Deliverable #32 · 2026-10-06
The first detailed body — one adventurer through Meshy, into Godot, onto a phone
Install the signed-off build (Android, v41)
The graphics-tiers epic opened with a proof, not with wiring: if one real body could not look right and run right on a phone, nothing else in the epic was worth building. This is that body, and the build Kris looked at on his phone and said “that’s fixed it… I’d like to keep this good graphics version continuing.”
The build this page holds: spellgrove-v41.apk (above; the name is locked, it will never be
overwritten) and the web build at commit 062414a — the same client. On the account screen,
Graphics → Detailed; the world changes when you next enter a place. The APK is the game as it
was that afternoon, in every other respect: the Village, Golem Hollow, the witch, tag.
What it is

A young adventurer — glasses, a tee, cargo trousers, red sneakers — generated from a text prompt
by Meshy (tools/bodies/prompts/adventurer.txt), textured, auto-rigged to a 24-bone skeleton and
given the game’s six clips (idle, walk, run, jump, a two-fisted punch, a knock-down), all in one
GLB, in about four minutes and for 53 credits. 7,251 triangles.
In the engine he is cut into head, torso and legs on that one skeleton — the three parts Kris decided every creature has, each swappable from the start — and wears the player’s shirt and pants colours through a mask the tool keyed from the flat-coloured tee and trousers he was generated in.



What the day taught
- A spatial shader that writes
ALPHAis a transparent material to Godot, with no depth write. The body did, at full opacity, and on Kris’s phone the back of his head drew over his face and flipped as he turned — “like an optical illusion”. Only the fade twin writes alpha now. - The account box was a third of a phone’s resolution. A
SubViewportContainerrenders at design pixels undercanvas_itemsstretching; the box and the witch’s talking head now render at the screen’s own scale. This is also why Rah’s drawn faces had looked “low res” there. - A Meshy rig is in centimetres under a 0.01-scaled node, and “pure magenta” refines to hot pink. The tool measures both rather than assuming.
- The web pck grew 1.27 MB for the set; a body is three draw calls against the simple body’s six.
What Kris said, and what is next
The look is a clear step up and a direction to keep. The hands are wrong — open palms, the
rig’s A-pose carried into every clip — and “the vibe isn’t quite right yet”; this adventurer
stays as an option, the most normal body in the set. The vibe is its own piece of work now:
workshop/epics/art-direction/. The machinery continues in issues #16–#18 (the tier setting
with a live rebuild, the three parts on the wire with the account screen’s arrows, the starter
set).
Numbers and build notes: docs/handoff/graphics-tiers.md.
Correction (2026-10-20)
The adventurer — glasses, tee, cargo trousers, red sneakers — was a technical proof of the Meshy
pipeline only. Kris does not want him: not as the default and not as a starting point. The
“stays as an option” above no longer holds, and tools/bodies/prompts/adventurer.txt must not be
reused as a template. The default character direction is Kiki-like kids
(workshop/brand/style.md; the art-direction session). The assets stay in the repo as
the pipeline’s test fixture and the record of this build.
Sources & artifacts
-
docs/handoff/bodies/adventurer/ -
docs/handoff/graphics-tiers.md -
tools/bodies/ -
game/world/client/bodies/adventurer/
← related epic: graphics-tiers
Also available as raw markdown.