# Spellbound Relics 1.3 — Panorama Edition

## The continuous world

The adventure now travels through one shared, proportionate 3:1 terrain panorama. Its 3,600 × 1,200 design coordinates contain the approach, crossing, meadow, riverbank and story gate. The camera advances through the encounters without switching background pictures or reversing direction for the mirror encounter. The earlier flower remains at its world position when Luma refers to it again. The optional final two-wonder spell stays at the final camera stop.

The visual layers are:

1. Sky and distant hills: the approved valley image, uniformly scaled to its native aspect ratio, with a slow camera translation.
2. Middle terrain: a new transparent-sky panorama with the walking bank, stream, meadow and ruins. Its native image is 2,172 × 724, exactly 3:1.
3. World objects and companions: the bridge, gate, flower, lantern, Mei, Abby and Luma share the terrain's coordinate space and uniform scale.
4. Foreground: a new transparent 3:1 layer of grasses, ferns and stones that translates faster than the terrain.
5. Atmosphere: drifting clouds, mist, small fireflies and spell-driven ripples/glows. These effects do not determine success or add language requirements.

Distant hills move at 0.18 times the terrain camera offset; foreground plants move at 1.16 times that offset. Images retain their native proportions. World objects are not resized between encounters. Interactive markers are projected from the same coordinates as their visible landmarks.

## Travel and sprites

Mei, Abby and Luma now move along the route when the story advances. Mei's walking path rises over the bridge rather than passing through it. Abby's across-spell follows an arcing leap to the opposite bank; her under-spell goes beneath the arch. Luma follows the party with a broader flight motion.

The approved Mei illustration remains intact. Full-sprite breathing, travel, casting and celebration transforms keep her head and limbs together; this is stylized whole-sprite animation, not a newly rigged skeletal walk cycle. Abby uses the existing travel, leap and landing artwork. Luma uses her existing guide, hover, cast and celebration artwork. Their original aspect ratios are retained at a fixed scene scale. Lantern and flower props move with Mei.

Travel lasts approximately 1.6–2.9 seconds depending on the distance. The rune inventory remains usable while the party walks; casting and the next-story control become available on arrival. **Arrive now** skips a transition. Reduced motion immediately places the party at the destination and stops camera, idle, cloud, foliage, prop and spell animations. The world changes remain visible. Speech and sound preferences are preserved.

## IND-GBL continuity

The game remains a narrative adventure with contextual wishes, discoverable landmarks, spell stones and Luma's dialogue. Grammar labels, assessment forms and teacher controls do not appear in active play. The bounded meaning engine, successful alternatives, pronunciation invitation, world-state memory, existing browser progress and separate transfer observations are preserved.

The earlier 1.2 screen is retained at `v12-index.html`, with its matching scripts. The source history also retains the earlier editions.

## Checks

- 173 automated geometry and motion checks cover uniform scale, complete image coverage, monotonic camera progress, layer-depth ordering, visible destination actors, landmark projection, the leap arc and bridge path across six viewport dimensions.
- The existing 65 semantic/progression checks pass, together with the existing connected-world and syntax suites.
- A browser walkthrough at 1,363 × 936 checked the approach, crossing leap, travel into the meadow, river arrival, mirror bank and gate. Actual layer translations were observed at different rates. Mei retained a 390-unit height and the same uniform world scale from the approach to the gate.
- The browser also checked the travel and guide poses, **Arrive now**, and reduced motion. Reduced motion produced immediate arrival and no cloud animation. All referenced images loaded and the desktop page fit the viewport.
- Viewport calculations include phone dimensions; this is not a physical-phone or Safari browser test. Those device checks remain open.

The short preview is an excerpt of browser-recorded travel, not a synthetic rendered scene. These checks establish implementation behavior, not improved engagement or language transfer. The next learner session should still observe orientation, voluntary exploration, support use and new English performance outside the rune system.

## Original assets and generation record

Built-in image generation created two transparent layers, using `assets/adventure/sleeping-valley.webp` as a style reference. They were converted to WebP without cropping or stretching and are tracked with the Site source:

- `assets/adventure/terrain-v13.webp`
- `assets/adventure/foreground-v13.webp`

Character assets were reused unchanged. The new layers do not contain copied commercial-game artwork.

### Terrain prompt

Use case: stylized-concept. Asset type: production middle-ground terrain layer for a 2.5D side-scrolling cozy fantasy game. The attached image is STYLE REFERENCE ONLY; match its hand-painted gouache texture, blue-hour dusk palette, muted jade, subtle gold, soft atmospheric edges. Create one wide uninterrupted panoramic terrain layer, exactly 3:1 landscape composition (3072 by 1024 desired), with genuinely TRANSPARENT SKY and no far background. The upper 40 percent must be transparent alpha, not a colored sky. A continuous walkable grassy riverbank and worn stone trail run gently across the whole image around 73 percent image height. Rounded sculptural mid-distance trees, shrubs and low weathered rocks form an uneven silhouette rising to 43-55 percent height. Left fifth: wooded approach and grassy path; near one-third width: one narrow stream channel descending to the bottom with two banks ready for a separately composited bridge; middle: low flower meadow; around two-thirds width: quiet riverbank and shallow water; final fifth: mossy ruins, but no door or arch. These are natural adjacent areas in ONE continuous place, no divisions or seams. Ground is opaque below the walking band, with detailed soft grasses, stone and subtle water texture. The walking band remains legible and mostly clear. No foreground framing or giant tree trunks, no distant mountains, sky, clouds, moon, bridge, gate, lantern, people, animals, fairies, symbols, text, UI, or watermark. No islands floating in empty space. This layer sits over a separate sky and distant-mountain layer; its skyline must have real alpha transparency.

### Foreground prompt

Use case: stylized-concept. Asset type: production transparent foreground parallax layer for a 2.5D cozy fantasy adventure, single uninterrupted 3:1 panoramic canvas, 3072 by 1024 desired. The attached image is STYLE REFERENCE ONLY: match its hand-painted gouache, blue-hour dusk, muted dark jade and deep navy. Create a sparse natural foreground cutout with genuinely transparent alpha: low grasses, a few reeds, ferns, small stones and overlapping dark leaves confined mostly to the bottom 12 percent. A subtle taller fern/branch at the extreme left edge, another at the extreme right edge, with broad TRANSPARENT negative space in the upper 85 percent and center. These plants should frame a scrolling landscape without hiding the characters or path. Separate small groups along the entire bottom edge, with transparent gaps between them, not a solid dark rectangle. Natural asymmetry and visual depth, restrained detail. No landscape, ground plane, background, sky, mountains, river, water, buildings, moon, characters, animals, fairy, text, symbols, UI, border, or watermark. It is a foreground overlay, NOT a complete scene. Keep the center play area completely open.
