Battle Animations & Creature Art
Oct 16
Goal: Make combat tactically readable through UI animations with creature art.
Scope:
- UI animations for combat events are implemented.
- Creature art is integrated into the battle screen.
- Visual fidelity of the UI will match 90% of the Figma designs for the battle screen.
Status Effects Goal
JP
Focus: UI animations for combat events are implemented.
Integrate Status Effects Into Simulation
- Implement 90% of known Status Effects within simulation.
- Unit test validating correctness.
Animate Status Effects in UI
- Sim must emit events when statuses are applied or expire.
- UI must play a visual indicator for status application and expiration events.
Creature Image Generation Loop
Patrick
Focus: Creature art is integrated into the battle screen.
Set Up Creature Image Generation API with Public URLs
- Build an API that takes a creature definition, generates an image, stores it in R2, and returns a public URL.
Call API During Creature Creation and Store URL
- Godot client must call the image gen API on creature creation and save the returned URL.
Load and Display Image from URL in Inventory and Battle
- Inventory and battle UI must load and display creature images from their public URL.
- If an image fails to load, show a fallback.
Battle UI Polish & Dice Odds Panel
Paul
Focus: Visual fidelity of the UI will match 90% of the Figma designs for the battle screen.
Integrate Simulation Events into Gameplay
- Simulation must emit events for all core state changes (HP, statuses).
Consume Simulation Events in Battle UI
- Battle UI must listen for sim events and trigger corresponding animations.
Polish Battle UI to Match Figma Design (90%)
- Refine UI timing, spacing, and layering to achieve 90% Figma fidelity.
(Stretch) Add Dice Odds Panel
- Implement a UI panel to display dice faces and their probabilities.