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Ω 27 — Spritesheet Specifications

27 — Spritesheet Specifications

Purpose

This document specifies every spritesheet required for Tao Baryon v1.0 — canvas dimensions, grid layout, frame content, palette constraints, and export settings. It is the primary reference for both Krita-MCP automated generation and manual pixel art work.

All sprites use the pixel art style defined in 25_visual_identity.md: 1px black outline (#000000), flat color fills, minimal shading, high-contrast silhouettes readable at game scale.


Design System Renderer (Ship Spritesheets)

Ship sprites (SS-01 to SS-03) have a canonical programmatic renderership-renderer.jsx in the design system. This renderer uses a polygon scanline rasterizer, 3-band shading pass, outline pass, and a glyph-alphabet decal system. It renders directly to Canvas at any pixel size.

The renderer is the ground truth for ship geometry. All polygon coordinates and decal positions in this document and in 04_ships.md §Appendix come from the validated design system output. When generating PNG spritesheets via Krita-MCP:

  1. Use the polygon coordinates from 04_ships.md §Appendix — Locked Pixel Geometry
  2. The rendering pipeline is: rasterizePolygon → applyShading → stampDecals → applyOutline → export
  3. For V-2 Phantom: apply applyEdgeDither then applyGhostOffset(+2, 0) before the outline pass
  4. For Resonator arcs: cx=20/44, cy=38, r=8 — mathematical semicircles, not hand-drawn

The design system can export sprites directly. Running buildShipGrid(ship, tier, damaged) and rendering via PixelGrid at pixelSize=1 produces the exact 64×64 PNG source asset.


Global Rules

Rule Value
Base pixel art scale 1× (native)
Display scale 2× (nearest-neighbor upscale in Flutter/Flame)
Color depth 8-bit palette per sheet (max 32 colors)
Outline 1px solid black (#000000) on all sprite edges
Background Transparent (alpha = 0)
Export format PNG-32 with transparency
Anchor point Sprite center (hitbox registered at center)
Coordinate origin Top-left (0,0)

Palette Reference (all spritesheets)

PLAYER / COALITION
#0a0c10  Space Black (outline base)
#e8eaf0  Hull Light (primary hull highlight)
#8b8fa8  Hull Mid
#555972  Hull Shadow
#c8f542  Lime (M3 accent, engine trail M3)
#42A5F5  Engine Trail M0-M1 (blue)
#FFD600  Engine Trail M2 (yellow)
#FF5722  Engine Trail M3 glow core

TELOS / ENEMY
#d4548a  Telos Magenta (primary enemy fill)
#e8b84b  Telos Gold (elite trim, boss fill)
#c47040  Telos Warm (secondary enemy)
#ff9eb5  Telos Magenta highlight
#a03060  Telos Magenta shadow

VEILED
#2dd4bf  Veiled Teal (V-Series accent)
#1a8a7a  Veiled Teal shadow

SHARED SEMANTIC
#4CAF50  HP green
#F44336  Damage red / crit flash
#42A5F5  Shield blue
#FFB300  Credit gold

SS-01 — Player Ships (H-Series)

Spritesheets: 3 files — one per ship (Vanguard, Interceptor, Bulwark)

Canvas & Grid

Canvas: 256 × 128 px
Grid: 4 columns × 2 rows
Cell size: 64 × 64 px
Total frames per sheet: 8

Frame Layout

[0,0] M0 Idle     [1,0] M1 Idle     [2,0] M2 Idle     [3,0] M3 Idle
[0,1] M0 Damaged  [1,1] M1 Damaged  [2,1] M2 Damaged  [3,1] M3 Damaged

Idle frame: Ship at rest, engine trail visible (3–4 pixels below hull, 2px wide). Damaged frame: Same as idle but with 2–3 visible crack/damage lines on hull surface. Hull color slightly desaturated.

Per-Ship Geometry

H-1 Vanguard (ss_ship_vanguard.png)

  • Silhouette: Symmetrical kite/arrowhead. Wide base, tapered nose.
  • Hull polygon (in 64×64 space, origin top-left): (32,6) (48,52) (32,44) (16,52)
  • Engine: 2px wide trail at bottom center
  • M0: Plain hull, cold blue trail
  • M1: Add small wing nubs at (18,38) and (46,38)
  • M2: Wing nubs extend to fins, add secondary thruster nozzles
  • M3: Full fins, lime accent strip along center spine, red trail core

H-2 Interceptor (ss_ship_interceptor.png)

  • Silhouette: Narrow, aggressive forward-lean. Elongated nose.
  • Hull polygon: (32,4) (44,56) (32,46) (20,56) — narrower than Vanguard
  • Wing geometry: Swept-back angles, asymmetric texture (+1 wedge detail on each side)
  • M3: Wingtip glow nodes (2×2 px, lime)

H-3 Bulwark (ss_ship_bulwark.png)

  • Silhouette: Wide, blocky, slightly asymmetric (left panel heavier than right)
  • Hull polygon: (32,8) (52,54) (32,48) (12,54) — wider base than Vanguard
  • Armor plates: Visible panel lines at M1+
  • M3: Full buttressed shoulder armor, lime strip on lower hull

Color Rules (H-Series)

  • Primary fill: #8b8fa8 (Hull Mid)
  • Highlight top: #e8eaf0 (Hull Light) — top 30% of hull
  • Shadow base: #555972 (Hull Shadow) — bottom 20%
  • Outline: #000000
  • Coalition insignia: Small 3×3 pixel cross mark in #42A5F5 on upper hull at M2+

SS-02 — Player Ships (V-Series)

Spritesheets: 3 files (Marksman, Phantom, Striker)

Canvas & Grid

Canvas: 256 × 128 px
Grid: 4 columns × 2 rows
Cell size: 64 × 64 px
Total frames: 8 (M0-M3 idle + damaged)

V-1 Marksman (ss_ship_marksman.png)

  • Silhouette: Elongated. Narrow body, extended forward prow (scope protrusion = 4px forward of nose).
  • Hull polygon: (32,3) (40,54) (32,46) (24,54) + prow extension (30,3)(34,3)(32,0)
  • Veiled teal accent stripe along prow at M1+
  • M3: Teal glow on prow tip (2×2 px, #2dd4bf)

V-2 Phantom (ss_ship_phantom.png)

  • Silhouette: Ghost/translucent aesthetic. Same basic kite shape but edges are "soft" — 1-2 pixel dithered edge rather than hard outline at 30% of the perimeter.
  • Hull fill: #8b8fa8 at 85% opacity (dithered transparency effect using checkerboard pattern with transparent pixels)
  • A second offset copy of the hull (+2px right, 30% opacity) visible at M1+ to suggest quantum phasing
  • M3: Shimmer line around perimeter (alternating hull-light and transparent pixels, 1px)

V-3 Striker (ss_ship_striker.png)

  • Silhouette: Forward-leaning, multiple weapon vents visible on hull sides
  • Weapon vents: 2×1 px dark slots at 3 positions per side at M0, 4 per side at M2+
  • M3: Vents glow (1px #42A5F5 fill inside each vent)

Color Rules (V-Series)

  • Primary fill: #7a8090 (slightly cooler than H-Series)
  • Veiled teal accent: #2dd4bf — appears at M1 on all V-Series
  • Prow/nose highlight: #e8eaf0
  • V-Series have no Coalition insignia — instead a 3×1 px teal dash near cockpit

SS-03 — Player Ships (C-Series)

Spritesheets: 3 files (Apex, Resonator, Singularity)

Canvas & Grid

Canvas: 256 × 128 px
Grid: 4 columns × 2 rows
Cell size: 64 × 64 px

C-1 Apex (ss_ship_apex.png)

  • Silhouette: Pentagon-ish. Wider, more refined than H-Series. Symmetric.
  • Hull polygon: (32,4) (46,22) (42,54) (22,54) (18,22)
  • Most prominent lime integration at M3: 4px lime stripe down center spine + lime engine nozzle ring
  • M3: Both Coalition insignia AND Veiled teal mark — joint heritage visible

C-2 Resonator (ss_ship_resonator.png)

  • Silhouette: Has visible resonance ring geometry — 1px circular arc detail around mid-hull (suggests the resonance fields)
  • At M3: Engine pulses represented by alternating 2 engine frames (requires 1 extra frame pair in sheet)
  • Canvas adjustment: 320 × 128 px, 5 columns for M0/M1/M2/M3-A/M3-B

C-3 Singularity (ss_ship_singularity.png)

  • Silhouette: Largest ship. Heavy weapon mounts dominate = thick shoulder geometry
  • Hull polygon: Hexagonal-ish: (32,5) (50,20) (52,50) (32,56) (12,50) (14,20)
  • At M3 with full Event Horizon stacks: a shimmer effect (1px ring of alternating colors around hull perimeter) — represented as second M3 frame
  • Canvas: 320 × 128 px, 5 columns

Color Rules (C-Series)

  • Primary fill: #606472 (darkest ship palette — premium feel)
  • Both teal AND lime accents at M2+
  • Lime is most prominent on C-Series ships
  • At M3: #c8f542 occupies ~15% of hull visible area

SS-04 — Engine Trails

File: ss_engine_trails.png Purpose: Separate animation sheet for engine trail VFX, composited on top of ship sprites at runtime.

Canvas & Grid

Canvas: 128 × 128 px
Grid: 4 columns × 4 rows
Cell size: 32 × 32 px
16 frames total

Frame Layout

Row 0 (M0 Blue):    [4 animation frames, 32×32 each]
Row 1 (M1 Blue+):   [4 animation frames]
Row 2 (M2 Yellow):  [4 animation frames]
Row 3 (M3 Red+Lime):[4 animation frames]

Each frame shows a trail: 3–6 pixels tall, widest at top (2–4px), tapering to 1px. Frame sequence shows flickering/elongation cycle.

M0: #42A5F5 core, #1565C0 edge — 3px tall, 2px wide M1: #42A5F5 core brighter, 4px tall M2: #FFD600 core, #FF8F00 edge, 4px tall M3: #FF5722 core, #c8f542 halo (1px each side), 5px tall


SS-05 — Enemy Sprites (Grunts G1–G5)

File: ss_enemies_grunts.png

Canvas & Grid

Canvas: 320 × 64 px
Grid: 5 columns × 1 row
Cell size: 64 × 64 px
5 frames — one per grunt tier

All grunt variants are rectangular/rounded shapes, facing downward (attacking player below).

Frame Enemy Shape Size (in 64px cell) Primary color
0 G1 Rounded rect 16×14 px #d4548a
1 G2 Rounded rect + wing nubs 20×16 px #d4548a
2 G3 Wider rect, armored look 24×18 px #c47040
3 G4 Rect + side pods 28×20 px #c47040 + #e8b84b trim
4 G5 Heavy rect + front cannon 32×22 px #e8b84b dominant

Facing: All enemies face downward (nose toward bottom of cell). Player faces upward. Outline: 1px #000000 Shading: Top-left highlight 1px in #ff9eb5 (Telos highlight), bottom-right shadow 1px in #a03060


SS-06 — Enemy Sprites (Strafers, Bombers)

File: ss_enemies_strafers_bombers.png

Canvas & Grid

Canvas: 448 × 64 px
Grid: 7 columns × 1 row
Cell size: 64 × 64 px
Frame Enemy Shape Key visual
0 S1 Horizontal wedge (wide, flat) Wide silhouette for side-crossing movement
1 S2 Twin-engine wedge Two engine pods visible
2 B1 Ovoid/egg Rounded bomb-carrier look
3 B2 Ovoid + underbay Visible payload bay underneath
4 B3 Heavy ovoid Thicker hull, 2 payload hardpoints
5 B4 Large ovoid + side wings Wing-mounted bomb racks
6 B5 Heavy bomber Largest enemy non-elite, 36×28 px

Strafer color: #d4548a primary, horizontal orientation Bomber color: #c47040 primary, rounded/ovoid form language distinct from grunts


SS-07 — Enemy Sprites (Snipers, Kamikaze)

File: ss_enemies_snipers_kamikaze.png

Canvas & Grid

Canvas: 448 × 64 px
Grid: 7 columns × 1 row
Cell size: 64 × 64 px
Frame Enemy Shape Key visual
0 Sn1 Narrow triangle Tall, thin — 10×24 px
1 Sn2 Triangle + scope Front protrusion (scope/barrel)
2 Sn3 Long triangle + dual scope 12×28 px, precision aesthetic
3 K1 Small teardrop Aggressive forward lean, 12×16 px
4 K2 Teardrop + spike Forward spike (+3px)
5 K3 Teardrop + dual spike Two forward spikes
6 K4 Heavy teardrop + spike 18×22 px, largest kamikaze

Sniper color: #e8b84b (Telos Gold — precision, deliberate) Kamikaze color: #d4548a primary, brighter highlight than grunts (velocity = energy)


SS-08 — Elite Enemy Sprites

File: ss_enemies_elites.png

Canvas & Grid

Canvas: 512 × 128 px
Grid: 4 columns × 2 rows
Cell size: 128 × 128 px
4 frames — one per elite, each with idle + alert state

Elites are 2× the canvas size of regular enemies — 128px cell vs 64px.

Frame Elite Sprite size Color scheme Key detail
[0,0] idle E1 Choral Knight 42×48 px #d4548a + #e8b84b trim Symmetrical, liturgical cross geometry on hull
[1,0] idle E2 Inquisitor Hunter 38×44 px Cold blue-white #90CAF9 + black Narrow, surgical — anti-apostate aesthetic
[2,0] idle E3 Geometer Saint 44×44 px #e8b84b dominant Pentagon/hexagon hull geometry — mathematical
[3,0] idle E4 Apparatus Guardian 46×52 px Mixed — all Telos colors Complex, adaptive — irregular silhouette
[0,1] alert E1 alert Brighter version Weapon mounts glow
[1,1] alert E2 alert Brighter version Targeting reticle pixel on prow
[2,1] alert E3 alert Brighter version Geometry glows
[3,1] alert E4 alert Shifting colors Adaptive color shift (+1 hue frame)

Prayer script detail: On E1 and E3 hulls, add procedural-style pixel patterns along hull edges: alternating 1×1 dark/light pixels in horizontal bands simulating liturgical text. 2–3 bands per hull surface.


SS-09 — Boss Sprites

File per boss: 5 separate files

Canvas & Grid (all bosses)

Canvas: 512 × 512 px
Grid: 4 columns × 4 rows
Cell size: 128 × 128 px
Sprite size within cell: 64–96 px (varies per boss)

Frame Layout (all bosses)

Row 0: Phase 1 animation (4 frames — subtle idle animation)
Row 1: Phase 2 animation (4 frames — more active)
Row 2: Phase 3 animation (4 frames — most intense)
Row 3: Death sequence   (4 frames — collapse animation)

Boss-Specific Notes

Boss 1 — Reverent Maelin (ss_boss_maelin.png)

  • Sprite: 56×64 px — ace pilot ship, enhanced Grunt aesthetic
  • Color: #d4548a + #e8b84b trim, psalm text bands on hull
  • Phase 1→3: Color intensifies, psalm bands brighten
  • Death row: Frame 0=intact, 1=cracking, 2=fragments, 3=blank (imploded)

Boss 2 — Final Chorus (ss_boss_final_chorus.png)

  • Sprite: 4 separate sub-ships arranged in formation within the 128×128 cell
  • Each sub-ship: ~18×22 px, positioned in cross formation
  • Phase transitions: Sub-ships move farther apart (more space between them)
  • Death row: One sub-ship disappears per frame (4 frames = 4 ships dying)

Boss 3 — Inquisitor Cohort (ss_boss_inquisitor.png)

  • Sprite: 54×68 px — tall, cold blue-white, surgical aesthetic
  • Hull: #90CAF9 primary + black outline + cold gray shading
  • Phase 3: Red targeting reticles appear on hull surface

Boss 4 — Mathematician-Saint Voren (ss_boss_voren.png)

  • Sprite: 72×80 px — large mathematical-geometric hull
  • Pentagon silhouette: (64,8)(100,36)(88,80)(40,80)(28,36)
  • Phase 1: Perfect symmetry. Phase 2: Minor asymmetric additions. Phase 3: Partial hull collapse (3 pixels missing per corner)

Boss 5 — Architect-Saint Halen (ss_boss_halen.png)

  • Sprite: 96×96 px — largest boss, Apparatus-integrated
  • Phase 1: Human-ish ship silhouette, warm gold palette
  • Phase 2: Hull begins integrating Apparatus geometry (angular additions to edges)
  • Phase 3: Near-abstract — mostly Apparatus geometry with ship barely visible
  • Death row: Frame 0=intact, 1=imploding (hull shrinking), 2=single point of light, 3=blank
  • Special: Phase 2→3 transition frame (separate 1-frame sheet ss_boss_halen_ghost.png): Human silhouette overlay at 30% opacity, 128×128 px

SS-10 — Bullet / Projectile Sprites

File: ss_bullets.png

Canvas & Grid

Canvas: 288 × 128 px
Grid: 9 columns × 2 rows
Cell size: 32 × 64 px
Row 0: Player bullets (cool colors)
Row 1: Enemy bullets (warm colors)
Column Bullet type Shape Player color Enemy color
0 Pulse Small circle 4×4 px #c8f542 core / #42A5F5 glow #ff9eb5 / #d4548a
1 Wave Curved 3×8 px #42A5F5 #ff9eb5
2 Spread Fan of 3 dots 2×2 px each #e8eaf0 #e8b84b
3 Predictive Elongated 3×10 px #e8eaf0 #FFD600 + chevron pixel
4 Spiral Arc segment 4×12 px #2dd4bf #d4548a bright
5 Mandala Diamond 6×6 px #c8f542 #e8b84b + inner cross
6 Cascading Cluster: 1 large + 2 small #42A5F5 #c47040
7 Lensed Elongated 2×12 px, curved #90CAF9 #FFD600
8 Threading 1×24 px thin line #e8eaf0 #ffffff

Note: Threading bullet is nearly the full cell height — it's a near-full-length line projectile.


SS-11 — Explosion / Death VFX

File: ss_vfx_explosions.png

Canvas & Grid

Canvas: 512 × 256 px
Grid: 8 columns × 4 rows
Cell size: 64 × 64 px
Row VFX type Frames Frame content
0 Small death (Grunt) 8 Frame 0: flash. Frames 1-4: expanding particles. Frames 5-7: fading
1 Medium death (Bomber) 8 Larger burst, adds shockwave ring on frame 3-4
2 Large death (Elite) 8 Two-phase: implosion frames 0-2, burst frames 3-7
3 Player death 8 Lime #c8f542 particles, inward then outward

Particle shapes: 2×2 px squares and 1×1 px dots. No complex shapes — clarity at game scale.

Shockwave ring (medium/large): Expanding circle, drawn as 1px outline circle. Frame 3: 8px radius. Frame 4: 16px. Frame 5: 24px. Frame 6: 32px (fading). Pure white #ffffff.


SS-12 — Special Ability VFX

File: ss_vfx_specials.png

Canvas & Grid

Canvas: 512 × 512 px
Grid: 8 columns × 8 rows
Cell size: 64 × 64 px
Row pair Special Frames Key visual
0-1 S1 Singularity Pull 8 Black dot expanding to sphere with accretion ring
2-3 S2 Phase Shift 8 Shimmer outline around ship (use as overlay)
4-5 S4 Cherenkov Burst 8 Blue cone trail behind ship
6-7 S5 Vacuum Pulse 8 Expanding white ring, full cell width by frame 6

Remaining specials (S3, S6, S7, S8) use runtime-drawn primitives in Flutter/Flame rather than pre-baked sprites — they are geometric enough to draw programmatically.


SS-13 — Environmental Hazard Sprites

File: ss_hazards.png

Canvas & Grid

Canvas: 256 × 128 px
Grid: 4 columns × 2 rows
Cell size: 64 × 64 px
Frame Hazard Visual
[0,0] Exotic Matter Cloud Soft irregular blob, #7c3aed at 40% — semi-transparent pixel dithering
[1,0] Lensing Zone indicator Circle ring, 1px, #8b8fa8 at 50%, 56px diameter
[2,0] Time Dilation Zone Blue-tinted circle fill with dithered edge
[3,0] Spacetime Collapse Zone Red ring (2px), fill dithered dark red
[0,1] Cosmic String — pre Dashed line, 1px, #555972 (warning state)
[1,1] Cosmic String — active Solid white line, 1px, full cell width
[2,1] Roche debris 3 irregular rock shapes, 4–8px each, gray
[3,1] (reserved)

SS-14 — UI Icons & Badges

File: ss_ui_icons.png

Canvas & Grid

Canvas: 256 × 128 px
Grid: 8 columns × 4 rows
Cell size: 32 × 32 px

These are pixel-art versions of functional icons, used for ship/weapon series badges and status indicators.

Row 0 — Series badges (16×16 sprite in 32×32 cell)
H-Series badge, V-Series badge, C-Series badge, M0 pip, M1 pip, M2 pip, M3 pip, Legendary badge
Row 1 — Status icons
Shield icon, HP heart, Heat flame, Special bolt, Energy pip, Blueprint shard, Veiled token, Credit coin
Row 2 — Achievement tier icons (16×16)
Bronze medal, Silver medal, Gold medal, Platinum (lime) medal, Star filled, Star empty, No-damage badge, Boss skull
Row 3 — Misc
Lock icon, Arrow up, Arrow right, Checkmark, Pip dot, Sector 1-5 symbols (5 frames)

SS-15 — Pickup Sprites

File: ss_pickups.png

Canvas & Grid

Canvas: 128 × 32 px
Grid: 4 columns × 1 row
Cell size: 32 × 32 px
Frame Pickup Shape Color Size
0 HP restore Cross/plus shape #4CAF50 10×10 px
1 Shield charge Diamond #90CAF9 8×8 px
2 Special charge Lightning bolt #c8f542 8×12 px
3 Credit drop Circle with C #FFB300 8×8 px

All pickups have a 1px white outline and a 1px colored outline. They pulse (handled in engine) — no animation frames needed in the sheet.


SS-16 — Background Elements

File per sector: 5 files

These are not game-object sprites — they are layered background art assets.

Shared Canvas

Canvas: 390 × 844 px (portrait iPhone 14 Pro reference)
Layers exported separately as PNGs:
  - Layer 0: Base void/space (static color + grain)
  - Layer 1: Distant stars (dot field)
  - Layer 2: Mid-distance elements (nebula, debris, structures)
  - Layer 3: Foreground atmosphere (edge effects)

Per-Sector Content

Sector Layer 2 content Color temperature Notes
1 Frontier Sparse cold stars, distant beacon lights Cold blue-black Minimal, lonely
2 Long Reach Old battle debris silhouettes, dim wrecks Warm gray-black Horizontal derelict shapes
3 Veil Soft nebula puffs at edges, teal-purple Cool purple tint Telos shipyard silhouettes far right
4 Ergosphere Accretion disc edge visible (warm orange glow at bottom) Warm black Tartarus-9 implied presence
5 Apparatus Black hole dominant upper-center, Apparatus structure Near-white-black contrast Most complex background

Tartarus-9 (Sector 5) specification:

  • Black circle: 120px diameter, pure #000000
  • Accretion disc: Thin elliptical ring, gradient #FF8F00#FF5722 → transparent
  • Disc width: 6px at thickest
  • Light bending: 2–3 white-dot streaks curving around the black circle edge

Spritesheet Summary Table

ID File Canvas Cells Priority
SS-01 ss_ship_vanguard/interceptor/bulwark.png ×3 256×128 8 each HIGH
SS-02 ss_ship_marksman/phantom/striker.png ×3 256×128 8 each HIGH
SS-03 ss_ship_apex/resonator/singularity.png ×3 256-320×128 8-10 each HIGH
SS-04 ss_engine_trails.png 128×128 16 HIGH
SS-05 ss_enemies_grunts.png 320×64 5 HIGH
SS-06 ss_enemies_strafers_bombers.png 448×64 7 HIGH
SS-07 ss_enemies_snipers_kamikaze.png 448×64 7 HIGH
SS-08 ss_enemies_elites.png 512×128 8 HIGH
SS-09 ssboss[name].png ×5 + ghost 512×512 16 each HIGH
SS-10 ss_bullets.png 288×128 18 HIGH
SS-11 ss_vfx_explosions.png 512×256 32 MEDIUM
SS-12 ss_vfx_specials.png 512×512 64 MEDIUM
SS-13 ss_hazards.png 256×128 8 MEDIUM
SS-14 ss_ui_icons.png 256×128 32 MEDIUM
SS-15 ss_pickups.png 128×32 4 MEDIUM
SS-16 bg_sector[1-5]_layer[0-3].png ×20 390×844 N/A LOW

Total spritesheet files: ~42


Krita-MCP Generation Workflow

For each ship spritesheet (SS-01 to SS-03):

# Step 1 — Create document
doc = Krita.createDocument(256, 128, "ss_ship_vanguard", "RGBA", "U8", "", 72.0)

# Step 2 — Set up grid guides
doc.setGuidesLocked(False)
# Add vertical guides at 64, 128, 192
# Add horizontal guide at 64

# Step 3 — Create layer groups
root = doc.rootNode()
for mark in ['M0', 'M1', 'M2', 'M3']:
    group = doc.createGroupLayer(f"ship_{mark}")
    group.createChildLayer("outline")
    group.createChildLayer("hull_light")
    group.createChildLayer("hull_mid")
    group.createChildLayer("hull_shadow")
    group.createChildLayer("engine_trail")
    group.createChildLayer("accents")
    root.addChildNode(group, None)

# Step 4 — Draw base polygon (M0, column 0)
# Using Krita's vector/paint tools via scripting API

# Step 5 — Export
doc.exportImage("ss_ship_vanguard.png", InfoObject())

Recommended generation order:

  1. SS-10 (bullets) — smallest, good API test
  2. SS-05 (grunts) — simple geometry, validate pipeline
  3. SS-01–03 (H-Series ships) — core player assets
  4. SS-11 (explosions) — validate animation frame pipeline
  5. Remaining in priority order

Document version: 1.0 (locked) Part of: Tao Baryon — Production Assets