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Environment deep dive1:00 video

A living arena: light, shadow and weather

This caption-led video explains the environment systems using existing verified game captures and a native same-pose lighting comparison. It is a deeper look at implemented prototype features, rather than evidence of a newly completed fix. Sunrise and sunset footage uses the accelerated world-clock test.

Recorded prototype · Explanatory captions · Captions included in the video · Download video · Download transcript

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Painted scenery follows the skyline

Dawn, day, dusk and night have independently painted far, middle and near scenery. The sun and moon move behind those layers. Partial sun exposure at the skyline drives warm imagery, colored light and cinematic raster glare; night brings cool moonlight and warm stage lamps.

Lighting belongs to the pose

Frame-specific surface values respond to colored light direction and distance while retaining the original painted colors. Projected sprite silhouettes make shadows move with pose and light placement. The comparison shows the same native pose under opposite lamp directions.

Weather touches the stage and fighter

Rain contacts are distributed through mapped floor depth bands and moving sprite surfaces. Snow uses frame-specific body shapes and pose-following accumulation. Bruno’s harbor demonstration adds its own looping painted water between scenery layers.

Read the full video transcript
FIGHTING IN THE STREETS
A living arena: light, shadow and weather
Recorded prototype · Explanatory captions

[0:00] A living arena: light, shadow and weather
A fighting stage that changes with the world.

[0:04] Four times of day. Three scenery planes.
Dawn, day, dusk and night use separate paintings.
Far, middle and near layers create depth.

[0:10] Sunset responds to the skyline
Partial skyline exposure strengthens warmth and glare.
The sun passes behind the painted scenery.

[0:17] Cool moonlight. Warm local lamps.
Moonlight cools the stage.
Nearby lamps add directional, colored light.

[0:22] Light reads the pose
Light responds to values on the pose’s surface.
The original painted colors remain part of the result.

[0:28] Shadows belong to the moving silhouette
Moving silhouettes follow the light direction.
Pose, facing and position feed the 2D lighting model.

[0:33] One lighting model across the cast
The lighting model follows different character shapes.

[0:37] Rain makes contact
Rain hits mapped floor depths and moving sprite surfaces.

[0:43] Snow follows the animation
Snow uses frame-specific surface shapes.
Accumulation follows the pose instead of a fixed stripe.

[0:49] Bruno’s harbor has its own moving water
Dedicated water paintings loop between scenery layers.

[0:53] Fighting in the Streets
2D surface approximation · World state is saved per browser.
Original designs and artwork by Keyeske Yamada.
Game made completely in Codex GPT 6.1 SOL.
Music scores by Codex, remixed in Suno.

Footage notes: sunrise and sunset are accelerated world-clock tests. All game excerpts are existing verified prototype captures; the same-pose comparison enlarges exact native screenshot pixels. No new capture or newly completed fix is claimed.

Limitations: surface values and shadows are inferred 2D approximations, not 3D geometry or fluid simulation. Time/weather state is browser-local, without authoritative synchronization across computers. The dedicated animated harbor-water demonstration is Bruno’s stage.