delve design guide

How the game looks, sounds and feels. docs/plan.md covers what the game is; this covers how it should read on screen. “Now” is what exists in the code today; Proposal is a direction for Foster to approve or change.

Mockups and palettes are recolours of a real gate frame (Lantern Town, two players), so they show the existing art under each direction, not new art. They live in docs/design/; the guide is published at https://design.delve.fdhproperty.com.

Pillars

  1. Readable at a glance: a player, a monster and a platform are never confused.
  2. A place you return to: each zone has its own light, palette and sound.
  3. Warm, not grim: cosy town and danger that is pretty, not gory.
  4. Feel first: movement and hits are tuned to numbers and kept by bots.

Setting and tone

The names so far, Lantern Town, Mossy Field and the Cinder Eye, already lean toward light against the dark.

A B C

Pixel scale (locked)

Palette

Option A’s core twelve (the full 32 extend each with a light and a dark step):

Name Hex Use
Ink #1c1a2e outlines, text shadow, deepest shade
Dusk #2b2f5a upper sky, far hills, UI panels
Mauve #7a5a8c mid sky, distant layers
Ember #f2a65a horizon, warm rim light
Lantern #ffd27a light sources, highlights, hint text
Cinder #e0532f danger, the boss, damage taken
Moss #5f9e4a grass, field foliage
Leaf #9ccf5a foliage highlight, healing
Soil #7a5236 dirt, wood
Stone #6d6f78 brick, rock
Parchment #f3e6c8 UI text, paper, bone
Spirit #8a70ff portals, magic, rare items (portals already use it)
palette A

Light

Characters and monsters

Band Size Now
Small ~12–16 px slime 15×14, cave bat 24×12 (wide but thin)
Player-sized ~12×22 the player, skeleton 15×22
Elite (proposal) 24–32 px none yet
Boss 40+ px Cinder Eye 39×40

Environment

UI and HUD

Game feel (now, then targets)

Thing Now (zone.gd, combat.gd) Target
Walk 90 px/s, 900 px/s² ground, 450 air keep
Jump 280 px/s up, gravity 900: 44 px high (2.7 tiles), 0.62 s airborne keep; add 6-tick coyote time and a 6-tick jump buffer
Fall max 420 px/s keep
Climb 70 px/s, 0.6 sideways keep
Knockback enemies (130, −140), player (160, −160) keep
Invulnerable after a hit 0.67 s, blinking keep
Hit-stop none 50 ms on a hit, 100 ms on a kill or crit, both sides freeze
Screen shake none 2 px for 120 ms on player hurt, 4 px on boss hits
Hit flash hurt timer tints enemies 1 frame white, then the tint

Hit-stop and shake are client-only presentation online, so they never touch the sim’s determinism. Bots check the movement numbers stay put.

Audio (proposal; the game is silent today)

Asset pipeline

Open choices for Foster

  1. Setting and tone: A Lantern Dusk, B Bright Meadow or C Mossy Ruins.
  2. Palette: lock option A’s 32 colours, or a stock palette (e.g. Resurrect 64).
  3. HP and MP bars instead of hearts.
  4. Pixel font: m5x7/m6x11, or commission one.
  5. Art source for M6d–M6g: keep mflux plus cleanup, buy a pack, or commission a pixel artist for the player and gear layers.
  6. Audio: packs now and commission later, or commission a composer early.