figures
The three spirits as things you can see: a generated cel-shaded body standing on its anchor, a slow ring of its own resonance colour on the ground, and a soft lamp of the same colour above it, so a spirit reads as a landmark through the fog from across the water.
figures
The three spirits as things you can see: a generated cel-shaded body standing on its anchor, a slow ring of its own resonance colour on the ground, and a soft lamp of the same colour above it, so a spirit reads as a landmark through the fog from across the water.
Figures.build(root) places all three under the slice root and returns the
handles. Figures.tick(made, t, dim) gives them their drift — the body
breathes, the ring turns, the lamp beats — and dim (how far the Fading has
gone) pulls the life out of all three.
Figures.LOOK holds the per-character numbers: resonance colour, standing
scale, the half-height each generated body has to be lifted by (they pivot at
their middle, not their feet), lamp height, and which way the character is
turned.
No colliders: these are spirits, and a body that stops you at the exact spot the interact prompt fires is worse to walk into than a spirit is to walk through. If the generated body is missing, a built silhouette stands in its place so a fresh clone of the world still shows three people.
Scoped to this part · feeds back into the world's score.