# Sprite & Tileset Creation Brief For briefing other AI tools/artists on ship and tileset art needs. Not a design doc of record — see `racesclasses.md` for the authoritative faction/ship spec this is derived from. ## Project Summary Fast-paced top-down arena shooter inspired by *Subspace Continuum*, built in Godot 4.7, targeting Steam Deck + PC. Set inside the tight corridors of factories, refineries, mining stations, and shipyards — not open void. Tone: grounded blue-collar sci-fi (think *The Expanse*), arcade-fast rather than hard-sci-fi sim. ## Factions (2 total) A third faction, "Apex Dynamics," was cut to simplify the art pipeline — don't reference it. - **Inner Sphere Navy (ISN)** — disciplined military. Gunmetal-gray, wedge-shaped hulls, hard militaristic angles, dense armor plating, prominent forward-facing gun turrets. Wins fights by tanking a choke point. - **Outer Rim Collective (ORC)** — scrappy belters/miners. Blocky patchwork of mismatched metal plating, exposed hydraulic wiring, external fuel tanks, bolted-on industrial hardware. Wins by controlling terrain and denying space. ## Ships Top-down; each faction fields the same 3-role structure, re-skinned to its own theme. | Class | Role | On-screen height target | |---|---|---| | Fighter | single, high-precision/high-damage shot | ~52px | | Gunner | rapid-fire spray/burst, low damage per shot | ~58px | | Tank | bigger, slower, fires bullets + missiles | ~82px | - **ISN roster:** Patriot (Fighter), Barrage (Gunner), Behemoth (Tank) - **ORC roster:** Rail-Jack (Fighter), Scrap-Spitter (Gunner), Iron-Clad (Tank) ## What already exists An idle sprite + a thrust/flame-sprite swap for all 6 ships. Scrap-Spitter and Iron-Clad's flame art is currently just a placeholder copy of their idle sprite — real thrust poses for those two are an open gap. Ships rotate freely at runtime from one nose-up sprite (no per-frame rotation animation used), so multi-angle rotation frames aren't required, just nice-to-have. ## New / open needs - Real flame/thrust frames for Scrap-Spitter and Iron-Clad - Asteroid / environmental hazard sprites (next on the roadmap, currently unbuilt) - Factory/shipyard arena tilesets — pipes, turbines, catwalks, industrial hazards, tight choke-point corridors (CSGO-tight map philosophy, not sprawling) - Faction docking/hub tilesets (ISN naval station vs. ORC scrap/asteroid base) — speculative, not yet greenlit - Top-down 4-direction walking character sprites for hub areas — only needed if hubs get built Keep pixel art style consistent across everything; ships need to read as instantly distinct by faction even mid-fight in tight corridors.