Development Log - July 23, 2025

Goxod’s Labyrinth - Enhanced Appearance System

Appearance Screen Migration & Expansion

Problem: Character appearance customization was embedded in the main character creation screen, making it cluttered. User requested to move appearance to a dedicated screen and add clothing options (shirt color, pants color, accessories).

Solution:

  • Separated Appearance Customization: Moved all appearance logic from CharacterCreatorScreen.cs to a new dedicated AppearanceCustomizationScreen.cs
  • Updated Character Creation Flow: CharacterCreator → AppearanceCustomization → Game
  • Enhanced Appearance Options: Added 3 new customization categories:
    • Shirt Color: 10 color options (Red, Blue, Green, Yellow, Purple, Orange, Pink, Brown, Black, White)
    • Pants Color: 10 color options (same as shirt colors)
    • Accessories: 4 options (None, Glasses, Hat, Necklace)
  • Updated Character Preview: Enhanced visual preview showing clothing colors and accessories
  • Full Integration: Connected appearance data with existing CharacterAppearance class and game systems

Implementation Details:

  • Created AppearanceCustomizationScreen.cs with 7 total appearance options
  • Updated GameStateManager.cs to handle new screen transitions
  • Modified CharacterCreatorScreen.cs to remove appearance code (now only handles name, gender, stats)
  • Enhanced character preview with colored clothing and accessory visualization
  • Added conversion between simple appearance screen and comprehensive CharacterAppearance system

Status: Completed. Character creation now flows: Name/Stats → Dedicated Appearance Screen → Game Start

Layered Sprite Asset System Implementation

Problem: Current character appearance uses procedural generation (colored rectangles). User requested ability to replace with actual sprite artwork while maintaining the customization system.

Solution:

  • Dual Rendering System: Implemented LayeredSpriteGenerator.cs alongside existing CharacterSpriteGenerator.cs
  • Layered Asset Pipeline: Created system for loading separate sprite layers (body, hair, clothing, accessories)
  • Automatic Fallback: System uses sprite assets when available, falls back to procedural generation when not
  • Color Tinting System: White/grayscale sprites get tinted with selected appearance colors
  • Asset Management: Sprite caching and automatic detection of available assets

Technical Implementation:

  • LayeredSpriteGenerator: New sprite compositing system using render targets
  • Asset Structure: Organized sprite directory (Characters/Bodies/, Characters/Hair/, etc.)
  • Player Integration: Updated Player.cs to use layered sprites when available
  • Content Pipeline: Set up MonoGame asset loading for character sprite components
  • Smart Layering: Proper draw order (body → clothes → hair → eyes → accessories)

Sprite Specifications:

  • Size: 64x48 pixels (optimized for isometric tiles)
  • Format: PNG with transparency support
  • Tinting: Grayscale sprites tinted with customization colors
  • Layers: 7 distinct sprite layers for complete character customization

Asset Categories:

  • Bodies: male_body.png, female_body.png
  • Hair: 4 male styles, 4 female styles (short, medium, long, bald/braided)
  • Clothing: shirt_basic.png, pants_basic.png
  • Accessories: glasses.png, hat.png, necklace.png
  • Features: eyes.png

Status: Completed. System ready for sprite assets with comprehensive fallback to procedural generation.

Documentation and Integration Testing

Created: CHARACTER_SPRITES_GUIDE.md - Complete guide for artists and developers on adding sprite assets

Key Features Delivered:

  • Separated Appearance Screen: Dedicated UI for character appearance customization
  • Enhanced Customization: 7 total appearance options (was 4, now includes clothing)
  • Layered Sprite System: Asset-based character generation with automatic fallback
  • Artist Pipeline: Complete workflow for adding custom character sprites
  • Backwards Compatibility: All existing functionality preserved
  • Performance Optimized: Sprite caching and efficient rendering
  • Full Integration: Appearance data flows from creation screen to gameplay

Testing Results:

  • ✅ Build successful with no errors
  • ✅ Game launches and loads without sprite asset crashes
  • ✅ Character creation flow works end-to-end
  • ✅ Appearance customization preview updates in real-time
  • ✅ Procedural generation maintains as fallback system

Final Implementation: Players can now create detailed character appearances in a dedicated screen, and developers/artists can replace the procedural character generation with custom sprite artwork using a standard asset pipeline, while maintaining full backwards compatibility and all customization options.

Development Progress Summary

Major Systems Implemented Today:

  1. Enhanced Character Customization:

    • Moved from 4 to 7 total appearance options
    • Dedicated appearance screen with improved UX
    • Real-time visual preview with clothing and accessories
  2. Sprite Asset Pipeline:

    • Professional asset workflow for character sprites
    • Layered rendering system with proper compositing
    • Backwards-compatible fallback to procedural generation
  3. Technical Architecture:

    • Clean separation of concerns between screens
    • Robust asset loading and caching system
    • Color tinting system for sprite customization

Development Velocity: Completed comprehensive character appearance system overhaul in single session, including UI redesign, asset pipeline implementation, and full integration testing.

Next Steps: System is ready for production sprite assets. Artists can now create custom character artwork using the provided specifications and directory structure.