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7a0d854
Add ARPG market research and task split
github-actions[bot] Jun 29, 2026
74655dd
Fix docs gate self-match
github-actions[bot] Jun 29, 2026
1f6de06
Add final-frame brief for Issue #1
github-actions[bot] Jun 29, 2026
dba5581
Add engine bakeoff ownership doc
github-actions[bot] Jun 29, 2026
211f5c7
Add CC0 asset shortlist and ledger template
github-actions[bot] Jun 29, 2026
c3b897c
Add 30-second capture acceptance criteria
github-actions[bot] Jun 29, 2026
026d73d
Document character pipeline and video analysis tooling
github-actions[bot] Jun 29, 2026
37103f1
Add divergent character pattern cards
github-actions[bot] Jun 29, 2026
1da1b7a
Add 2D to 3D character workflow
github-actions[bot] Jun 29, 2026
3460be3
Add generated character concept sheet variants
github-actions[bot] Jun 30, 2026
0390409
Define Threadlight world direction
github-actions[bot] Jun 30, 2026
fdb6e21
Add Threadlight world contact sheet
github-actions[bot] Jun 30, 2026
d977abc
Add Threadlight trailer beatboard
github-actions[bot] Jun 30, 2026
2a4d4e4
Merge pull request #18 from RollNuts/research/character-pipeline-and-…
RollNuts Jun 30, 2026
aa56440
Merge pull request #19 from RollNuts/art/world-contact-sheet
RollNuts Jun 30, 2026
accf7a7
Merge pull request #20 from RollNuts/art/trailer-beatboard
RollNuts Jun 30, 2026
29061ec
Merge pull request #11 from RollNuts/brief/final-frame-target
RollNuts Jun 30, 2026
cc0aac7
Merge pull request #12 from RollNuts/production/engine-bakeoff-ownership
RollNuts Jun 30, 2026
9489c29
Merge pull request #13 from RollNuts/assets/free-cc0-shortlist
RollNuts Jun 30, 2026
71a69fb
Merge pull request #14 from RollNuts/capture/30-second-acceptance
RollNuts Jun 30, 2026
067f6c1
Define solo fantasy ARPG product direction
github-actions[bot] Jun 30, 2026
4f09128
Merge pull request #21 from RollNuts/product/solo-fantasy-arpg-spec
RollNuts Jun 30, 2026
f1dc2a1
Restore cooperative Relic Runebound direction
github-actions[bot] Jun 30, 2026
a52c7d8
Merge pull request #22 from RollNuts/product/coop-relic-runebound-spec
RollNuts Jun 30, 2026
3d35d57
Define Color-Eater Crown product direction
github-actions[bot] Jun 30, 2026
6974f66
Merge pull request #23 from RollNuts/product/color-eater-crown-spec
RollNuts Jun 30, 2026
25101a7
Define Nightwatch Fortress product direction
github-actions[bot] Jun 30, 2026
a00ef8a
Merge pull request #24 from RollNuts/product/nightwatch-fortress-spec
RollNuts Jun 30, 2026
6b8a2eb
Add Nightwatch weapon foundation
github-actions[bot] Jun 30, 2026
35596c8
Merge pull request #25 from RollNuts/unity/nightwatch-weapon-foundation
RollNuts Jun 30, 2026
6fb9ce9
Add Nightwatch enemy pressure loop
github-actions[bot] Jun 30, 2026
987e4e4
Add Nightwatch wolf forest visual target
github-actions[bot] Jun 30, 2026
07c9252
Merge pull request #26 from RollNuts/unity/nightwatch-enemy-pressure
RollNuts Jun 30, 2026
e70ac3f
Add Unreal Nightwatch visual spike
github-actions[bot] Jun 30, 2026
2140c50
Merge pull request #27 from RollNuts/unreal/nightwatch-visual-spike
RollNuts Jun 30, 2026
f79aefd
Add Unreal Nightwatch launch tools
github-actions[bot] Jun 30, 2026
492dc98
Merge pull request #28 from RollNuts/unreal/nightwatch-launch-tools
RollNuts Jun 30, 2026
5a3e0bc
Fix Unreal visual spike commandlet generation
github-actions[bot] Jun 30, 2026
332565e
Merge pull request #29 from RollNuts/unreal/nightwatch-commandlet-spa…
RollNuts Jun 30, 2026
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3 changes: 1 addition & 2 deletions .github/ISSUE_TEMPLATE/task.md
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
---
name: Task
about: Small ARPG bakeoff task
about: Small Color-Eater Crown production task
title: ""
labels: task
assignees: ""
Expand All @@ -16,4 +16,3 @@ assignees: ""
- [ ] No existing game identity is copied

## Notes

4 changes: 2 additions & 2 deletions .github/workflows/repo-check.yml
Original file line number Diff line number Diff line change
Expand Up @@ -26,5 +26,5 @@ jobs:
- name: Reject obvious copied-reference wording
run: |
! grep -RInE "clone Hades|copy Hades|copy V Rising|copy Diablo|copy Path of Exile|copy Final Fantasy|copy Dragon Quest" . \
--exclude-dir=.git

--exclude-dir=.git \
--exclude=repo-check.yml
22 changes: 22 additions & 0 deletions .gitignore
Original file line number Diff line number Diff line change
@@ -0,0 +1,22 @@
# Unity generated folders
/Library/
/Temp/
/Logs/
/UserSettings/
/MemoryCaptures/
/Recordings/

# Local OS/editor files
.DS_Store
*.swp
*.swo

# Local analysis outputs
/local-evidence/

# Unreal generated folders
/Unreal/**/Binaries/
/Unreal/**/DerivedDataCache/
/Unreal/**/Intermediate/
/Unreal/**/Saved/
/Unreal/**/.vs/
92 changes: 92 additions & 0 deletions Assets/Design/AnimationList.md
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# AnimationList: 夜番の砦

Status: active animation checklist for the first vertical slice.

## Player Core

- Idle
- Walk
- Run
- Dash
- Jump
- Land
- DodgeStep
- Guard
- Parry
- ParrySuccess
- HitSmall
- HitLarge
- Knockdown
- GetUp
- Death
- Respawn

## Weapon Handling

- PickupWeapon
- DropWeapon
- SwapWeapon
- ThrowWeapon
- PullEmbeddedWeapon
- WeaponBreakReaction
- UseItem
- RaiseTorch

## Weapon Attacks

- SwordLight1
- SwordLight2
- SwordLight3
- SwordHeavy
- SpearThrust
- SpearHeavyPierce
- SpearThrow
- HammerLight
- HammerHeavySlam
- BowAim
- BowShoot
- TorchSwing
- ShieldGuard
- ShieldBash

## Enemies

Each first enemy requires:

- Idle
- Patrol
- Notice
- Approach
- Attack
- HeavyAttack or SpecialAttack
- HitSmall
- HitLarge
- PostureBreak
- WeaponDrop
- Death

## Garm

- EntranceHowl
- PhaseOneIdle
- Walk
- Bite
- Leap
- Charge
- TailSweep
- Roar
- LegSpearEmbedded
- HeadStagger
- TailBreak
- PhaseTransition
- PhaseTwoChainAttack
- WeakPointOpenedByThrow
- Defeat

## Quality Notes

- Weapon pickup/swap must be short and readable.
- Heavy weapon motion must show weight.
- Dagger/sword/spear/hammer cannot share the same body timing.
- Embedded weapon pull needs a satisfying tug and enemy reaction.
- Feet must not slide during attacks or dodges.
102 changes: 102 additions & 0 deletions Assets/Design/ArtBible.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,102 @@
# ArtBible: 夜番の砦

Status: active visual direction.

## Art Promise

The screen must immediately read as:

- a night kingdom
- one hunter outside the walls
- monsters on the road
- weapons on racks, bodies, carts, and the ground
- a huge beast fight that uses those weapons

Darkness is the premise, not the palette. Avoid a flat gray image.

## Palette

- torch orange
- moon blue
- blood red
- iron highlights
- leather brown
- forest green
- wet black soil
- fort-fire amber
- old stone blue-gray only as a supporting color

## Player

The nightwatch fighter needs a practical heroic silhouette:

- leather armor
- cloth cloak
- shoulder lantern
- gloves, boots, belt, pouches
- waist dagger
- back weapon
- visible weapon holders
- readable silhouette for sword, spear, hammer, bow, torch, and shield

The character should be cool and usable, not chosen-one ornate.

## Weapons

Each weapon type needs readable silhouettes and durability states:

- fresh
- normal
- chipped
- near-broken
- broken

Weapon models must be large enough to read during play. Near-broken weapons need
visible cracks or loose bindings so the player understands why throwing them is
valuable.

## Wolf Forest

First area visual kit:

- moonlit tree trunks
- dark green foliage
- low ground mist
- hunter shack
- broken cart
- fallen trees
- stream crossing
- torch stands
- oil jars
- weapon racks
- animal bones
- claw marks
- warm fort light visible behind the start

## Enemies

- Small wolf: fast, lean, low silhouette.
- Horned beast: clear horn and lowered charge posture.
- Goblin: small weapon carrier; weapon must be visible.
- Shield goblin: readable shield front and vulnerable back.

## Garm

`大狼ガルム` must be memorable in one screenshot:

- huge wolf body
- bright eyes
- scarred hide
- long tail for break target
- readable legs for spear embed
- head and jaw large enough for hammer stagger read
- moon backlight and torch rim

## Visual Rejects

- gray forest with no warm light
- default capsule player
- weapons too small to identify
- boss with no visible part targets
- UI that looks like debug text
- generic asset-store forest with no weapon-rack/combat staging
93 changes: 93 additions & 0 deletions Assets/Design/AudioBible.md
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# AudioBible: 夜番の砦

Status: active audio direction.

## Music Identity

Dark, tense, and adventurous. Avoid slow ambient-only music. The player should
feel that they are going out at night to hunt monsters, not walking through a
static horror scene.

Useful instruments:

- strings
- low drums
- flute
- horn
- metal percussion
- fire beds
- fort warning horns

## First Vertical Slice Music

- title theme
- Nightwatch Fort
- Wolf Forest exploration
- Wolf Forest combat layer
- Garm boss theme
- boss defeat
- morning return

## Player SFX

- footsteps: dirt, wood, stone, shallow water
- leather and cloak movement
- weapon draw
- pickup
- drop
- throw
- embed
- pull out
- weapon chip
- near-break warning
- break
- dodge
- guard
- parry
- hit reactions
- death

## Weapon SFX

- sword hit
- spear thrust
- spear embed
- hammer slam
- bow release
- arrow impact
- shield block
- torch flame
- torch hit

## Enemy SFX

- wolf growl
- wolf leap
- horned beast hoof/charge
- goblin voice
- shield scrape
- Garm howl
- Garm charge
- Garm part break

## Environment SFX

- night wind
- forest leaves
- torch fire
- stream
- distant fort horn
- creaking hunter shack
- oil ignition
- distant monster calls

## UI SFX

- pickup prompt
- weapon selection
- durability warning
- posture break
- part break
- lock-on
- menu confirm/cancel
- save
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