Lost Phantom / Games / Slime Wars / Art checklist

Slime Wars — what still needs art

Pulled out of the code, not out of memory. Every row below is something the game is currently drawing with a rectangle, a circle or a gradient generated at runtime — or an animation state the code already asks the Animator for.

How to read the priority tags. Blocking the code already calls for it and does nothing sensible without it. High a placeholder is on screen where players look most. Nice the placeholder is honestly fine; art would make it better, not fix it.

1. Animation states the code already expects do these first

These are parameter and clip names the game passes to Animator today. If a controller is missing one, the unit silently stays in whatever state it was in — which is the "slimes freeze mid-walk" class of bug rather than a visible missing-art placeholder.

Animator parameterTypeWho sets itNeeded on
isIdleboolUniversalSlimeAI, yourSlimes, enemySlimesEvery troop prefab Blocking
isWalkingboolsameEvery troop prefab Blocking
isFightingboolsameEvery troop prefab Blocking
isDeadboolsameEvery troop prefab Blocking
FiretriggerCanonAI (fallback)Turret prefabs Blocking
FireArctriggerCanonAI, arc modeTurrets — optional, falls back to Fire
FireDirecttriggerCanonAI, direct modeTurrets — optional, falls back to Fire
FireModeintCanonAI (0 arc, 1 direct)Turrets — only if you blend-tree it
GreenFlagUp / GreenFlagDowntriggerFlagControllerFlag prefab Blocking
RedFlagUp / RedFlagDowntriggerFlagControllerFlag prefab Blocking

And three clips played by name, which means the names have to match exactly: GreenFlagWave, RedFlagWave, GrayFlagWave. FlagController re-checks once a second that the flag is playing the right one, so a typo shows up as a flag that flickers between colours rather than as an error.

2. The troop sprite matrix 11 units × 4 states

The troop types the stats system knows about. Each needs the four states above, in green and red — red is currently the same sprite tinted, which is why the colourblind palette has to recolour by hue.

TroopNotes for the sprite
FighterThe baseline. Everything else is read relative to it.
MegaFighterReads as a bigger Fighter at a glance.
WarriorShop calls it "Soldier".
WizardHas a fireball ability — needs a cast pose.
ArcherVolley ability — needs a draw/loose pose.
CrossbowDistinct silhouette from Archer, or players cannot tell them apart on a busy lane.
SlingerShop calls it "Slingshot".
MusketMuzzle flash frame.
GunShop calls it "Gunner".
TankShield-wall ability — needs a braced pose.
MammothStomp ability — needs an impact frame.
Three per-unit overlays the code already applies, that could be art instead of tint. Veteran / Elite promotion badges (currently drawn chevrons), fusion (currently a scale-up), and the night glow (currently a darkness subtract). A one-frame Aseprite overlay per state would beat all three.

3. Code-drawn placeholders 40 files

These all generate a Texture2D at runtime. Nothing is broken — they were written so the systems could ship without waiting on art — but every one is a rectangle or a soft circle standing in for a sprite. Sorted by how much a real sprite would change the look.

Buildings and world

WhatCurrentlyFile
WatchtowerFlat coloured tower shapeWorld/Watchtowers.csHigh
WatchpostSmall blockWorld/Watchposts.csHigh
Mercenary camp tentTriangleWorld/MercCamp.csHigh
Base gate — outerPlank grain drawn pixel by pixelWorld/BaseGates.csHigh
Base gate — inner newSame plank sprite, recoloured and 15% tallerWorld/BaseGates.csHigh
Palisade / wall segmentsVertical barsBuild/WallBuilder.csHigh
Engineer unitSmall coloured blobBuild/Engineer.csHigh
Scout unitSmall coloured blobWorld/Scout.csHigh
Worker slimes (base ambience)Dots that hopWorld/WorkerSlimes.csNice
Base bannerRectangle, tinted per commanderPolish/BaseBanner.csNice
TorchNamed PlaceholderTorch in the sourceWorld/Torch.csNice
Choke / narrow passTwo blocksWorld/FlankChoke.csNice
Mud bog + gold vein patchesSoft ellipse decalsWorld/TerrainPatches.csNice — system is currently switched off
Building construction (raise)Slide-and-fade of the finished spriteBuild/BuildingRaise.csNice — scaffold frames would sell it

Combat and feedback

WhatCurrentlyFile
Cannonball explosionExpanding soft circleCannonballExplosion.csHigh
Building on fireSoft dotsPolish/BaseFireFX.csHigh
Building damage stateSoft dot particlesBuildings/DamageableBuilding.csHigh
Selection ringDrawn circleOrders/UnitSelection.csNice
Move / attack order markerDrawn arrowWorld/TroopOrders.csNice
Commander power ringDrawn ringPowers/CommanderPowers.csNice
Threat arrows (enemy incoming)Drawn triangleUI/BattleRead.csNice
Damage vignetteVertical gradientPolish/DamageVignette.csFine as is
Rain / weather streaksGenerated streak textureWorld/Weather.csNice
Fog of war edgeGradientFogOfWar.csFine as is
Night sky starsDotsWorld/NightSky.csFine as is

Interface and meta

WhatCurrentlyFile
Currency icons — coins, shards, gems, tokensGenerated shapesUI/CurrencyIcons.csHigh — these are on screen the entire match
Resource icons — wood, stone, ironGenerated shapesUI/ResourceIcons.csHigh
Rank badges (league chevrons)Drawn chevronsPolish/RankBadges.csHigh — ranked players screenshot these
Achievement medalDrawn medalUI/AchievementToasts.csHigh
Crate / loot box glow + openGlow sprite, no crate artCrates/LootBoxUI.csHigh — has an opened animator trigger already
Clan / account emblemsGenerated shapesAccount/Emblem.csNice
Colourblind shape badgesTriangle / circle in a 32×32 texturePolish/ColorblindShapes.csNice
Gamepad cursorDrawn pointerInput/ControllerSupport.csNice
Menu backdrop / dioramaGenerated gradient + shapesUI/MenuBackdrop.cs, UI/MenuDiorama.csNice
Minimap, stats graph, replay, snapshot, perf graphPixel-written texturesfive filesLeave alone — these are data, not art

4. Systems shipped recently with no art at all

SystemWhat it needs
Two-stage gatesThe inner gate should read as a different gate, not a recolour. It also repairs itself — a "mending" frame would explain that without a tooltip.High
Supply linesA cut-supply marker on the flag nearest your base. Right now the only cue is a text warning.High
Supply surge objectiveSomething on the map while the 45s clock runs. Currently text only.High
Turret ammunitionAn empty / reloading state on the turret. Off by default, but a dry turret currently looks identical to a firing one.High
Nightmare difficultyIts button is a runtime clone of the Impossible button, tinted violet. A real button sprite would be better.Nice
Enemy commandersSix named commanders (Grindtooth, Gash the Quick, Old Bulwark, Mother Sludge, The Tallyman, Baron Ooze) with no portraits. The picker names them before the match now.High — cheapest personality win available
Draft modeUnit icons for the ban panel; it is text buttons today.Nice
HeroesHero prefabs exist and default to noble_slime. Each hero needs the four states plus an ultimate pose.High

5. If you only do one page of art

In order, by how much each changes what a player sees:
  1. The four animator states on every troop. They are already being asked for. Nothing else on this list matters if slimes do not animate.
  2. Currency and resource icons. On screen every second of every match, and currently generated shapes.
  3. Six commander portraits. The names already ship; the faces are the cheapest personality in the game.
  4. Explosion and fire. Every fight ends in one.
  5. Rank badges. The thing ranked players screenshot.
A first pass at this list now exists. 124 sprites — the four animator states for all eleven troops in both team colours, the currency and resource icons, rank badges, explosion and fire frames, the buildings, and the six commander portraits — are generated from tools/pixel-art/ and shown at /games/slime-wars/art. They are built in the order section 5 below argues for.
See the pixel art Back to Slime Wars All games