| name | asset-lineage-planner |
| description | Use when generating related asset families such as common enemy to elite to boss to inherited ability to trophy/icon echo. |
| version | 1.0.0 |
| author | Project Agents |
| license | Project-internal |
| metadata | {"hermes":{"tags":["lineage","asset-family","boss-inheritance"],"related_skills":["asset-generation-brief","asset-gacha-session"]}} |
Asset Lineage Planner
Overview
Plans visual families so generated assets feel authored. It connects enemies, bosses, inherited powers, trophies, icons, and VFX through a shared motif.
When to Use
- Before generating enemy families.
- Before boss and inherited ability prompts.
- When a reward/trophy/icon should echo gameplay history.
Output Contract
lineage_id:
base_motif:
shared_shape_language:
shared_material_language:
base_enemy:
elite_escalation:
boss_exaggeration:
inherited_ability_echo:
reward_trophy_echo:
forbidden_breaks:
Escalation Rules
- Base → elite: add one readable mechanic, not just color.
- Elite → boss: add scale, central weak point, separated modules, phase-ready VFX anchors.
- Boss → inherited ability: compress into player-scale echo.
- Boss → trophy/icon: preserve motif as collectible symbol.
Common Pitfalls
- Making lineage identical instead of related.
- Bossifying through complexity instead of mechanic clarity.
- Making inherited ability a full boss effect pasted onto player.
Verification Checklist