fertig-classic-games/src/games/mastervega/sprites.md

6.5 KiB
Raw Blame History

Master of Vega — art spec

Every sheet below is optional. Each one starts with "path": null in data/mastervega-artwork.json, and VegaArt.js paints a procedural stand-in with the identical frame layout — the game is fully playable with zero art files. To use real art: drop the PNG in assets/images/vega/ and set its path in the artwork JSON. No code changes are needed.

Frame indexes are APPEND-ONLY. Never renumber an existing frame — the indexes are baked into data/mastervega-rules.json and shifting them silently mismaps every piece of artwork already drawn.

Status: = not painted yet (procedural fallback in use).


1. ships assets/images/vega/ships.png

Sheet size 768 × 960
Frame 96 × 96
Grid 8 cols × 10 rows = 80 frames

One row per species, one column per hull. Frame = species.shipFrame × 8 + hull.frame.

Columns (hull):

Col Hull Notes
0 Scout Small, fast, unarmed
1 Colony Ship Bulbous, carries a habitat pod
2 Troop Transport Boxy, no guns
3 Frigate Smallest warship
4 Destroyer Mid warship
5 Cruiser Heavy warship
6 Battleship The big one — should read as huge even at 24px
7 Star Base Immobile orbital fortress; a ring/station, not a ship

Rows (species): 0 Human, 1 Kestrelli, 2 Ursaal, 3 Umbrix, 4 Kkrix, 5 Mekhan, 6 Rrashaa, 7 Cerebrai, 8 Ssakar, 9 Lithox.

Ships face UP. The star map and battle screen rotate them. Each species has a colour in the rules file — art can ignore it (the sprite is used as-is) or lean into it. Silhouette matters more than detail: these draw at ~2458 px.


2. planets assets/images/vega/planets.png

Sheet size 960 × 576
Frame 192 × 192
Grid 5 cols × 3 rows = 15 frames

One frame per planet type, in rules order. Draw the planet as a centred disc filling ~84% of the frame, transparent outside it — the orrery and system view both place these on a black background and scale them.

Frame Type Look
0 Terran Blue oceans, green continents, white cloud
1 Ocean Almost entirely water, scattered islands
2 Jungle Deep green, permanent cloud banding
3 Steppe Olive grassland, thin atmosphere
4 Arid Tan, dry riverbeds
5 Desert Orange sand seas, no water
6 Tundra Pale blue-grey, heavy ice caps
7 Minimal Grey-green, very thin air
8 Barren Airless grey rock, craters
9 Dead Darker, cracked, lifeless
10 Inferno Molten orange, volcanic
11 Toxic Sickly yellow-green fog
12 Radiated Livid yellow-green, glowing
13 Gas Giant Banded, a storm spot — not colonisable
14 Asteroid Belt Scattered rocks, no disc — not colonisable

3. stars assets/images/vega/stars.png

Sheet size 576 × 576
Frame 192 × 192
Grid 3 cols × 3 rows = 9 frames

One frame per star class, in rules order: 0 Blue, 1 White, 2 Yellow, 3 Orange, 4 Red, 5 Brown Dwarf, 6 Binary, 7 Pulsar, 8 Black Hole.

Drawn with ADD blending on the star map (except the black hole, which is drawn normally) — so paint them glowing on transparent black, with the corona fading to fully transparent at the frame edge. The star map rotates the pulsar frame continuously and orbits a scaled copy of the binary frame, so keep the pulsar's beam axis vertical and the binary's companion at the frame centre.


4. portraits assets/images/vega/portraits.png

Sheet size 1280 × 512
Frame 256 × 256
Grid 5 cols × 2 rows = 10 frames

One frame per species (species.portraitFrame), same order as the ship rows. Head-and-shoulders, facing the viewer. Shown at 8496 px on the species picker and the diplomacy screen, so read at small size.

These are species portraits, not characters — this game deliberately does not use the data/opponents.json roster or its videos.

Frame Species Identity
0 Human Traders and diplomats
1 Kestrelli Avian aristocrats, superb pilots
2 Ursaal Ursine heavy-worlders
3 Umbrix Shapeshifters, spies, universally distrusted
4 Kkrix Insect hive, tireless industry
5 Mekhan Cyborgs, factories everywhere, filthy
6 Rrashaa Feline gunners
7 Cerebrai Vast fragile intellects
8 Ssakar Reptilian broodmothers
9 Lithox Crystalline, breathe nothing, colonise anywhere

5. leaders assets/images/vega/leaders.png

Sheet size 640 × 640
Frame 160 × 160
Grid 4 cols × 4 rows = 16 frames

One frame per leader (leader.portraitFrame), rules order. Frames 07 are colony administrators, 815 are ship captains. Shown at 4060 px.


6. buildings assets/images/vega/buildings.png

Sheet size 512 × 128
Frame 64 × 64
Grid 8 cols × 2 rows = 16 frames

One frame per building (building.frame), rules order: Automated Factory, Research Laboratory, Missile Base, Pollution Processor, Space Port, Cloning Center, Ground Battery, Spy Center, Planetary Shield, Terraforming Plant, Stock Exchange, Holo Simulator, Robotic Miners, Super Computer, Artemis System Net, Enrichment Facility.


7. techicons assets/images/vega/techicons.png

Sheet size 480 × 336
Frame 48 × 48
Grid 10 cols × 7 rows = 70 frames
  • Frames 05: the six tech fields — Computers, Construction, Force Fields, Planetology, Propulsion, Weapons.
  • Frames 665: the sixty individual techs, in the order they appear in data/mastervega-rules.json (techs[].iconFrame).
  • Frames 6669: spare.

8. Menu icon — assets/images/game-icons.png frame 92

The shared 660 × 660 sheet, 44 × 44 cells, 15 per row. Frame 92 is row 6, column 2 → pixel origin (88, 264). Painted.


Already supplied

File Size Used for
assets/images/vega/background-menu.png 1920 × 1080 Setup-screen background (darkened 62% so the cards stay legible)
assets/images/vega/menu-title.png 1368 × 768 Setup-screen title, scaled to fit a 760 × 132 header box (aspect preserved)

Sound

Already wired, no new audio needed: laser-zap.mp3, scifi-explode.mp3, ta-rocket-1.mp3, ta-rocket-2.mp3. Soundtrack is the hacker set (src/services/soundtrack.js).