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Improve The Sunken Crypt's graphics: warm light, props and motion - #3
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The room painter now lights with warm firelight and cool daylight: where fire dominates, stone, floor and wood swap to warm twins of their ramps with a dithered edge. Seams and the floor under props are shaded, the ceiling has ribs carried down the walls as pilasters, side passages show depth, and the rooms gain banners, weapon racks, a crate, an altar with carvings, rubble lit by daylight, open treasure chests and glowing skeleton eyes. Dithering is gentler so flat areas read cleaner. In the game, demo/room_fx.gd flickers pixels in the painter's flame ramp, raises embers from the brightest flame pixels, and dissolves between rooms in Bayer order. Framed panels get brass corner pieces, and the menu title an outline over the brighter backdrop. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01YEf4Qot4HstXVdXff3c9if
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✨ Finishing Touches🧪 Generate unit tests (beta)
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The room painter now lights with warm firelight and cool daylight: where
fire dominates, stone, floor and wood swap to warm twins of their ramps
with a dithered edge. Seams and the floor under props are shaded, the
ceiling has ribs carried down the walls as pilasters, side passages show
depth, and the rooms gain banners, weapon racks, a crate, an altar with
carvings, rubble lit by daylight, open treasure chests and glowing
skeleton eyes. Dithering is gentler so flat areas read cleaner.
In the game, demo/room_fx.gd flickers pixels in the painter's flame ramp,
raises embers from the brightest flame pixels, and dissolves between rooms
in Bayer order. Framed panels get brass corner pieces, and the menu title
an outline over the brighter backdrop.
Co-Authored-By: Claude Opus 5.5 noreply@anthropic.com
Claude-Session: https://claude.ai/code/session_01YEf4Qot4HstXVdXff3c9if