Feature Request
The barrel_fire 4-frame animation at 6 FPS looks incredible in-game — subtle flame flickering that brings the world to life. We should apply this treatment to ALL entity sprites.
Architecture (already in place)
The ENTITY_SPRITESHEETS system in entity_renderer.gd is generic and ready to go. To animate any entity:
- Generate a 4-frame spritesheet (horizontal strip, e.g., 256x64 for 64x64 frames)
- Add entry to
ENTITY_SPRITESHEETS:
"entity_type": {
"path": "res://assets/textures/entities/entity_type_spritesheet.png",
"frames": 4,
"fps": 6.0,
}
- The system automatically creates
AnimatedSprite3D with AtlasTexture regions
Entities to animate
Enemies (subtle idle animations — breathing, pulsing, shifting)
Environmental
Items (lower priority — currently use different renderer)
- Items use
item_renderer.gd with Sprite3D, would need similar AnimatedSprite3D path
Notes
- Use the texture generation virtuous cycle (creator → critic → revise) for each spritesheet
- FPS should vary by entity: 6 FPS for fire, 2-3 FPS for subtle environmental, 4 FPS for enemies
- Keep the same 64x64 frame size for consistency
- Existing static textures stay as fallbacks in
ENTITY_TEXTURES