Pinned themes — the floors whose look never shuffles
Floors 1–2 open in the dungeon, 3 is the village, 5 the biomes, 6 the hunting grounds, 15 the ice cathedral and 18 the broadcast arena. Every other floor draws a look from the pool, shuffled per world seed with no repeats in a run. The outdoor floors lay real ground now: the terrain atlas gained dirt, grass, sand, scree, leaf litter and plank, and the prop strip gained a signpost, a market stall, a tree and reeds. The new cells wrap-tile seamlessly — their wrap discontinuity measures the same as their own interior gradient — where the original stone cells are hard-edged on purpose, a flagstone’s boundary being its mortar line.
1–2 — dungeon
3 — village
5 — biomes
6 — hunting grounds
15 — ice cathedral
18 — broadcast arena
Centring — where the tunic actually lands
Every race, every facing, wearing nothing but the under-tunic. Three lines are drawn over each sprite: red = the middle of the frame, green = the measured chest centre (torsoCx), which is the x the tunic is pinned to. The garment is centred on green by construction, so green IS where the tunic sits. If green is off the body, the measurement is wrong. If green is on the body but red is not, the sheet is seated wrong and the whole character stands off to one side. Those are different faults that look identical in a screenshot, and this is how to tell them apart.
| down | ||||
| up | ||||
| left | ||||
| right |
Fit matrix — every race in the one-size cut
Down facing only. The question each cell answers: does the one-size garment sit on THIS body, or does it need a sheet drawn for it.
| plate | ||||
| robe | ||||
| jerkin | ||||
| pauldrons | ||||
| scale | ||||
| brigandine | ||||
| shroud | ||||
| silks |
Model Sheet
Approval sheet for the sprite remaster. Every figure is composited live from the same layer stack the dungeon uses — base body, race silhouette, armor, helm, weapon, hand.
Character model — imported HD-2D sheet
The hero is now the hand-drawn HD-2D chibi sheet imported from Dungeon Hearts Saga: four facings on one row, nearest-neighbour upscaled. The old procedural pixel-grid models are gone.