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# Session 01: Direction And Asset Readiness

**Session ID**: `phase30-session01-direction-and-asset-readiness` **Status**: Not Started **Estimated Tasks**: \~12-25 **Estimated Duration**: 2-4 hours

***

## Objective

Lock the first implementation inputs so later runtime work has stable product, economy, renderer, and art constraints to build against.

***

## Scope

### In Scope (MVP)

* Confirm `AI Rogue`, `ai-rogue`, `Insight Shards`, manual claims, and the locked earning source weights remain the baseline.
* Document the extension boundary, privacy constraints, media policy, and non-goals that must be preserved during implementation.
* Finalize the first pixel-art batch acceptance checklist, prompt/provenance notes, palette, tile size, and animation-frame budget.
* Record that `pixi.js@8.19.0` is installed before implementation, while runtime imports stay lazy and out of the registry.
* Record that `Insight Shards` appear both as dungeon pickup feedback and as post-run or claim rewards for the first playable slice.

### Out of Scope

* Any runtime, renderer, economy, or simulation code.
* Audio, worker simulation, gamepad, pointer lock, collectors, and generated content packs (explicitly deferred).

***

## Prerequisites

* [ ] Phase 29 completed.
* [ ] `docs/extensions/ai-rogue/plan-2026-06-21.md` and `visual-assets.md` reviewed.

***

## Deliverables

1. A stable implementation baseline for product naming, capability declarations, economy weights, renderer constraints, and art acceptance.
2. Reproducible asset notes (prompt/provenance, palette, tile size, frame budget) for any committed first-batch player, enemy, tile, item, and UI art.
3. Recorded assumptions marking deferred systems out of scope.

***

## Reference Code (`EXAMPLES/`)

Concrete tile-size and atlas precedents to ground the art-batch decisions:

* `EXAMPLES/Rotten-Soup/` ships a **32x32** tile atlas (DawnLike-derived): `src/assets/js/game/ResourceLoader.js` loads `compiled_tileset_32x32.png` plus a `compiled_dawnlike.json` atlas, and `GameDisplay.js` (`tileSize = 32`) slices every 32x32 frame into a `tilesetMapping`. A single packed atlas + JSON, not loose PNGs, is the precedent that fits the 200 KB media policy.
* `EXAMPLES/frogue/src/fae/grid.cljs` uses a **16px** grid (`size 16`, `snap-to-grid`), a lighter precedent if the palette/frame budget favors smaller tiles.

Use these only to anchor the tile-size, palette, and frame-budget choices; AI Rogue's own first-batch art is tracked separately (see below).

## Locked Visual Assets (`visual-assets.md`)

`docs/extensions/ai-rogue/visual-assets.md` is the authoritative art spec for this session, and its **first batch is already generated, packed, and committed**. This session's job is largely to confirm and record what is locked there, not to re-decide it:

* **Tile size / scale**: 16x16 source, nearest-neighbor, 2x display baseline (32 CSS px/tile); 3x is a desktop option only.
* **Frame budget**: player = 1 idle + 2 move frames per direction (4 directions); enemy = 1 idle + 1 attack/hit. Footprints: 16x16 standard, 32x32 boss. Confirmed by the committed `gameplay-atlas.json` frame set (`player_<dir>_0..2`, `enemy_errant_process_0..1`, etc.).
* **Enemy set**: `Errant Process`, `Firewall Sentry`, boss `Kernel Sentinel` (silhouettes and behaviors described in the doc).
* **Palette**: locked swatch table with fixed semantics (cyan = currency, green = health, orange/red = hostile, magenta/acid = hazard) on a dark dungeon base.
* **Atlas grouping**: exactly two atlases -- `gameplay-atlas` and `ui-atlas`, already committed under `src/assets/ai-rogue/` (11,446 / 3,339 byte PNGs, both under the 200 KB policy).
* **Provenance + acceptance**: the asset-tracking template, per-asset provenance blocks, and the acceptance checklist already live in the doc -- reuse them rather than inventing a new format.

Net effect: the "finalize art batch / palette / tile size / frame budget" work in scope is mostly **ratification and recording** of locked decisions; flag any gap (e.g. a missing relic or UI frame) rather than re-opening choices.

## Success Criteria

* [ ] The first implementation can proceed without inventing names, currency rules, capability reasons, or asset policy decisions.
* [ ] Pixel-art assets selected for runtime use have committed workspace paths, provenance notes, and pass the 200 KB per-file policy where applicable.
* [ ] Deferred systems are explicitly marked out of scope unless later profiling or UX evidence justifies them.


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