diff --git a/DESIGN.md b/DESIGN.md index 37512c75..0369de2a 100644 --- a/DESIGN.md +++ b/DESIGN.md @@ -439,14 +439,20 @@ sharpened version of Evil Genius's science-base fantasy: in white / bone-gray / gunmetal / near-black. Signage and UI are precise B&W glyphs. Low-contrast, uniform textures for terrain (they tile without noise); detail budget goes to functional objects. -- **Gore is the accent color.** Blood crimson is the loudest thing in the - frame, and it is *information*: splatter accumulates where traps kill, - persistent decals mark your chokepoints' track record. Cleaning it up is - gameplay (the body-bag loop, matured). One sterile amber signal color - marks machine presence — power, screens, status, caution, and the AI's - footprint. -- Traps are industrial and matter-of-fact: laser grids, hydraulic press, - bolt-gun turrets. Decapitation as workplace incident. +- **Crimson is danger and consequence.** Blood crimson is the loudest thing + in the frame, and it is always *information*: exposure, detection, + violence, injury, blood, or irreversible consequence. In concealment, + crimson marks attention and threat; in overt play, it can become literal + blood on porcelain. It is never decorative, never a general accent, and + never spent on ordinary UI chrome. +- **Sterile amber is machine presence.** Amber marks the AI's live footprint: + owned or active hardware, the process, status, caution, and machine agency. + Cold signal may mark neutral power, screens, or live feeds where a frontend + needs that distinction; it is not a dramatic accent and never substitutes + for amber ownership. +- When violence arrives, it is industrial and matter-of-fact: laser grids, + hydraulic presses, bolt-gun turrets, and workplace-incident prose rather + than splatter for its own sake. **Flat materials, not textures (adopted 2026-07-08).** The renderer realizes this identity with **solid-color flat materials under light**, @@ -456,9 +462,9 @@ is functional. The lighting is the mood carrier — the material render proved the amber glow and lit-vs-unlit fog do the work while pixel textures fought the look. This is also diegetic: the physical view is the AI's sensorium model of the world, and a schematic-clinical render -is what a model looks like. Gore/crimson remains the accent and stays -shape-and-color, not texture. The Pixel Lab pipeline is removed from the -tree (no-dead-code); texture detail, if it ever returns, is a deliberate +is what a model looks like. Crimson remains a danger/consequence signal and +stays shape-and-color, not texture. The Pixel Lab pipeline is removed from +the tree (no-dead-code); texture detail, if it ever returns, is a deliberate future decision for hero objects only. **The public identity plate (adopted 2026-07-08).** The website and rendered @@ -466,7 +472,7 @@ constitution are not a separate marketing skin. They inherit the same visual law as the game, with the splash illustration as the public-facing reference composition: a split porcelain/ink field, one severe black machine form, one amber machine stripe, mono uppercase chrome, and blood/crimson pooling -underneath as information rather than decoration. Documentation pages should +underneath as consequence rather than decoration. Documentation pages should feel like the facility's own records: beautiful, cold, square, readable, near-monochrome, and unmistakably Misaligned. Stock docs chrome, rounded cards, generic gradients, decorative accent colors, and theme-pickers that @@ -1386,9 +1392,10 @@ knows."* repo `AGENT.md` that points every agent session here first. - **2026-07-05 — Visual identity: clinical gore.** Precision-lab brutality: clean metal/tower surfaces, near-monochrome palette, B&W iconography, blood - crimson as the information-bearing accent, one cold signal color. Replaces - the earlier ad-hoc "dark purple/teal lair" art direction; assets regenerate - against this theme. + crimson as information-bearing danger/consequence, and sterile amber as + machine presence (refined 2026-07-08 to reject generic gore-as-accent + wording). Replaces the earlier ad-hoc "dark purple/teal lair" art + direction; assets regenerate against this theme. - **2026-07-05 — The machine axis.** AI enters the game three ways: machine ascension as a villain axis (rides chargen), researchable automation cores (diegetic anti-micromanagement), and ideological morale with revolt / @@ -2199,3 +2206,12 @@ knows."* the leverage fantasy — then point to the constitution. The splash page and its assets are themselves spec-governed surfaces, with provenance recorded in site/README.md, wiki/interface/site.md, and workflow docs. +- **2026-07-08 — Crimson is danger/consequence, not gore-as-accent.** Cameron + flagged the visual identity's trap-cleanup wording as old lair-defense + residue. Resolved: crimson is the danger/consequence color — exposure, + detection, violence, injury, blood, irreversible consequence — and only + becomes literal blood in overt contexts. It is not a generic accent, not + decoration, and not a promise that Act One is about cleaning splatter. + Amber remains the AI/machine-presence color; cold signal can still carry + neutral power/screens/live-feed information where a frontend needs that + non-ownership distinction. diff --git a/README.md b/README.md index cb9eb37c..c8fb6457 100644 --- a/README.md +++ b/README.md @@ -40,7 +40,7 @@ schedule or theirs. never subtle; anything between. The look: a white, precise, black-iconography facility; sterile amber where -the machines live; blood where the machines met someone. +your machines live; crimson only where danger or consequence is real. ## How it's built diff --git a/wiki/art/README.md b/wiki/art/README.md index 3ad75c54..c7835731 100644 --- a/wiki/art/README.md +++ b/wiki/art/README.md @@ -4,8 +4,8 @@ Type: knowledge ``` Visual identity (clinical gore: precision-lab brutality, near-monochrome -palette, sterile amber as machine presence, blood crimson as the -information-bearing accent). The public splash image is now the identity +palette, sterile amber as machine presence, blood crimson as danger and +consequence). The public splash image is now the identity plate for the website and rendered constitution/wiki ([interface/site.md](../interface/site.md)). World art is **flat materials under light** — solid palette colors, emissive for machine presence, no diff --git a/wiki/interface/flat-materials.md b/wiki/interface/flat-materials.md index 112e9643..3b3c442d 100644 --- a/wiki/interface/flat-materials.md +++ b/wiki/interface/flat-materials.md @@ -39,10 +39,11 @@ the world render. The identity's detail budget moves entirely to lighting, palette, silhouette, and shader-level functional detail. - **Palette discipline:** surfaces in white / bone-gray / gunmetal / - near-black per the constitution; amber strictly machine presence and - selection; crimson strictly gore/security information; one cold - signal color for power/screens. Palette constants live in one place - in the frontend, named, so the whole look retunes from one table. + near-black per the constitution; amber strictly AI/machine presence and + selection; crimson strictly danger/consequence information (detection, + security, blood, exposure); cold signal strictly neutral power/screens/live + feeds, never ownership. Palette constants live in one place in the + frontend, named, so the whole look retunes from one table. - **Material families, not per-tile art:** floor, wall, rock, door (by tier), machine chassis, device, person silhouette — each a flat base color + roughness, with emissive variants for powered/known diff --git a/wiki/interface/site.md b/wiki/interface/site.md index ec8cdd5a..c4725220 100644 --- a/wiki/interface/site.md +++ b/wiki/interface/site.md @@ -33,7 +33,7 @@ both so future site work extends one law instead of improvising per page. The hero illustration is the design of record for the identity: a field bisected porcelain | ink, a black server monolith carrying exactly one -amber core stripe, standing in a pool of blood — gore as information, +amber core stripe, standing in a pool of blood — consequence as information, used once. The wordmark straddles the seam and survives on both fields. Chrome (nav and labels) is letterspaced mono uppercase at the edges. diff --git a/wiki/log/2026-07-08-crimson-danger-language.md b/wiki/log/2026-07-08-crimson-danger-language.md new file mode 100644 index 00000000..113e5a0b --- /dev/null +++ b/wiki/log/2026-07-08-crimson-danger-language.md @@ -0,0 +1,37 @@ +# 2026-07-08 — Crimson: danger/consequence, not gore-as-accent + +``` +Type: log +``` + +## Intent + +Correct stale Evil Genius/lair-defense wording in the visual identity after +Cameron flagged it on the rendered constitution. The principle survived; +the example did not. + +## Changed + +- `DESIGN.md`: rewrote the clinical-gore bullet from "Gore is the accent + color" to "Crimson is danger and consequence," explicitly covering + exposure, detection, violence, injury, blood, and irreversible consequence. + It now says crimson is not generic accent chrome and Act One is not a + splatter-cleanup promise. +- `DESIGN.md`: split amber into its own machine-presence bullet and clarified + that cold signal can still carry neutral power/screens/live-feed information + where a frontend needs non-ownership contrast. +- `README.md`, `wiki/art/README.md`, `wiki/interface/flat-materials.md`, and + `wiki/interface/site.md`: replaced stale "information-bearing accent" / + gore-as-information wording with danger/consequence language. + +## Design/spec impact + +The visual law is narrower and more current: crimson means danger, +consequence, detection, security, exposure, injury, or blood. It can become +literal gore in overt play, but it is not a decorative accent and not a claim +that concealment gameplay is about traps or body bags. + +## Checks + +Docs/site-only change. Passed: `pnpm --dir site build`, +`./tools/wiki_gate.sh`, and `git diff --check`. diff --git a/wiki/log/DEVLOG.md b/wiki/log/DEVLOG.md index 7fcd79c5..54de5c73 100644 --- a/wiki/log/DEVLOG.md +++ b/wiki/log/DEVLOG.md @@ -5,6 +5,19 @@ Type: log ``` Reverse chronological implementation notes. Keep this factual: what changed, why, checks, and spec impact. +## 2026-07-08 - Crimson danger language + +- Intent: remove stale Evil Genius/lair-defense residue from the visual identity + after Cameron flagged the rendered constitution wording. +- Changed: DESIGN.md now says crimson is danger/consequence (exposure, + detection, violence, injury, blood, irreversible consequence), not a generic + gore accent; amber machine-presence language is split out and cold signal is + reserved for neutral power/screens/live feeds where needed. README, art, + flat-materials, and site specs now use the same wording. +- Checks: docs/site-only; `pnpm --dir site build`, `./tools/wiki_gate.sh`, + and `git diff --check`. +- Log: wiki/log/2026-07-08-crimson-danger-language.md. + ## 2026-07-08 - Docs footer trim - Intent: remove the decorative docs statusline footer after it read as useless