Exact source used by this build. SHA-256: 38ad5be4c95f339175d83d4b53b6cd0eba53b1a6839b7bf7b39200013e3b8f59.
1 # Asset credits
2
3 Tamarack uses original, code-generated placeholder artwork. The colored 16 × 16
4 Tiled blockout atlas in `packages/content/data/tiles/`, terrain patterns, trees,
5 rocks, buildings, crops, player markers, closed gates/boat/rail, mine entrance,
6 and weather particles are made for this project and dedicated to CC0.
7
8 The interface uses system fonts and original CSS. No downloaded or proprietary
9 game art, maps, text, music, or other assets are included.
10
11 Shared items core: inventory icons and debris, forage, chest, shop and shipping-bin
12 shapes are original procedural placeholder graphics created for Tamarack, CC0.
13
14 Fishing: fish, bar, treasure, bobber and crab-pot shapes are original procedural
15 placeholders created for Tamarack, CC0; manifest keys live in the fishing domain.
16 This vertical slice uses no downloaded art. The farm tiles, crop shapes, player marker,
17 and interface are simple original vector shapes generated at runtime by this project.
18 They are dedicated to CC0 for placeholder use and may be replaced by the design team.
19
20 ## Tamarack original pixel art — first production batch
21
22 The separate `gen/` art set was designed for this project using OpenAI's built-in
23 image-generation tool, then converted to exact native pixel frames by the local
24 TypeScript pipeline. It is original generated artwork, not downloaded CC0 art.
25 No third-party sprite, texture, character, building, map, or font is included.
26 The existing runtime placeholders described above are unchanged.
27
28 Twenty-six original source sheets are preserved in `tools/art/raw/`, alongside
29 their extraction catalog. Every generation prompt and style-reference role is
30 recorded in `tools/art/prompts.md`. The user-supplied official Stardew Valley
31 screenshots were used only for general pixel scale, color saturation, density,
32 lighting, and proportions. Those screenshots remain the property of their
33 respective rights holders; they are not included, traced, sampled, or copied.
34
35 Terrain transitions, water phases, connecting fence/wall pieces, shirt palette
36 variants, separate translucent oval shadows, atlas packing, and the example farm
37 layout are original deterministic project code. Regenerate exports with
38 `bun run art:snap`; see `docs/art.md` for the asset contract and limitations.
39 Crafting and cooking icons, machines, sprinklers, scarecrows, paths, fences,
40 lights, signs, cookout kits and crab-pot shapes are original procedural CC0 placeholders.
41 Mines: generated floor, rock, monster, mushroom, ladder, chest, projectile,
42 equipment, glow and weapon-swing shapes are original procedural placeholders
43 created for Tamarack and dedicated to CC0. Their manifest keys live in the mines domain.
44
45 ## Art round two
46
47 The second art pass adds original generated source sheets for terrain refinement,
48 three mine bands, beach, snowy mountain, wet/dry rainforest, Vermont town buildings,
49 crops, fish, weapons, food/artisan items, monsters, farm animals, pets and UI.
50 Existing source PNGs remain unchanged. Superseded generated candidates are also
51 retained for provenance, while catalogs identify the selected source rectangles.
52 Exact built-in image-generation prompts and source outcomes are linked from
53 `tools/art/prompts.md` in the four `prompts-r2-*.md` records.
54
55 No reference screenshots, copied game sprites, downloaded fonts or third-party
56 assets were added. All sprite sources are original AI-generated artwork. New
57 terrain coverage, stable grass/decor distribution, water-rim treatment, connector
58 assembly, example layouts, review-board labels and nine-slice demonstrations are
59 original deterministic project code. No runtime game assets or code were changed.
60
61 See `docs/art.md` for generation accounting, native dimensions, counts and known
62 limitations. Reproduce the seven scenes, atlases, standalone frames, review boards
63 and static preview with `bun run art:snap` without model or network calls.
64
65 ## New system placeholders
66
67 Farm animals: animal, pet, horse, grass, building-interior fixture and product
68 shapes/icons in the animals systems are original procedural placeholders, CC0.
69
70 Villagers: NPC markers, portraits, hearts and event shapes are original procedural
71 placeholder graphics created for Tamarack, CC0; keys live in the villagers manifest.
72
73 Festivals and community: layout markers, contest props, restoration and museum
74 display shapes are original procedural placeholders created for Tamarack, CC0.
75 ## Original procedural audio
76
77 All sound effects, environmental beds, animal/creature voices, instruments, and
78 music under `audio/` are original code-synthesized assets made for Tamarack and
79 dedicated to CC0. No audio recordings, samples, MIDI, downloaded audio, external
80 melodies, or paid audio-generation services were used. The reference game's cue
81 list describes actions to cover; no reference audio or music was analyzed or
82 copied.
83
84 The reproducible source is `tools/audio/`: seeded oscillators/noise, envelopes,
85 filters, FM, fractional-delay string synthesis, and original JSON tracker scores.
86 Local FFmpeg encodes generated PCM WAV intermediates as Opus/Ogg and AAC/M4A.
87 FFmpeg is a build tool; no third-party audio content is incorporated.
88
89 Original compositions: **Sap and Sunlight**, **Porch Shade**,
90 **Leaves on the Covered Bridge**, **White Pine Stillness**, **Lantern under Slate**,
91 **The Last Porch Light**, and **Pebbles at the Waterline**. See `docs/audio.md` for the
92 complete catalog, provenance, reproduction, and integration notes.
93 ## Art round three
94
95 New original built-in image generations supply ten villagers, sixty expression
96 portraits, player hairstyle/clothing/accessory components, additional action
97 poses, seasonal farm buildings, modular interiors, and action/weather/light
98 effects. The raw `r3-*.png` sources remain unedited; selected crop rectangles,
99 palette reduction, direction normalization, player layer registration and
100 composition are deterministic TypeScript art tooling. No runtime game code or
101 gameplay content was changed.
102
103 The five user-supplied game screenshots were viewed only for broad pixel scale,
104 warmth, material detail, expression readability and motion context. No reference
105 image, traced character, copied building, third-party font or game pixel was
106 added to the repository. Exact generation prompts and rejected source outcomes
107 are linked from `tools/art/prompts.md`; generation counts, native dimensions and
108 known weaknesses are recorded in `docs/art.md`.
109