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docs(plans): pixel pet feature brainstorm artifact#16

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llinzzi wants to merge 7 commits into
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worktree-pixel-pet-plan
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docs(plans): pixel pet feature brainstorm artifact#16
llinzzi wants to merge 7 commits into
mainfrom
worktree-pixel-pet-plan

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@llinzzi

@llinzzi llinzzi commented Jul 12, 2026

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Requirements-only unified plan for a passive abstract blob creature living in the bottom-right 24×24 of the clock screen, reflecting four environmental signals (time, weather, indoor T/RH, music) via independent property layers on top of an always-running idle animation.

Product shape: bottom-right 24×24 placement, abstract blob form, fully passive, stateless across wake cycles, hidden in night mode.

13 requirements across 5 concerns (placement & layout, idle animation, property layers, coherence & transition, night mode & wake reset).

Artifact contract: ce-unified-plan/v1
Artifact readiness: requirements-only
Source: ce-brainstorm

Next step: hand off to /ce-plan to enrich into a complete implementation plan, or resolve the 3 'Resolve Before Planning' questions first (threshold values, station label placement, music reactivity scope).

llinzzi and others added 7 commits July 12, 2026 22:23
Brainstorm artifact covering a passive abstract blob creature living in
the bottom-right 24x24 of the clock screen, reflecting four environmental
signals (time, weather, indoor T/RH, music) via independent property
layers (shape, eye state, surface texture, motion mode) on top of an
always-running idle animation. Stateless across wake cycles, hidden in
night mode, no interaction burden.

Artifact contract: ce-unified-plan/v1
Artifact readiness: requirements-only
Source: ce-brainstorm

Co-Authored-By: Claude <noreply@anthropic.com>
- R3: station_label truncated to 16 chars (centered)
- R8: indoor temp thresholds 18/26 C; humidity intensifies sweat above 60% RH
- R9: music reactivity scoped to on/off signal, no BPM detection

Unblocks /ce-plan and lfg handoff options.

Co-Authored-By: Claude <noreply@anthropic.com>
Standalone single-file simulator rendering the pet at 24x24 native
resolution with 16-level grayscale, 8x scaled for visibility.

Controls: shape (time), eyes (time + weather), surface (weather + indoor
T/RH), motion (music on/off), night mode, force-day-at-night.

Presets: 4 scenarios (morning-sunny, rainy-night, hot-afternoon,
snowy-evening). Auto-cycle option. Pixel inspector (click a pixel to
see its L value).

No external dependencies; opens directly in any browser.

Co-Authored-By: Claude <noreply@anthropic.com>
…dio)

Replace math-derived ellipse blob with hand-designed 24x24 sprite using
a limited 5-tone GBA palette (outline / shadow / body / light /
highlight). Three body shapes (round/tall/flat) hand-drawn, four eye
overlays (open/half/closed-happy/squint) and four surface overlays
(none/music/rain/snow) applied as pixel-level patches on top of the
base sprite.

Co-Authored-By: Claude <noreply@anthropic.com>
…ide gallery

Four distinct silhouettes for direct comparison:
- A: vintage transistor radio (antenna + speaker holes)
- B: bluetooth capsule speaker (mesh grille + LED)
- C: pocket creature (round + ears + anime eyes)
- D: GBA bot (square + 2 antenna + screen)

Same state controls all four simultaneously. Each design has its own
hand-drawn 24x24 sprite with the same 6-tone GBA palette. Overlays
(eyes, surface decorations) are applied per-design with their own
eye-region coordinates.

Co-Authored-By: Claude <noreply@anthropic.com>
Replace the radio/pet/robot designs with 4 cat variants:
- A: round-face chibi cat (classic mascot)
- B: alert cat with perked ears (looking up)
- C: sleepy cat with crescent eyes (lo-fi vibes)
- D: side-profile cat with whiskers (recognizably feline)

Each sprite uses the same 6-tone GBA palette. Two-eye variants A-C
share the same eye-region coordinates; D has a single-eye region for
the side profile. Same shared controls and presets as before.

Co-Authored-By: Claude <noreply@anthropic.com>
…ard edges)

Drop the GBA 6-tone palette for a strict FC 4-tone:
- L0 outline (#, @, M)
- L8 body main (+)
- L11 body highlight (o)
- L15 eye white / snowflake (W)

Same 4 cat silhouettes (round / alert / sleepy / side profile),
redrawn with hard 1px outlines, no smooth body gradients, smaller
geometric eyes. Each sprite is now closer to NES/Famicom aesthetic
than the previous GBA attempt.

Co-Authored-By: Claude <noreply@anthropic.com>
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