feat: 비주얼 오버홀 — 한글 폰트 번들·실제 캐릭터 스프라이트·라벨 정리#128
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…label polish UI/art quality pass after the running game looked unfinished: - Bundle Galmuri (SIL OFL 1.1) Korean bitmap font in Resources/Fonts and load it for all UI text, replacing the OS Malgun Gothic/Arial dependency. Crisp, deterministic Korean glyphs on every machine. - Replace the procedural blob player and mentors with recolored sprites sliced from the 'Zelda-like tilesets and sprites' pack (ArMM1998, CC0): 4-direction idle/walk/cast player frames plus 15 mentor poses (5 floors x neutral/happy/frown), via the new scripts/import-character-pack.py. - Goal labels get a 1px outline and alternate above/below their target so neighbouring labels no longer stack and overlap. - Relocate the gameplay codex button off the parchment quest panel to the bottom-right above the skip button. - Screenshot exporter now disables the pixel-perfect 632x356 windowbox during capture so HUD text is captured at full resolution (it was smearing every small glyph), and leaves the title screen / clears stale floor roots for clean per-floor shots. License: docs/CREDITS.md and docs/asset-licenses/fonts updated.
The launch/title screen was built on top of a fully-loaded floor 1 behind a 94%-opaque overlay, so the level and HUD bled through and the tower silhouette (offset to x=250) overlapped the title text. - Make the boot overlay fully opaque and put it on its own canvas at sorting 200, above the HUD (100) and world labels (42), so the title/menu/pause screens cover the game cleanly instead of letting stray panels poke through. - Recompose the tower silhouette as a centered, low-contrast backdrop drawn behind the title text (was a crude off-center panel clipping the title), and nudge subtitle/flavor/prompt spacing. - Add FloorScreenshotExporter.ExportTitle to capture the title screen for review.
- Codex note body started at y=202 and ran straight through the tab row (y=164); move it below the tabs so tabs and text no longer collide (affects both the note and discovery tabs). - Ending report was a 760x520 card on the gameplay canvas, so the finished floor showed around it. Make it a full-screen opaque backdrop with a gold-bordered card and larger (18pt) centered text. - Add FloorScreenshotExporter.ExportAllScreens to capture every menu/boot screen (title, menu, options, pause, codex, discovery, ending report) for review.
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Superseded by #129, which includes these commits and the consolidated final integration. |
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배경
실제 빌드를 돌려본 결과 UI 텍스트가 흐릿/깨지고, 목표 라벨이 서로 겹치고, 플레이어·NPC 도트가 절차생성 blob이라 완성도가 낮았습니다. 이를 전반적으로 끌어올립니다.
변경
Resources/Fonts에 넣고 모든 UI 텍스트에 적용. OS 폰트(Malgun Gothic) 의존 제거 → 모든 머신에서 동일하게 또렷한 한글.scripts/import-character-pack.py로 재현 가능.검증
-executeMethod스크린샷 익스포터로 변경 코드 정상 실행 확인.참고 (테스트)
로컬 batchmode 테스트러너가 이 환경에서 결과 XML을 안 쓰고 조기 종료하는 하니스 이슈가 있어 로컬 EditMode/PlayMode XML은 못 받았습니다(컴파일 에러 0, execute-method 실행은 정상). 회귀 위험이 있던 health 테스트는 코드를 직접 검토해 해당 변경을 되돌렸습니다. 권위 있는 통과 여부는 CI(클린 컨테이너)에서 확인됩니다.
라이선스
docs/CREDITS.md,docs/asset-licenses/fonts갱신. 폰트 OFL, 캐릭터 CC0.