# GRAPHIC & TECHNICAL DESIGN SPECIFICATIONS: CHARACTER SYSTEM
# PROJECT FREEEXILE: DARK MARTIAL ASTRAL 2.5D ARPG

> **Responsible Departments**: Art & UI/UX Director (`art_ui_director`), Lead Documentation Architect (`lead_documentation_architect`), Lead Localization Architect (`localization_lead`).  
> **Document Version**: 1.0.0-RELEASE  
> **Target Platforms**: iOS Metal 120Hz Client, WebApp Simulation, 2.5D Isometric Engine.

---

## 1. CHARACTER ART DIRECTION & RENDERING PHILOSOPHY

### 1.1. 2.5D Dark Martial Astral Aesthetics
- **Classic Isometric Heritage**: Adopting a **2.5D True Dimetric 2:1 Isometric Projection** (Pitch $30^\circ$, Yaw $45^\circ$, Orthographic), providing clean, high-clarity battlefield visibility tailored for mobile displays without motion sickness.
- **3D-on-2D Depth Hybrid (Pre-rendered Normal & Depth Baking)**:
  - Base models crafted in High-Poly ($45,000 - 65,000$ tris) to bake Albedo, Normal, Roughness, Metalness, and Ambient Occlusion maps across 16 isometric angles into ultra-optimized Sprite Sheets.
  - The runtime client leverages **Apple Metal Compute Shaders** for dynamic real-time PBR lighting, soft environmental contact shadows, and metallic reflections.
- **Eastern Martial Presence**: Silk robes, dragon-scale iron plates, ascetic prayer beads, and flowing ribbons animated with realistic aerodynamic inertia.

---

## 2. TECHNICAL PIPELINE SPECIFICATIONS

| Technical Parameter | Specification Standard | iOS Metal Optimization Notes |
| :--- | :--- | :--- |
| **Camera View** | Isometric True Dimetric $2:1$ | Pitch $30^\circ$, Yaw $45^\circ$, Orthographic Projection. |
| **Animation Directions** | 8 Directions (Base Walk/Run) / 16 Directions (Skills) | N, NE, E, SE, S, SW, W, NW (+ 8 intermediate rotational angles). |
| **Sprite Frame Resolution**| $256 \times 256$ pixels (Retina @3x) | Pixel-crisp cloth weaves and weapon glints on Super Retina XDR displays. |
| **Texture Compression** | **ASTC 6x6** (iOS Metal) / **BC7** (macOS/PC) | 75% VRAM footprint reduction, zero decompression latency on Apple GPU. |
| **Texture Atlas Dimensions**| $2048 \times 2048$ per Character Class | Packs Idle, Run, Hit, Death, and Combat combos into 1-2 atlases to minimize Draw Calls. |
| **Draw Call Budget** | $\le 2$ Draw Calls per Character | 1 Call for body rig + 1 Call for weapon aura / particle trails. |
| **Metal Compute Particles** | Max $2,500$ particles per skill | Simulated directly on Apple GPU via Metal Compute Shaders (0% CPU impact). |
| **Target Frame Rate** | **120 FPS** (Apple ProMotion) | Hardware frame interpolation between logical animation keyframes (30fps/60fps). |

---

## 3. THE 5 STARTING FIVE ELEMENTS MARTIAL SECTS

```
                   [FIVE ELEMENTS MARTIAL MATRIX]
                       
                           FIRE (Infernal Berserker Blade)
                          /     \
                         /       \
  WOOD (Nether Venom Herbalist)   EARTH (Vajra Titan Arhat)
          \                               /
           \                             /
            WATER (Glacial Frost Temple) <--- METAL (Azure Wind Sword Sect)
```

---

### 3.1. AZURE WIND SWORD SECT (THANH PHONG KIẾM TÔNG) - METAL ELEMENT
- **Entity ID**: `char_class_azure_wind_sword`
- **Localization Key**: `class.azure_wind_sword.name`
- **Elemental Affiliation**: Metal (Focus on Attack Speed, Physical Armor Penetration, Critical Strike Multiplier).
- **Art & Visual Description**: Slender, agile swordsman/swordswoman clad in pristine silver-white flowing silk robes with azure-green storm embroidery. Long hair secured by a celestial jade hairpin. Wields twin slender steel jian swords shimmering with cold silver metallic luster.
- **Technical Specifications**:
  - `Sprite Frame Budget`: 102 frames total (Idle: 12f, Run: 16f, Phantom Evasion: 8f with 4 ghost trails, 3-hit Attack Combo: 10f+14f+18f, Cast: 14f, Hit: 6f, Die: 16f).
  - `Metal Shader Type`: `MetalPBR_Anisotropic` (Calculates anisotropic specular highlights for silk fabrics and metallic sword blades).
  - `Emissive Aura`: Silver-white wind aura (`Color: #E0F7FA`, `Intensity: 2.4`).
  - `Hitbox Shape`: 3D Capsule (`Radius: 0.42m`, `Height: 1.80m`).
  - `Base Move Speed`: $6.2 m/s$. Mass: $65kg$.
  - `Audio & Apple Core Haptics`: High-frequency cutting wind sound (`3.5kHz - 8kHz`). Sharp transient haptic tap (`Strength: 0.65`, `Sharpness: 0.90`).

---

### 3.2. NETHER VENOM HERBALIST (U MINH ĐỘC Y) - WOOD ELEMENT
- **Entity ID**: `char_class_nether_venom_herbalist`
- **Localization Key**: `class.nether_venom.name`
- **Elemental Affiliation**: Wood (Damage over Time Poison, Corrosive Debuff, Life Siphon).
- **Art & Visual Description**: Mysterious necromancer-physician wearing layered dark emerald green and deep violet robes with poisonous thorn vines wrapping around arms. Wears an engraved horned silver half-mask. Carries an ancient smoking venom cauldron and poisonous throwing needles.
- **Technical Specifications**:
  - `Sprite Frame Budget`: 104 frames total (Includes summon and spore eruption sequences).
  - `Metal Shader Type`: `MetalPBR_SubsurfaceBioLuminescent` (Simulates translucent poisoned skin and glowing bioluminescent spores).
  - `Emissive Aura`: Poisonous toxic emerald (`Color: #00E676`, `Intensity: 3.1`).
  - `Hitbox Shape`: 3D Capsule (`Radius: 0.40m`, `Height: 1.72m`).
  - `Base Move Speed`: $6.0 m/s$. Mass: $58kg$.
  - `Audio & Apple Core Haptics`: Sizzling chemical mist SFX. Low-frequency continuous wave haptic feedback (`120Hz`, `Intensity: 0.45` simulating DoT tick damage).

---

### 3.3. GLACIAL FROST TEMPLE (HÀN BĂNG THẦN ĐIỆN) - WATER ELEMENT
- **Entity ID**: `char_class_glacial_frost_temple`
- **Localization Key**: `class.glacial_frost.name`
- **Elemental Affiliation**: Water (Freezing CC, Chill Slowdown, Energy Barrier Shield).
- **Art & Visual Description**: Ethereal glacial priestess in flowing cerulean and frosty cyan crystal robes. Floating glacial lotus staff sculpted from thousand-year permafrost. Footsteps leave blooming ice snowflakes and ground frost ripples.
- **Technical Specifications**:
  - `Sprite Frame Budget`: 100 frames total.
  - `Metal Shader Type`: `MetalPBR_GlassRefraction` (Refracts light through translucent ice barrier and robes).
  - `Emissive Aura`: Brilliant glacial azure (`Color: #00B0FF`, `Intensity: 2.8`).
  - `Hitbox Shape`: 3D Capsule (`Radius: 0.40m`, `Height: 1.75m`).
  - `Base Move Speed`: $6.1 m/s$. Mass: $55kg$.
  - `Audio & Apple Core Haptics`: Crisp glass-shattering SFX. Dual transient haptic impulses representing freeze-and-shatter.

---

### 3.4. INFERNAL BERSERKER BLADE (LIỆT DIỄM CUỒNG ĐAO) - FIRE ELEMENT
- **Entity ID**: `char_class_infernal_berserker_blade`
- **Localization Key**: `class.infernal_blade.name`
- **Elemental Affiliation**: Fire (Raw Physical Damage, Exploding Flame AoE, Heavy Stagger).
- **Art & Visual Description**: Hulking muscular barbarian warrior in blackened iron dragon-scale armor with glowing molten cracks. Flaming brand tattoo on forehead. Wields a colossal two-handed jagged executioner greatsword wreathed in roaring fire.
- **Technical Specifications**:
  - `Sprite Frame Budget`: 108 frames total (Includes earth-shattering slam and whirlwind spin).
  - `Metal Shader Type`: `MetalPBR_EmissiveHeatDistortion` (Post-processing heat distortion ripple effect around the blade).
  - `Emissive Aura`: Deep molten orange-red (`Color: #FF3D00`, `Intensity: 4.2`).
  - `Hitbox Shape`: 3D Capsule (`Radius: 0.55m`, `Height: 2.05m`).
  - `Base Move Speed`: $5.8 m/s$. Mass: $95kg$ (Knockback Resistance: 60%).
  - `Audio & Apple Core Haptics`: Sub-bass explosion boom, heavy metal impact. Maximum transient haptic impact (`Strength: 1.00`, with 0.15s screen shake).

---

### 3.5. VAJRA TITAN ARHAT (KIM CANG LA HÁN) - EARTH ELEMENT
- **Entity ID**: `char_class_vajra_titan_arhat`
- **Localization Key**: `class.vajra_titan.name`
- **Elemental Affiliation**: Earth (Physical Armor Defense, Stagger Shield, Ground Shockwave).
- **Art & Visual Description**: Towering ascetic warrior monk with bronze-metallic skin. Saffron-colored robes half-draped over muscular shoulder. Giant meteor-rock Buddhist prayer beads orbit his chest. Wields an ornate bronze monk spade staff and heavy shield.
- **Technical Specifications**:
  - `Sprite Frame Budget`: 99 frames total.
  - `Metal Shader Type`: `MetalPBR_MetallicRoughnessBronze` (85% Metalness, 25% Roughness antique bronze reflection).
  - `Emissive Aura`: Golden divine arhat glow (`Color: #FFD700`, `Intensity: 2.6`).
  - `Hitbox Shape`: 3D Capsule (`Radius: 0.60m`, `Height: 2.10m`).
  - `Base Move Speed`: $5.5 m/s$. Mass: $120kg$ (Knockback Resistance: 85%).
  - `Audio & Apple Core Haptics`: Deep bronze temple bell toll resonance. Heavy low-frequency transient haptic thump.
