# LootOn 0.3 artwork register — 2026-09-19

Four original images created with the built-in OpenAI image-generation tool. No IdleOn, Task Bar Hero or other game artwork was supplied as an image-generation reference. The user's screenshots informed the requested function of a loading screen, not its characters or composition.

## Prompt directions used

- **forest-atlas-v3.png**: transparent pixel-art animation atlas, four columns and two rows. Row one: original leaf-eared green Leaf Slime in idle, hop and tackle poses. Row two: Mossback Ancient, a large moss-covered tortoise, with idle, walking and headbutt poses. Consistent character identity, isolated cells, side view and readable silhouettes.
- **ember-atlas-v3.png**: matching transparent four-column, two-row atlas. Cinder Crawler, a red-orange salamander with purple plates; Cinder Brute, a larger basalt-armored salamander boss. Four movement/attack poses per creature, no text, no scenery.
- **moon-atlas-v3.png**: matching transparent atlas. Moon Fox, an icy cyan fox with violet tail and star detail; Moonwarden, a silver-blue stag with crystalline antlers. Four consistent movement/attack poses per creature, isolated on transparent alpha.
- **loading-v3.png**: original sunny fantasy forest illustration. Silver-helmet, green-caped knight crosses a log bridge over a sparkling stream toward a friendly giant moss tortoise; leaf slimes and a lantern treehouse. Leave upper-left and bottom areas suitable for a separate logo and progress UI. No lettering or copied characters.

These are concise records of the generation directions. Source images are retained unchanged in `client/assets/generated/`. `ops/prepare-art-v3.py` slices the three atlases into 24 transparent 96×96 production frames, preserving uniform scale within each creature's animation and a common foot baseline. It also normalizes the existing generated knight into four 96×96 frames. Production frame names are `z{1..3}-{mob|boss}-{0..3}.png` and `knight-v3-{0..3}.png`.

Movement, facing, attack timing, death fade, sword arcs, hit sparks and damage popups are implemented in game code. These are four-pose sprite animations, not skeletal or motion-capture animations. The loading progress reflects resource loading or the current network request.

Generated art is not labelled CC0. It was generated for this project under the generating account's applicable OpenAI terms. Retained external assets keep their existing notices: Kenney CC0, Pixelify Sans OFL 1.1 and Godot MIT/third-party licenses. See ART-V2.md and ASSETS.md for the earlier artwork register.
