maniator / maniator/verticopolis
[Feature]: [P3] Per-unit interior animations (post-overhaul design pass)
Nobody has claimed this yet.
- Dominant language
- TypeScript
- Stars
- 5
- Forks
- 1
- PR merge metrics
- No merged PRs in 30d
Description
Imported from the engineering backlog (
_bmad-output/implementation-artifacts/backlog.md, storypixelart-interior-animations).
Priority P3 (do-first order) | Status: open work (see row) | Type: feature-request | Recorded: 2026-07-15
Problem / motivation
From gdd-pixel-art-overhaul-2026-07-14 (deferred follow-up design pass; the GDD claimed it was tracked here, record made true 2026-07-15). Subtle per-unit interior motion (desk fans, TV flicker, diners eating). Hard constraint from the bake architecture: only fire/construction redraw per frame today; any animated room must join the animated set deliberately or the texture cache churns. Design pass first, party-ratified.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with the pixelart-interior-animations story in _bmad-output/implementation-artifacts/backlog.md and the referenced gdd-pixel-art-overhaul-2026-07-14. Review the bake architecture, especially the current fire/construction redraw behavior and animated-set constraint. Done means a party-ratified design pass that deliberately defines how animated rooms join the animated set without causing texture-cache churn.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- typescript
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Quiet
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100