feat: integrate q-style company identity slice
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@@ -114,6 +114,14 @@ angular content destination plate so it reads as a button at play size instead
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of floating text. Current-worktree Contract, Guild and Market focused attempts
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pass with strict diagnostics `0`.
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Character identity slice (working tree, 2026-09-09): a four-cell Q company
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sheet was generated from the approved calibration board and deterministically
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chroma-sliced into shield idle/wave and mage idle/wave assets. The first visible
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MVP profession IDs now use the Q shield pair (PF-B01/PF-B02) and Q mage idle
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(PF-B06) through `InitialCompanyArt`; existing profession semantics and IDs are
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unchanged. Current-worktree Market and Contract captures pass. The sheet is an
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identity slice, not a claim that all twelve base professions are complete.
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Title affordance follow-up (`fcb2eb3`, 2026-09-09): the four Title actions now
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use the shared icon vocabulary (`confirm`, `inspect`, `settings`, `help`) with
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reserved icon slots and text bounds. The focused responsive check and clean
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@@ -31,21 +31,21 @@ passed their focused capture markers with strict diagnostics `0`:
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- `imported`: Godot import completed for the new backgrounds.
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- `integrated`: Title, Guild, Contract and Market reference the new assets.
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- `runtime_seen`: current captures show the assets in the real View paths.
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- `agent_visual_reviewed`: yes, at the 760x360 fixture above.
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- `agent_visual_reviewed`: yes, at the 760x360 fixture above and on the
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identity-locked Q company sprite sheet used by the current Market capture.
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- `human_reviewed`: owner approved the calibration board; complete runtime flow
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remains open for review.
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- `device_verified` / `release_accepted`: not claimed.
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## Earliest failed boundary and next falsifying test
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The earliest remaining failure is character identity consistency in the
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interactive Company/Market surfaces: those portraits still use the earlier
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medium-proportion assets while the environments now follow the approved compact
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Q direction. Contract is temporarily using the authored Q figures in its route
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master. The next bounded task is one identity-locked Q/chibi company sprite set,
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integrated into Guild and Market (and later Contract) and re-captured at the
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same fixtures. Do not expand content or add decorative motion until that set
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passes play-size silhouette and crop review.
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The first identity slice is now integrated for the visible MVP profession IDs,
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but remaining professions still use historical portraits. Contract temporarily
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uses the authored Q figures in its route master. The next bounded task is to
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extend this same identity-locked family to the remaining roles, then add a
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small idle/breathing loop after the static silhouettes pass play-size review.
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Do not expand content or add decorative motion until the role coverage and
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anchor policy are stable.
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Gate: OPEN (environment slice integrated; full Q-style character presentation
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not yet accepted).
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@@ -0,0 +1,28 @@
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Create ONE REGULAR 2x2 GRID with FOUR EQUAL CELLS and clear fixed boundaries.
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This is a transparent-ready 2D game character sheet, not a scene.
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Use a solid bright magenta #FF00FF background across the whole canvas.
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Every subject is fully inside its cell with generous padding and must not cross
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cell boundaries. No text, labels, UI, scenery, ground, shadows or extra figures.
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Use the attached approved Q-style calibration board only to match its compact
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Japanese hand-drawn mobile RPG language: super-deformed proportions, large
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expressive face, short body, clean dark ink contour, warm cel shading, bright
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painted colors, friendly readable silhouette at small size. Do not copy any
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character or layout from the reference.
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TOP-LEFT: canonical chibi shield guardian idle, front three-quarter view,
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navy-and-cream armor, round shield with a small gold four-point crest, short
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brown hair, cheerful confident expression, complete body from head to boots.
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TOP-RIGHT: canonical chibi wind mage idle, front three-quarter view, navy and
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lavender robe, oversized soft witch hat, small wooden staff, light silver hair,
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cheerful confident expression, complete body from head to boots.
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BOTTOM-LEFT: the EXACT SAME shield guardian identity as TOP-LEFT, friendly
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recruit-card pose with shield lowered and one hand raised, same outfit, colors,
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face, proportions and outline.
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BOTTOM-RIGHT: the EXACT SAME wind mage identity as TOP-RIGHT, friendly
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recruit-card pose with staff angled outward and one hand raised, same outfit,
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colors, face, proportions and outline.
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Keep all four figures compact and consistently scaled, with feet aligned to a
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shared visual baseline inside each cell. No pixel art, no 3D render, no realism,
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no gradients that erase the ink contour, no duplicate limbs, no cropped anatomy.
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@@ -0,0 +1,17 @@
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{
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"mode": "execute",
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"model": "gpt-image-2",
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"size": "1:1",
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"resolution": "2k",
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"output": "runtime/assets/entry/recruit_stickers/m52_q_company_sprite_sheet_raw.png",
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"local_references": [
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"docs/runtime/m52_qstyle_calibration.png"
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],
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"remote_reference_count": 0,
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"prompt_chars": 1790,
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"task_id": "task_01M2250YF7KJP9S7S5D8ZJX0P0",
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"status": "completed",
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"bytes": 5165875,
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"cost": 0.014,
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"credits_cost": 0.14
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}
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@@ -13,14 +13,21 @@ const TINKER = preload("res://assets/entry/recruit_stickers/pf_b09-512.png")
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const HEXER = preload("res://assets/entry/recruit_stickers/pf_b10-512.png")
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const CONDUCTOR = preload("res://assets/entry/recruit_stickers/pf_b11-512.png")
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const QUARTERMASTER = preload("res://assets/entry/recruit_stickers/pf_b12-512.png")
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const Q_SHIELD_IDLE = preload("res://assets/entry/recruit_stickers/m52_q_company/shield_idle.png")
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const Q_SHIELD_WAVE = preload("res://assets/entry/recruit_stickers/m52_q_company/shield_wave.png")
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const Q_MAGE_IDLE = preload("res://assets/entry/recruit_stickers/m52_q_company/mage_idle.png")
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const Q_MAGE_WAVE = preload("res://assets/entry/recruit_stickers/m52_q_company/mage_wave.png")
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const PROFESSION_TEXTURES := {
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"PF-B01": HEARTHGUARD,
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"PF-B02": BLADE,
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# M52 MVP identity slice: the first visible Company roles use the approved
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# Q/chibi pair. Remaining professions stay on their historical assets until
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# their own identity-locked sprite rows are produced.
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"PF-B01": Q_SHIELD_IDLE,
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"PF-B02": Q_SHIELD_WAVE,
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"PF-B03": SPEAR,
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"PF-B04": WAYRUNNER,
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"PF-B05": FARSTRING,
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"PF-B06": MAGUS,
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"PF-B06": Q_MAGE_IDLE,
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"PF-B07": KINDHAND,
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"PF-B08": WARD,
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"PF-B09": TINKER,
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