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Build specification

Isometric Visual System#

Bellwether inherits the Kiduna Isometric Scene System V0.1.

Geometry#

2:1 basis; 128×64 px tile at 1×; one world unit = 0.25 m. screenX = originX + (x-y)64; screenY = originY + (x+y)32 - z*64. Every Component has placement, interaction, shadow, and focus anchors plus typed attachments. Depth combines semantic layer band with projected baseline.

Visual constitution#

Inhabited light; background illumination; architecture frames; tactility before ornament; nature connects; presence not pawns; state through the world; atmosphere carries depth; grid stays technical; world continues beyond viewport. Reject board-game tiles, mobile city-builders, voxel/toy worlds, neon portals, generic fantasy packs, and glossy AI assistants.

Materials and light#

Carved stone, dark wood, aged brass, restrained gilding, deep teal enamel, glass, textile, foliage, water, and fire share environmental ambient/directional/local/rim/reflection. Contact shadow is mandatory. State modifies nearby material and reflection before adding an Overlay.

Reference assets#

The existing four Commons images remain primary visual evidence. Generated Bellwether images are design references, not mastered shipping assets. Every shipping component must pass projection, scale, alpha, anchor, lighting, provenance, accessibility, and two-fixture insertion checks.