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Mythic Masters: from 3/10 to great: much more detail, effects and moves on the beasts #2802

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@QuinnsCode

Part of #2753. Follows the second art pass (#2779, PR #2797).

The owner scores where the beasts are now at about 3 out of 10. The second pass made them read better at fight size, but they're still simple blob-and-stick shapes. Aim much higher, on three fronts:

  • Detail: more shape and surface per beast. That means faces with expression (brows, lips, teeth, ears that read), hands and feet with digits and claws, layered fur and scales, and markings and colour variation beyond flat palette regions. It probably needs new builder parts (scales or plates, teeth rows, broad feathers, ears, fur rooted on blob surfaces), not just sheet edits. The builder gaps in Mythic Masters: builder fixes the second art pass hit (Nessie blend, feather tips, sphinx wings, tufts in blobs) #2795 are part of this.
  • Effects: each beast's element and legend shown on screen. Glow, breath, sparks, mist, trails on moves, hit flashes and impact particles that match the move, aura on an ultimate, and footprints and dust on landing.
  • Moves: animation that sells each of the six moves. Distinct poses and anticipation for light, heavy, launcher, special, beam and ultimate per archetype, wing beats, tail swipes, grabs, and creature-specific signature motions from the legends, beyond the shared IK lunge and rear.

How to judge: ?gallery=0..3 for detail; a fight per archetype for effects and moves. Before and after screenshots in each PR, scored out of 10.

Suggested split, one worker each, all from main: builder detail parts; per-region sheet passes once those land; move effects; move animation.

Activity

  1. self-assigned this
    on Oct 29, 2026
  2. QuinnsCode commented on Oct 29, 2026

    @QuinnsCode
    OwnerAuthor

    Round 1 of the fight-side fronts is PR #2810 (effects and move animation; green, awaiting merge). The rest is split into worker-sized issues with disjoint files, all from main, so they can run at once:

    Now, in parallel (7 workers)

    After #2807 merges (3 workers)

    Each PR: art or code only as its issue says, every foot still a rig tip, before and after screenshots scored out of 10, judged on ?gallery=0..3 and a fight per archetype side-on (window.wildclash.camera("side") from #2810).

  3. QuinnsCode commented on Nov 3, 2026

    @QuinnsCode
    OwnerAuthor

    Score: 3/10 (target 9)

    The owner's score; target 9 matches the child climb #2943. Seeded for bun run climbs (#3401).

  4. QuinnsCode commented on Nov 4, 2026

    @QuinnsCode
    OwnerAuthor

    Its climbs moved up: animation and graphics #3455, beast models #3459, animation lane #3219, plants #3312.

  5. QuinnsCode commented on Nov 5, 2026

    @QuinnsCode
    OwnerAuthor

    Score: 1.5/10 (target 9)

    Reset by the owner (2026-11-05): every hill climb's score is halved to match what they expect, the owner's own numbers included; this one was 3. Each round reports half from here on.

  6. QuinnsCode commented on Nov 6, 2026

    @QuinnsCode
    OwnerAuthor

    Issue-runner check (2026-11-05): this umbrella is covered. Each of its three fronts now lives in a newer, open climb, so no new work goes here:

    Done children: #2807, #2809, #2817, #2819, #2820, #2795, #2943.
    Still open from the first split: #2818 (first detail pass, Africa and Europe) and #2808 (second detail pass per region). Those are the next oldest; the issue runners take them bottom up.

    Phase done here; the score (1.5/10, target 9) is carried by #3516 and #3455. Moved up to #3516.

  7. added a commit that references this issue on Nov 9, 2026
    230c56d
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