Add two-stage charged-crystal demo and original art set.

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2026-08-13 13:18:41 +08:00
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# Godot generated data
.godot/
# Workspace-local engine binaries and downloads
.tools/downloads/
.tools/godot/
# Local build output
build/
dist/
# Planner-local recipe save backups
data/backups/*.json
# Editor and OS noise
.vscode/
.idea/
Thumbs.db
Desktop.ini
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# Workspace Toolchain
- Engine: Godot 4.7.1 stable, Windows x86_64 standard build
- Official download page: https://godotengine.org/download/windows/
- Downloaded: 2026-08-12
The engine is kept as a workspace-local portable tool and is intentionally ignored by Git.
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# Mana Foundry / 魔力工坊
A performance-conscious 2.5D factory-building game demo made with Godot.
## Current demo goal
Build the raw-crystal belt into the refinery, connect both machines to a mana source, bind each machine's bridge arm to explicit pickup and drop belt cells, then carry refined crystals into the charger. The demo completes when the vault sustains charged-crystal intake.
## Full-game direction
The demo is the physical substrate for a magical-law factory game, not the final progression model. The planned campaign crosses contiguous but law-separated fantasy biomes, automates growth, decay, elemental state, and spatial folding, then culminates in building and activating a dimensional gate. After the first warp, the gate becomes a bounded-random matter exchange whose mixed outputs and entropy form the postgame economy.
- Current design: `docs/tech-tree-v0.2.md`
- Experience requirements: `docs/requirements-magic-factorio.md`
- Implementation sequence: `tasks/tech-tree-plan-v0.2.md`
## Controls
- `1`: conveyor
- `2`: crystal source
- `3`: refinery
- `7`: charger
- `4`: collection vault
- `5`: mana pipe
- `6`: mana source
- `B`: configure a machine bridge arm (machine, pickup belt, drop belt)
- `R`: rotate the selected building
- Left mouse: place or inspect a building
- Right mouse: remove
- `WASD`: move camera
- Mouse wheel: zoom
- `N`: restart the demo site
- `F1`: toggle developer statistics
## Running
Open `project.godot` with Godot 4.7.1 stable, or run the workspace-local engine after Task 1 has completed.
## Planner recipe workbench
Double-click `tools/recipe-tree-editor/start-editor.cmd` to open the local planner tool. It provides searchable recipe, item, and machine catalogs; focused and full dependency graphs; live validation; undo/redo; JSON import/export; and recoverable direct saves to `data/recipe-book.json`.
Usage and field semantics are documented in `tools/recipe-tree-editor/README.md`.
Playable buildings, belt items, and inspect icons now come from the original art set in `assets/generated/`, catalogued by `data/art-catalog.json` against every recipe-book item and machine. The Kenney archive remains in `third_party/` for provenance only.
Third-party asset details are recorded in `THIRD_PARTY.md`.
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# Third-party assets
## Kenney Factory Kit 3.0
- Author: Kenney
- Source: https://kenney.nl/assets/factory-kit
- Download: https://kenney.nl/media/pages/assets/factory-kit/edaac9d4f6-1777639602/kenney_factory-kit_3.0.zip
- Version: 3.0
- Acquired: 2026-08-12
- License: Creative Commons Zero 1.0 Universal (CC0)
- License text supplied by author: `third_party/kenney_factory_kit_3.0/LICENSE.txt`
- Imported game assets: 143 GLB models under `assets/third_party/kenney_factory_kit/`
- Playable demo no longer instances these models; runtime art is the original set in `assets/generated/`. The archive stays for license provenance.
Kenney states that the content may be used for personal, educational, and commercial purposes. Attribution is appreciated but not required. We retain attribution in the project and eventual credits screen.
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# Mana Foundry original art contract
All generated icons, renders, and materials replace Kenney Factory Kit in the playable demo. The recipe book remains the ID authority; this folder is the art authority.
## Shared look
- Dark stone, aged brass, cyan ley-line light, violet high-tier charge.
- Each biome only tints the accent, never the treatment: old kingdom cyan, forest sap-green, death soul-violet, ember slag-orange, mirror star-silver, rift gold, post-rift magenta.
- No letters, numbers, UI chrome, watermark, or photographic people.
- Isolated subject, generous margin, no ground plane, no baked contact shadow.
## Icons (`icons/items`)
- Hand-painted fantasy factory inventory icon.
- Three-quarter object view, solid fill with a thin dark-stone rim, same visual weight.
- Flat charcoal field `#1A1612`.
- Must read at 32px: one silhouette, one accent glow.
## Renders (`renders`)
- Same orthographic south-east factory camera as the Godot scene (elevated, no perspective).
- Machines sit on a hidden grid cell; the building is the only subject.
- Logistics pieces match machine scale so a belt cell and a hopper share the same footprint language.
## Materials (`materials`)
- Seamless painted tiles, non-directional lighting, no landmark motifs.
- Used as albedo/emission sources, not as Kenney colormap swaps.
## Known defects
- Several materials inherit the factory-stone crack layout, so a 2×2 tile of `aged_brass` still shows a seam.
- A few late-game icons (`clay_construct`, `walker_construct`) read more sculpted than the painted crystal set, though they keep the charcoal field and padding.
- Demo belt items map `raw_crystal``raw_mana_crystal`, `refined_crystal``awakened_crystal`, `charged_crystal``charged_phase_medium`, because the recipe book has no separate charged-crystal row.
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