feat: batch wiki-fication of 00_Raw data

Applied double-save rule: Master Archive + Specialized Mapping for Skybound, Datacollector, and Frontend Mastery.
This commit is contained in:
Antigravity Agent
2026-04-25 22:52:01 +09:00
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# Skybound Nova Burst Icon and Effect Fix
**Date**: 2026-04-24
**Project**: Skybound Protocol
**Author**: Codex
**Status**: Raw follow-up fix for skill-specific visual mismatch
## 1. Screenshot Issue
`Nova Burst` looked like a lemon-shaped projectile icon.
This did not match the actual skill behavior.
## 2. Skill Meaning
`Nova Burst` is not a missile, crystal shard, or thrown projectile.
Actual gameplay behavior:
- automatic radial AoE shockwave
- triggers around the player
- damages enemies inside the radius
- knocks enemies outward
- cooldown-based burst every few seconds
- evolves into `Nova Guardian`, which adds stronger golden guardian behavior
## 3. Art Direction Correction
The icon should communicate:
- central arcane core
- circular shockwave expansion
- radial force
- rune-like magitech energy
- area control around the player
It should not communicate:
- lemon
- fruit
- single projectile
- gem pickup
- missile tip
## 4. Fixes Applied
The procedural generator now creates `Nova Burst.png` with a dedicated `nova` icon shape.
New visual structure:
- cyan circular shockwave rings
- central navy magitech core
- arcane core light
- radial spokes showing outward force
- subtle purple secondary energy ring
The in-game Nova Burst renderer was also adjusted:
- center sprite is smaller and treated as a rune core
- expanding shockwave ring is now the main visual read
- added translucent pressure disk
- added segmented rune ring
- kept Guardian variant as gold/orange
## 5. Changed Runtime Paths
Important changed paths:
- `/Volumes/Data/project/Antigravity/Skybound/scripts/generate_magitech_assets.py`
- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/systems/GameRenderer.ts`
- `/Volumes/Data/project/Antigravity/Skybound/public/sprites/missiles/Nova Burst.png`
## 6. Verification
Asset generation completed successfully.
Production build completed successfully with:
```bash
npm run build
```
The existing `/sprites/player.png` static asset warning remains non-blocking.
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# Skybound Particle and Supply Readability Fix
**Date**: 2026-04-24
**Project**: Skybound Protocol
**Author**: Codex
**Status**: Raw follow-up fix from gameplay screenshot review
## 1. Screenshot Issues
The reviewed screenshot exposed two readability problems.
Observed issues:
- Mint/cyan square particles were scattered across the floor and looked like items even though they could not be collected.
- The supply crate asset looked good, but it was not clear whether it was a player pickup or an enemy projectile/debris object.
## 2. Cause
### Mint Floor Squares
The mint squares were runtime particles from `EffectSystem`.
They were rendered in `GameRenderer.renderEffects()` using `fillRect()`, so every spark appeared as a small collectible-looking square.
These particles can come from combat hits, skill effects, EMP interactions, exp pickup feedback, or other short-lived feedback systems.
### Supply Ambiguity
The supply crate sprite itself was readable as an object, but the gameplay affordance was weak.
It needed explicit pickup language:
- pickup color
- capture ring
- directional marker
- short label
## 3. Fixes Applied
### Particle Shape
Runtime particles now render as small rotated diamond sparks instead of square floor blocks.
This keeps the magical spark feedback while reducing item confusion.
Normal shard fragments were also changed from square blocks to triangular fragments.
### Supply Pickup Readability
Supply drops now render with:
- mint-green dashed pickup ring
- soft pickup fill
- bobbing downward arrow
- retained supply crate sprite
- `PICK UP` label
This separates supply drops from enemy bullets, hazards, and cosmetic particles.
## 4. Changed Runtime Paths
Important changed path:
- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/systems/GameRenderer.ts`
## 5. Verification
Production build completed successfully with:
```bash
npm run build
```
The existing `/sprites/player.png` static path warning remains non-blocking.