PRIVATE LEARNING PROJECT · FEEDBACK REVISION · 18 OCT 2026

Mock’s Hold — prologue review

A fully scripted top-down scene with matching cast studies, bust expressions, animation, a tile map and your supplied prologue dialogue. This page is a review board; the Godot project is the playable version.

Music and sound — first listening candidates

Three original arrangements share a short theme. Listen against identical 30-second Godot staging, then compare the isolated loops. B — Chamber / On the Battlement is your chosen direction. All recordings and sound effects remain drafts. These are instrumental sketches rendered with FluidR3 GM, rather than a finished orchestral recording.

B · Restrained chamber

Same movement, ambience and effects in every film. Switching candidates retains the scene position. This is a condensed staging study with no added dialogue; it is separate from the full book timeline. Films include sound. Direction and reproduction notes.

A - Smoke over Malaz

Melodic JRPG: flute theme, harp movement, warm strings and cello.

26.7s loop · 72 BPM · Editable MIDI · Note arrangement

B - On the Battlement

Restrained chamber: English horn, viola, cello and sparse harp.

30.0s loop · 64 BPM · Editable MIDI · Note arrangement

C - An Uneasy Empire

Dark ambient: low strings, contrabass, isolated vibraphone and fragments of the theme.

30.0s loop · 64 BPM · Editable MIDI · Note arrangement

Battlement ambience

30-second wind loop, filtered from Luke.RUSTLTD’s CC0 PureData wind. This is synthesized wind, not a field recording. The vane squeal is triggered separately at relevant book paragraphs. No nearby battle or fire sounds are added.

Individual effect candidates

Stone footstep candidate
Footstep with light equipment
Cloth movement
Small metal movement
Rusty vane: synthesized friction study
Dialogue advance
Optional dialogue tick

In Godot, F3 opens the audio panel: choose A/B/C or music off, adjust master/music/ambience/effects/dialogue volumes, and optionally enable quiet text ticks. U mutes everything. The scene pauses while the panel is open; music and wind continue for listening. Footsteps follow animation contact frames, including the faster running cycle.

Godot audio panel; settings persist locally
Godot audio panel; settings persist locally

Foley: Kenney’s CC0 RPG sound pack. Wind: Luke.RUSTLTD, CC0. Instrument samples: FluidR3 GM, MIT. MIDI arrangements and the synthesized UI/vane effects were authored for this project. Credits · Audio manifest.

Current prologue — dialogue and staging

Dialogue only: no narrator or internal-thought boxes. All 48 speaking paragraphs remain in order, with punctuation corrected where prose dialogue tags were removed. The tower is attached to the wall; the extra stair fragment is gone. Commander and Fiddler watch upright, avoiding the lean-height jump. Ganoes keeps his approved tiptoe geometry.

Current 1080p/60fps capture with Chamber B, facial-mask expression blends, blacker Ganoes hair and 70-character/second typewriter reveal. Manual advance remains available in Godot. Walking defects listed below are still being refined; this film does not imply every animation is approved.

Punctuation audit · Body and animation contract

Exit timing close-up

Surly leads. Arrival times at the door are staggered by 0.65s; each character disappears independently at the threshold.

Run ./run.sh, or press F5 in Godot. F2 opens the cast gallery; A switches autoplay.

Ganoes — black hair

Chapter 1 explicitly describes his hair as black. The colour correction preserves his face, haircut, silhouette and pixel positions. Compare the previous warm highlights, new near-black hair and unchanged commander.

Previous warm hair
Previous warm hair
Ganoes: blacker hair
Ganoes: blacker hair
Commander: unchanged
Commander: unchanged

Current motion repairs and proportion pilot

Current Surly support correction, an unselected smaller-head Surly pilot, and Fiddler previous/revised run and walk. The pilot is deliberately separate: its head is smaller than our chosen chapter-one body reference, so a full cast migration is not yet selected.

What changed and what remains · Proportion and animation rules

Earlier study: Fiddler anatomy

The revised walk and idle preserve a complete head, neck and torso from the newer drawing. The previous export pasted an older head/back rectangle over the moving body to stabilise the fiddle. That patch is removed. The eight timed weight phases remain; running and leaning already preserve their complete anatomy and are shown unchanged for comparison.

Previous above, revised below; south, west, east and north. Historical v7 comparison; the current build uses the additional contact and side-walk revisions shown above. The fiddle is still painted into this candidate. Future removable equipment will use an intact base body plus an accessory layer, with the same body proportions and root. Revision notes.

Earlier study: walking weight

The previous walk appears above and the revised version below, at matched cycle times and travel speed. Head, shoulders, body and equipment move together by a small integer-pixel offset. Ganoes and Fiddler have a 2-pixel low-to-high range; the commander and Surly use a restrained 1-pixel dip. Each key drawing’s planted sole keeps its position through a tiny boot-edge adjustment.

Eight timed weight phases reuse the existing four limb drawings; these are not eight newly drawn leg poses. The 11-second Godot clip shows south/west/east/north and scripted travel. This clip predates Fiddler’s v7 anatomy correction shown above; the current game and gallery use the later contact and side-walk revisions. Frame timing follows actual travel speed. Study notes and reproduction.

References: schwarnhild’s free four-direction NPC, SLYNYRD’s walk-cycle breakdown, SLYNYRD’s top-down animation study.

Smooth expression changes

Selected expressions now preserve every pixel outside explicit facial masks. Hair, clothes and alpha silhouette are identical to neutral. Expressions blend in place over 0.20 seconds. The same feature is used by dialogue and the cast gallery. Each speaker remembers their last expression; character changes switch cleanly. Portraits keep their alignment and pixel sampling, and dialogue continues during the blend.

11-second Godot preview: all four cast members, followed by the actual dialogue component with expression-preview captions. Try F2, choose a character with 1–4, and press Tab to cycle emotions. Quickly cycling expressions keeps the latest choice queued until the current short blend finishes.

Cast at actual game scale

Actual Godot render: 160×192 portraits and 48×64 sprite cells
Actual Godot render: 160×192 portraits and 48×64 sprite cells

All five sprite models share the same frame contract. The twelve-year-old, adolescent and adults have different body heights inside those cells. Generated poses are sliced and aligned around the head. Earlier walk exports use fixed face/core patches; Fiddler’s current walk/idle preserve their complete source anatomy; running preserves complete anatomy; the commander and Fiddler now watch the wall upright. Four speakers now use eight timed phases in 384×256 walk sheets, based on four key drawings; the acolyte retains its earlier three-column sheet. These remain art candidates.

Ganoes Paran, twelve

Black hair and age come from the book. Indigo civilian tailoring is an interpretation of merchant nobility. Surprise is also available as an expression exercise.

neutral
neutral
proud
proud
scowl
scowl
surprised
surprised
South walk, enlarged 3×
South walk, enlarged 3×
West walk, enlarged 3×
West walk, enlarged 3×
East walk, enlarged 3×
East walk, enlarged 3×
North walk, enlarged 3×
North walk, enlarged 3×
All four direction rows: south / west / east / north
All four direction rows: south / west / east / north
tiptoe: settles and holds in game
tiptoe: settles and holds in game
tiptoe: neutral / small rise / held pose, 3×
tiptoe: neutral / small rise / held pose, 3×

Bridgeburner commander

Grey eyes, scarred left cheek/jaw, grey cloak and bridge brooch follow the text. Exact hair and stubble are interpretations. Check scar consistency in directional sprites.

neutral
neutral
grimace
grimace
South walk, enlarged 3×
South walk, enlarged 3×
West walk, enlarged 3×
West walk, enlarged 3×
East walk, enlarged 3×
East walk, enlarged 3×
North walk, enlarged 3×
North walk, enlarged 3×
All four direction rows: south / west / east / north
All four direction rows: south / west / east / north

Fiddle-carrying Bridgeburner, adolescent

Young, pockmarked, red-haired, mismatched worn armour, fiddle and scabbard. Revised face removes the first draft’s invented linear scars. Instrument damage needs clearer pixel work.

neutral
neutral
wry
wry
South walk, enlarged 3×
South walk, enlarged 3×
West walk, enlarged 3×
West walk, enlarged 3×
East walk, enlarged 3×
East walk, enlarged 3×
North walk, enlarged 3×
North walk, enlarged 3×
South running, enlarged 3×
South running, enlarged 3×
West running, enlarged 3×
West running, enlarged 3×
East running, enlarged 3×
East running, enlarged 3×
North running, enlarged 3×
North running, enlarged 3×
Four-direction run sheet
Four-direction run sheet
All four direction rows: south / west / east / north
All four direction rows: south / west / east / north

Surly / Laseen

Revised sprite proportions: less spherical hair volume, a narrower head and jaw, and a closer-cropped silhouette. The same generated head/neck pixels are held through each direction’s walk. The comparison below is commander / previous Surly / revised Surly / Fiddler at the same scale. Plainness and exact hair/robe fidelity remain review points.

Commander / previous Surly / revised Surly / Fiddler; rows south, west, east, north; exact 3×
Commander / previous Surly / revised Surly / Fiddler; rows south, west, east, north; exact 3×
neutral
neutral
cold smile
cold smile
South walk, enlarged 3×
South walk, enlarged 3×
West walk, enlarged 3×
West walk, enlarged 3×
East walk, enlarged 3×
East walk, enlarged 3×
North walk, enlarged 3×
North walk, enlarged 3×
All four direction rows: south / west / east / north
All four direction rows: south / west / east / north

Claw acolytes

One reusable faceless black-robed model plays both guards. No large portrait, visible eyes or invented insignia.

South walk, enlarged 3×
South walk, enlarged 3×
All four direction rows: south / west / east / north
All four direction rows: south / west / east / north

Environment and dialogue

Current tower and upright soldiers
Current tower and upright soldiers
Scripted staging with all six actors
Scripted staging with all six actors
Zero-based tile coordinates — report edits as (column, row)
Zero-based tile coordinates — report edits as (column, row)
Default 160×192 bust and integrated speaker name
Default 160×192 bust and integrated speaker name
Compact portrait alternative: press L
Compact portrait alternative: press L
Selected quieter floor candidate
Selected quieter floor candidate
Denser floor alternative: press M
Denser floor alternative: press M
Opening panorama as a brief establishing shot
Opening panorama as a brief establishing shot
Ending smoke across the battlement
Ending smoke across the battlement

The tile map uses 32×32 cells. The world is 640×360 logical pixels; at 1080p it scales exactly 3×. Characters follow authored pixel waypoints rather than a collision grid. The distant city is a separate art layer.

Masonry tile atlas
Masonry tile atlas
Quieter floor atlas
Quieter floor atlas
Square tower portal candidate
Square tower portal candidate
Vane: demon squatting on pike tip
Vane: demon squatting on pike tip

Book fidelity and remaining problems

The book takes priority. Later chapters may guide appearance continuity; the prologue determines age, clothing, equipment and action for this scene.

First review decisions: cast identities and ages, small-sprite proportions/motion, large versus compact bust layout, and the battlement composition. You can refer to a character, expression, animation frame or map coordinate.

Interactive controls

Space / Enter / click reveal or advance · A autoplay · B source paragraph · F2 gallery · G grid · L bust size · M floor · H hide review bar · F11 fullscreen · R restart.

Gallery: 1–4 choose a speaker, Tab cycle expression, arrow keys change facing, V toggles the fiddle soldier’s walk/run, 5 guards. Gallery and book views pause the cutscene. There are no player movement controls.

Selected game files and generation prompts

Selection means “used in this review build”; no candidate is approved. Earlier sources and rejected outputs are retained for history. Full manifest with source hashes.

AssetRuntimeMasterGeneration
ganoes: all walk sourceGame fileSourceExact prompt
ganoes: stable idle / head referenceGame fileSourceExact prompt
ganoes: neutral bustGame fileSourceExact prompt
ganoes: proud bustGame fileSourceExact prompt
ganoes: scowl bustGame fileSourceExact prompt
ganoes: surprised bustGame fileSourceExact prompt
ganoes: tiptoeGame fileSourceExact prompt
commander: all walk sourceGame fileSourceExact prompt
commander: stable idle / head referenceGame fileSourceExact prompt
commander: neutral bustGame fileSourceExact prompt
commander: grimace bustGame fileSourceExact prompt
fiddler: south walk sourceGame fileSourceExact prompt
fiddler: north walk sourceGame fileSourceExact prompt
fiddler: west walk sourceGame fileSourceExact prompt
fiddler: east walk sourceGame fileSourceExact prompt
fiddler: stable idle / head referenceGame fileSourceExact prompt
fiddler: south run sourceGame fileSourceExact prompt
fiddler: north run sourceGame fileSourceExact prompt
fiddler: west run sourceGame fileSourceExact prompt
fiddler: east run sourceGame fileSourceExact prompt
fiddler: neutral bustGame fileSourceExact prompt
fiddler: wry bustGame fileSourceExact prompt
surly: all walk sourceGame fileSourceExact prompt
surly: stable idle / head referenceGame fileSourceExact prompt
surly: neutral bustGame fileSourceExact prompt
surly: cold_smile bustGame fileSourceExact prompt
claw: all walk sourceGame fileSourceExact prompt
Opening panoramaGame fileSourceExact prompt
Map distant-city bandGame fileSourceExact prompt
Masonry tile atlasGame fileSourceExact prompt
Quiet floor tile atlasGame fileSourceExact prompt
Square tower portalGame fileSourceExact prompt
Demon vane on pike tipGame fileSourceExact prompt