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C00 Beach Sheet — Semantic Slicing Strategy

Repo source of truth: Raven_Fantasy/registry/sheets/c00/
Brain mirror: published via npm 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 memory
  • c00_id_aliases.json — c00 ↔ raven ID mapping + bboxes
  • c00_scene_builder_rules.json — usage intelligence
  • c00_sheet_manifest.json — pipeline index

Human review

  • Browse: c00_asset_inventory.html or gallery review mode
  • Ambiguous rows (8): vehicle variants, machinery cluster, tower naming
  • Run bbox sync: python scripts/asset-registry/apply-c00-bboxes.py

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