. Cloaker is next at 403.

Replacements

Enemy Role read Original -> output Frames Gameplay draw Playtested levels
Swarm Wide three-body hooked bio cluster 1536x1024 -> 1536x1024 sRGBA 1 -> 1 32x32 W8-3 Spawning Chamber
Bomber Tall bone ram and overpressurized furnace sac 1536x1024 -> 1536x1024 sRGBA 1 -> 1 44x56 W3-3 Solar Storm
Gunner Squared-U industrial weapons barge 1536x1024 -> 1536x1024 sRGBA 1 -> 1 56x56 W1-4 The Gauntlet; W5-4 Event Horizon
Drone Compact spherical sensor orb with three short tabs 1536x1024 -> 1536x1024 sRGBA 1 -> 1 40x40 W1-4 The Gauntlet

All four retain their existing paths, registrations, single-frame layout, canvas draw boxes, entity hitboxes, stats, spawning, collision, class tints, and balance.

Quality evidence

  • Prompt, generation identifiers, source sizes, matte settings, alpha envelopes, and iteration decisions are recorded in docs/assets/prompts/shooter/01-m2-first-tranche.md.
  • docs/assets/reviews/m2-shooter-enemies/actual-size/ contains before/after dark- and bright-field comparisons derived from the exact gameplay draw sizes.
  • The review folder also contains 480x854 before/after level captures, a 96px Bestiary detail capture, and a matched four-panel review sheet for every replacement.
  • Final primary browser sessions reported zero console errors and zero warnings. The matched-evidence rerun reported zero errors and only two unchanged Next.js font-preload warnings.

Rejected candidates stayed outside the production tree:

  • Swarm candidate 1 became a narrow orange streak at 32x32 in W8-3.
  • Drone candidate 1 became a Y-shaped fighter at 40x40.
  • Bomber candidate 1 was accepted after a conservative one-pixel matte contraction; a suspected green fringe was traced to the unchanged bio-organic class multiply tint, and the 44x56 PNG contains zero green-dominant pixels.
  • Gunner candidate 1 passed without an art or matte retry.

Verification

Run from game/ on the final game subtree:

  • npx tsc --noEmit - pass
  • yarn colony:test - 268/268
  • yarn engine:test - 66/66
  • yarn sprites:test - 4/4
  • yarn build - static export pass
  • NEXT_PUBLIC_DEVTOOLS=1 yarn build - static export pass
  • git diff --check origin/main...HEAD - pass
  • All four production PNGs: 1536x1024, sRGBA, transparent corner, one frame

The branch was rebased onto current origin/main after the living-galaxy vision docs merged. The rebase changed only upstream documentation; the verified game/ subtree hash remained bcb0f36cdbea11a31531a37bdb5a2e33201ea319.

Scope

No bosses, first-person billboards, backgrounds, hubs, source code, renderer defaults, registrations, atlas scripts, stats, saves, or balance were changed.

@colorpulse6
colorpulse6 marked this pull request as ready for review July 15, 2026 05:40
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@colorpulse6
colorpulse6 merged commit a110cd3 into main Jul 15, 2026
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