- name
- last-signal-workflow
- description
- LAST SIGNAL game development workflow โ AI-powered point-and-click adventure game creation with Pollinations.AI, Depth-Anything, MobileSAM, and real-time WebGL lighting. Use when working on the LAST SIGNAL project or adapting its engine for new games.
# LAST SIGNAL Workflow
Complete development workflow for the LAST SIGNAL cyberpunk point-and-click adventure game.
## Quick Reference
| Task | Command |
|------|---------|
| Generate base assets | `python3 scripts/gen_assets.py` |
| Generate depth + lighting | `python3 scripts/gen_depth_lighting.py` |
| Generate masks | `python3 scripts/gen_masks.py` |
| Generate character sprites | `python3 scripts/gen_character_views.py` |
| Fix sprite size across directions | `python3 scripts/fix_sprite_scale.py` |
| Build (PNGโWebP) | `python3 scripts/build.py` |
| Local test | `python3 -m http.server 8765` |
## Chapter Index
See `skill/workflow/` for detailed documentation split by topic:
**Core Systems:**
- `01-project-overview.md` โ Project structure and tech stack
- `02-ai-image-generation.md` โ Pollinations.AI text2img
- `03-depth-lighting.md` โ Depth-Anything + programmatic lighting
- `04-vfx-engine.md` โ Canvas particle system
- `05-lighting-engine.md` โ WebGL real-time lighting
- `05b-lighting-editor.md` โ Visual lighting parameter editor
**Gameplay:**
- `06-dialogue-system.md` โ Dialogue API and expressions
- `07-character-system.md` โ Character sprite workflow and movement
- `07b-sprite-sheet.md` โ Full video-to-sprite-sheet pipeline (8 steps)
- `08-mask-system.md` โ MobileSAM + Omni mask pipeline
- `15-spawn-system.md` โ Character spawn point system
**Infrastructure:**
- `09-asset-pipeline.md` โ Generation scripts and build
- `10-deployment.md` โ GitHub Pages deployment
- `11-engine-architecture.md` โ File structure, core modules, performance patterns
- `12-pitfalls.md` โ Battle-tested solutions for common issues
- `13-reuse-guide.md` โ How to build a new game with this engine
- `14-image-format.md` โ WebP-only format rules
## Engine Reference
See `skill/reference/` for reusable component documentation:
- `engine-core.md` โ Game object, scene system, rendering loop
- `asset-pipeline.md` โ AI asset generation pipeline
- `lighting-system.md` โ WebGL depth lighting engine
- `vfx-system.md` โ Particle effects engine
- `gameplay.md` โ Dialogue, inventory, spawn system
- `deployment.md` โ Build and deploy
- `pitfalls.md` โ Known issues and solutions
## Bundled Scripts
Essential scripts are bundled in `skill/scripts/` so the skill directory is self-contained:
| Script | Purpose |
|--------|---------|
| `scripts/gen_assets.py` | Scene image + portrait generation (Pollinations.AI) |
| `scripts/gen_depth_lighting.py` | Depth maps + programmatic lighting |
| `scripts/gen_masks.py` | MobileSAM + Omni mask pipeline |
| `scripts/gen_character_views.py` | Character perspective generation |
| `scripts/cutout_from_sheet.py` | Sprite sheet frame cutout |
| `scripts/greenscreen_cutout.py` | HSV green-screen removal + Omni verification |
| `scripts/fix_sprite_scale.py` | Normalize sprite content height across directions |
| `scripts/build.py` | PNGโWebP build |
| `scripts/setup.sh` | Environment setup |
> **Note:** Scripts must be run from the project root. See `skill/scripts/README.md`.
## Environment Setup
See **[`SETUP.md`](./SETUP.md)** for full setup instructions (ไธ้ฎๅๅงๅใไพ่ตๅฎ่ฃ
ใHuggingFace ้ๅใๅทฒ็ฅ้ฎ้ข)ใ
Quick start:
```bash
cd /root/.openclaw/workspace/last-signal
bash setup.sh
```
## Key Configuration Files
| File | Purpose |
|------|---------|
| `lighting-config.json` | Per-scene light source definitions |
| `scripts/gen_assets.py` SCENE_PROMPTS | Scene image generation prompts |
| `scripts/gen_depth_lighting.py` SCENE_LIGHTS | Lighting frame parameters |
| `scripts/gen_masks.py` SCENES | Object bboxes + walkable/water zones |
| `index.html` SCENES | Game scene definitions + hotspots |
| `index.html` VFX.SCENE_CONFIG | Per-scene particle effects |
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