88 lines
4.0 KiB
Markdown
88 lines
4.0 KiB
Markdown
# Aetherbound Guild Japanese 2D Visual Direction
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> Status: `OWNER-APPROVED DIRECTION / RUNTIME REPAIR REQUIRED`
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> Accepted battle reference:
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> [Accepted battle reference](../prototype/generation/phase6_ui_direction_01/outputs/05_battle_ui_japanese_scale.png)
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## One-Line Identity
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A bright Japanese 2D hand-drawn fantasy guild crosses softly painted unstable
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worlds as a long line of ordinary, replaceable adventurers whose professions,
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equipment and survival are readable directly in battle.
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## Three-Second Read
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Without reading the title, the player must recognize:
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1. a Japanese fantasy auto-battler in a painted side-view world;
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2. one continuous allied Company line facing a materially different enemy line;
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3. an imminent action or danger that will test the player's preparation.
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## Character Direction
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- Thin, controlled Japanese animation linework with restrained cel color.
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- Mature five-and-a-half to six-head proportions; no chibi presentation.
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- Ordinary units occupy approximately 10-14% of the landscape canvas height.
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- Profession identity comes from silhouette, weapon/tool, stance and action, not
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a large text label or oversized portrait.
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- Allied units face right; enemies face left. The line has visible horizontal
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travel and real contact before melee impact.
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- Generated Recruits are replaceable participants, not permanent protagonists.
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- Bosses may be substantially larger, but cannot remove crowd readability or
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cover the full tactical corridor.
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## Environment Direction
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- Softly painted sky, architecture, vegetation, route machinery and local
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hazards with clear atmospheric depth.
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- Separate background, midground, playable ground and foreground layers.
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- Bright readable daylight and region-specific weather are preferred over a
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generic dark-blue stage.
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- Environment tells the Region rule visually: heat/constructs, archive clauses,
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echoes, rail order, hidden information and synthesis each require distinct
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shapes and props.
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- The central combat corridor stays readable; tall decoration cannot cut actors
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apart or hide attacks.
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## UI Direction
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- World first, compact instruments second.
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- Top HUD carries objective, side pressure and pause/speed/inspect tools.
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- Bottom HUD carries the Company line, HP/resource state and selected details.
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- Materials use charcoal ink, ivory enamel, repaired canvas, weathered brass,
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aether cyan, danger coral and safe green.
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- Repeated offers and inventory cells may use bounded frames. Page sections and
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the gameplay surface may not become nested cards.
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- Engine-rendered Chinese and English remain crisp, with icon plus shape support
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for every important state.
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## Motion Direction
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- Idle motion is subtle and never replaces gameplay animation.
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- Melee uses anticipation, forward travel/contact, impact and recovery.
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- Ranged action visibly releases a projectile or line effect from the attacker
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to the legal target.
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- Healing visibly originates from the healer and changes the recipient's state.
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- Guard, hurt, defeat and victory have distinct poses with stable anchors.
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- Floating damage/healing values appear at the affected actor, rise and settle
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quickly, and never cover the next priority action.
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- Reduced motion removes travel exaggeration and camera motion, but preserves
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readable anticipation, impact and legal final state.
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## Explicit Rejections
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- Pixel art, nearest-neighbor enlargement and low-resolution palette reduction.
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- Western steampunk hero-poster rendering or glossy 3D characters.
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- Oversized ordinary characters that leave room for only two or three actors.
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- Card-wall dashboards, generic dark panels and app-like form pages.
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- Decorative particles or idle loops presented as battle animation.
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- Fixed named-hero storytelling, rarity framing or authored social-bond systems.
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- Pseudo-text baked into generated art.
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## Production Rule
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One representative runtime battle must pass before bulk page or Region asset
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production. Concept art controls direction; only imported, gameplay-bound and
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normal-rendered assets prove implementation. Owner review remains the final
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visual gate.
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