3.3 KiB
3.3 KiB
| 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 |