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last-signal-workflow

LAST SIGNAL game development workflow — 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.

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ampresent/last-signal
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27 avril 2026 à 09:40
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SKILL.md
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name
last-signal-workflow
description
LAST SIGNAL game development workflow — 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 (PNG→WebP) | `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` — Project structure and tech stack - `02-ai-image-generation.md` — Pollinations.AI text2img - `03-depth-lighting.md` — Depth-Anything + programmatic lighting - `04-vfx-engine.md` — Canvas particle system - `05-lighting-engine.md` — WebGL real-time lighting - `05b-lighting-editor.md` — Visual lighting parameter editor **Gameplay:** - `06-dialogue-system.md` — Dialogue API and expressions - `07-character-system.md` — Character sprite workflow and movement - `07b-sprite-sheet.md` — Full video-to-sprite-sheet pipeline (8 steps) - `08-mask-system.md` — MobileSAM + Omni mask pipeline - `15-spawn-system.md` — Character spawn point system **Infrastructure:** - `09-asset-pipeline.md` — Generation scripts and build - `10-deployment.md` — GitHub Pages deployment - `11-engine-architecture.md` — File structure, core modules, performance patterns - `12-pitfalls.md` — Battle-tested solutions for common issues - `13-reuse-guide.md` — How to build a new game with this engine - `14-image-format.md` — WebP-only format rules ## Engine Reference See `skill/reference/` for reusable component documentation: - `engine-core.md` — Game object, scene system, rendering loop - `asset-pipeline.md` — AI asset generation pipeline - `lighting-system.md` — WebGL depth lighting engine - `vfx-system.md` — Particle effects engine - `gameplay.md` — Dialogue, inventory, spawn system - `deployment.md` — Build and deploy - `pitfalls.md` — 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` | PNG→WebP 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 (一键初始化、依赖安装、HuggingFace 镜像、已知问题)。 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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