exokomodo / exokomodo/rogue-type

feat: corruption visual progression (tone arc shader)

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#7 0 comments 0 reactions 0 assignees View on GitHub
Dominant language
Lua
Stars
0
Forks
0
PR merge metrics
No merged PRs in 30d

Description

## Summary
Implement the visual corruption system that drives the tone arc from arcade-bright to Lovecraftian horror.

## Scope
- Corruption stat increases as sectors deepen
- Early: bright flat colors
- Mid: desaturation, color grading
- Late: geometry distortion, horror palette
- Ship visually mutates with corruption level
- Post-process shader pass (optional: 2.5D corner-bend effect noted in DESIGN.md)

## Depends on
- #1 (scaffold)
- #2 (sprites)

Contributor guide

Open the contributing guide

Research direction

Start by reading DESIGN.md for the optional 2.5D corner-bend effect, then review the scaffold from #1 and sprites from #2 before deciding where corruption state and visual progression belong. Done means corruption increases with sector depth, visuals progress from bright colors through grading to distortion and horror palettes, and the ship mutates across corruption levels.

Written by the indexing model from the issue text.

Assessment

Tech stack
lua
Domain
computer-graphics, game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Quiet
Clarity
Mostly clear
Newbie friendliness
30/100

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