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.csto a new dedicatedAppearanceCustomizationScreen.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
CharacterAppearanceclass and game systems
Implementation Details:
- Created
AppearanceCustomizationScreen.cswith 7 total appearance options - Updated
GameStateManager.csto handle new screen transitions - Modified
CharacterCreatorScreen.csto 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
CharacterAppearancesystem
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.csalongside existingCharacterSpriteGenerator.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.csto 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:
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
Sprite Asset Pipeline:
- Professional asset workflow for character sprites
- Layered rendering system with proper compositing
- Backwards-compatible fallback to procedural generation
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.
