C00 Beach Sheet — Semantic Slicing Strategy¶
Repo source of truth:
Raven_Fantasy/registry/sheets/c00/
Brain mirror: published vianpm run brain:publish
Decision¶
The beach 64x64.png sheet (c00) is a mixed semantic asset sheet, not a uniform tileset. Blind 64×64 grid slicing produced 391 fragments and broke multi-tile objects.
Fix: semantic inventory first → bbox approval → smart slice → existing verify/enrich pipeline.
Target counts¶
| Metric | Value |
|---|---|
| Semantic inventory rows | 122 |
| Acceptable detected regions | 95–145 |
| Final logical assets (after grouping) | 85–95 |
| Over-slicing danger | >500 |
What must stay grouped¶
| Object | c00 group | Notes |
|---|---|---|
| Palm trees | c00_group_palm_large_pair |
One bbox — both palms in sheet |
| Beach hut | c00_group_beach_hut |
Roof + wall + door as prefab |
| Dock | c00_group_dock_structure |
Platform + posts together |
| Coastal tower | c00_group_coastal_tower |
Not Milestone 0 — landmark only |
| Glow frames | c00_group_glow_animation |
4 frames → one AnimatedSprite2D |
| Mist/foam | c00_group_mist_foam |
Effect overlay, not terrain |
Scene builder pattern¶
Do not prompt "make a beach". Use:
quest_id: ftue_message_bottle
quest_step_id: give_bottle_to_dock_keeper
biome: harbour
required_interaction: dock_keeper.talk
Flow: Quest step → Scene recipe → Asset search → Placement rules → Validation → Godot spec
Repo files (machine)¶
c00_asset_registry.json— asset memoryc00_id_aliases.json— c00 ↔ raven ID mapping + bboxesc00_scene_builder_rules.json— usage intelligencec00_sheet_manifest.json— pipeline index
Human review¶
- Browse:
c00_asset_inventory.htmlor gallery review mode - Ambiguous rows (8): vehicle variants, machinery cluster, tower naming
- Run bbox sync:
python scripts/asset-registry/apply-c00-bboxes.py
Related¶
- Harbour Kit v1 - Production Workflow
- Harbour Kit v1 - First Playable Slice
- Scene recipe:
Raven_Fantasy/registry/scenes/harbour-shoreline.yaml
Status (2026-07-02)¶
- [x] Semantic inventory imported to repo
- [x] ID aliases + 14 measured bbox groups
- [x] Scene recipes wired to c00 IDs
- [ ] Remaining ~100 terrain/prop bboxes (manual or assisted)
- [ ] Deprecate grid terrain slices in auto-build
- [ ] Human verify grouped prefabs in gallery