Initial import of HEROLL source and design documents

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toshiocn
2026-10-26 16:05:39 +08:00
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asset_class,gameplay_role,world_base_box,screen_scale,silhouette_rule,shape_language,palette_rule,required_actions,special_readability,acceptance
PlayerSword,balanced melee,96x96,1.00,weapon diagonal visible beyond body,triangle blade + round body,1 dominant + 1 accent + skin/metal neutral,idle/run/attack/hit/death/victory/skill,attack arc must read at 25% scale,Recognizable from black silhouette in <=2 seconds
PlayerAxe,heavy burst,104x104,1.05,wide shoulders and oversized axe,square torso + wedge weapon,warm accent; lowest attack-speed cue,idle/run/attack/hit/death/victory/skill,anticipation visibly longer than sword,Distinct from sword in grayscale
PlayerSpear,fast reach,96x112,1.00,long horizontal or 30-degree spear line,thin rectangle + diamond tip,cool accent; motion trail narrow,idle/run/attack/hit/death/victory/skill,hit point appears beyond body radius,Weapon never disappears behind body
GuidePortrait,tutorial and narrative,760x520 UI only,n/a,head/hands/prop define pose,rounded friendly forms,shares player UI palette; max 5 local colors,neutral/point/celebrate/warn/disappointed,pointer direction aligns with target,Expression readable at 160px high
SwarmEnemy,quantity pressure,64x64,0.65,one exaggerated feature,round or triangle single-mass,biome local color + one hostile accent,idle/move/attack/hit/death,low visual noise; no large shadow,20 units remain individually trackable
NormalMelee,baseline threat,88x88,0.90,weapon and head separated,square body + short triangle weapon,biome local + red hostile eye,idle/move/attack/hit/death,attack facing readable before contact,Not confused with player at silhouette level
RangedEnemy,line threat,80x96,0.90,projectile tool extends from body,thin body + straight line motif,biome local + cyan or orange projectile,idle/move/attack/hit/death,projectile origin and direction unambiguous,Projectile visible over every biome
RushEnemy,dash threat,96x80,1.00,forward-heavy center of mass,wedge or horned triangle,high-value warm accent,idle/prepare/rush/hit/death,prepare pose >=500ms before dash,Dash path matches warning strip
CurvedEnemy,arc threat,88x104,0.95,raised launcher or curved horn,crescent motif,biome local + violet projectile,idle/move/attack/hit/death,arc landing point visible,Arc never uses same tell as straight shot
RestSupport,support/control,80x96,0.85,staff/banner above head,vertical line + circle,low-saturation body + bright status icon,idle/cast/hit/death,cast target linked by beam or icon,Support function readable before stats panel
Elite,modified threat,112x112,1.20,base family plus one persistent landmark,base shape + asymmetric modifier,base palette + silver or magenta elite mark,base actions + entrance + break,modifier not only hue shift,Visible elite cue in grayscale and colorblind test
MidBoss,encounter anchor,144x128,1.50,two landmarks and larger negative space,paired shapes or asymmetric armor,biome palette + unique high-chroma accent,idle/2 attacks/hit/break/death/entrance,unique floor shadow and nameplate,Not mistaken for scaled normal enemy
Boss,stage climax,192x137 minimum,2.00-2.30,three-part silhouette with one iconic prop,unique motif tied to mechanic,max 6 local colors + phase accent,idle/3 attacks/hit/phase/break/death/entrance,each attack has distinct pose and ground shape,Recognizable as 32x32 silhouette; phase change visible without UI
1 asset_class gameplay_role world_base_box screen_scale silhouette_rule shape_language palette_rule required_actions special_readability acceptance
2 PlayerSword balanced melee 96x96 1.00 weapon diagonal visible beyond body triangle blade + round body 1 dominant + 1 accent + skin/metal neutral idle/run/attack/hit/death/victory/skill attack arc must read at 25% scale Recognizable from black silhouette in <=2 seconds
3 PlayerAxe heavy burst 104x104 1.05 wide shoulders and oversized axe square torso + wedge weapon warm accent; lowest attack-speed cue idle/run/attack/hit/death/victory/skill anticipation visibly longer than sword Distinct from sword in grayscale
4 PlayerSpear fast reach 96x112 1.00 long horizontal or 30-degree spear line thin rectangle + diamond tip cool accent; motion trail narrow idle/run/attack/hit/death/victory/skill hit point appears beyond body radius Weapon never disappears behind body
5 GuidePortrait tutorial and narrative 760x520 UI only n/a head/hands/prop define pose rounded friendly forms shares player UI palette; max 5 local colors neutral/point/celebrate/warn/disappointed pointer direction aligns with target Expression readable at 160px high
6 SwarmEnemy quantity pressure 64x64 0.65 one exaggerated feature round or triangle single-mass biome local color + one hostile accent idle/move/attack/hit/death low visual noise; no large shadow 20 units remain individually trackable
7 NormalMelee baseline threat 88x88 0.90 weapon and head separated square body + short triangle weapon biome local + red hostile eye idle/move/attack/hit/death attack facing readable before contact Not confused with player at silhouette level
8 RangedEnemy line threat 80x96 0.90 projectile tool extends from body thin body + straight line motif biome local + cyan or orange projectile idle/move/attack/hit/death projectile origin and direction unambiguous Projectile visible over every biome
9 RushEnemy dash threat 96x80 1.00 forward-heavy center of mass wedge or horned triangle high-value warm accent idle/prepare/rush/hit/death prepare pose >=500ms before dash Dash path matches warning strip
10 CurvedEnemy arc threat 88x104 0.95 raised launcher or curved horn crescent motif biome local + violet projectile idle/move/attack/hit/death arc landing point visible Arc never uses same tell as straight shot
11 RestSupport support/control 80x96 0.85 staff/banner above head vertical line + circle low-saturation body + bright status icon idle/cast/hit/death cast target linked by beam or icon Support function readable before stats panel
12 Elite modified threat 112x112 1.20 base family plus one persistent landmark base shape + asymmetric modifier base palette + silver or magenta elite mark base actions + entrance + break modifier not only hue shift Visible elite cue in grayscale and colorblind test
13 MidBoss encounter anchor 144x128 1.50 two landmarks and larger negative space paired shapes or asymmetric armor biome palette + unique high-chroma accent idle/2 attacks/hit/break/death/entrance unique floor shadow and nameplate Not mistaken for scaled normal enemy
14 Boss stage climax 192x137 minimum 2.00-2.30 three-part silhouette with one iconic prop unique motif tied to mechanic max 6 local colors + phase accent idle/3 attacks/hit/phase/break/death/entrance each attack has distinct pose and ground shape Recognizable as 32x32 silhouette; phase change visible without UI