Rifleman
In playCheap line infantry. Strong against infantry, weak against armour.
Every unit design ships in four colourways. Blue and Red are the two playable factions; Green and Neutral are spare. Design n sits at index n, n+12, n+24 and n+36 — the Tank is shown below in each.
Each card shows the Blue and Red sprite side by side. The arrow marks what builds it.
Cheap line infantry. Strong against infantry, weak against armour.
Shoulder launcher. Anti-vehicle — slow, fragile, hits hard.
Light truck. Fast, wide vision, negligible damage. Exists to fight fog.
Articulated hauler. Runs crystal between node and drop-off.
The only unit sprite with a visible gun barrel. Main battle unit.
Long tracked chassis, no turret. Outranges turrets, helpless up close.
Art we have but aren't using. Worth knowing about before anyone proposes a unit that would need new sprites.
Unarmoured worker in a jumpsuit. Would suit a repair or capture role.
Bulky armour. Held back for a tougher infantry tier if one is needed.
Capped light infantry. Reads too close to the Rifleman to field alongside it.
Tall box body. Alternate for a repair or resupply vehicle.
Rear cylinder tank. The other credible harvester silhouette.
Not team-coloured — renders orange in all four sets. Map flavour.
Buildings are the tech tree — there is no separate research. Structures ship in a single grey colourway and are tinted per team at render time.
Twin-tower HQ. Builds harvesters, accepts crystal, and is where every match starts.
Twin blue tanks. Forward crystal drop-off, and the prerequisite for the Factory.
Angled panels. Generates the power that keeps production at full speed.
Orange-panelled block. Infantry production.
Domed hangar with an open vehicle bay. Requires a Refinery.
Dish on a pedestal. Static defence, unlocked by the Barracks.
Enough spare architecture for a second turret tier, a tech building and an air layer, should any of those ever land.
Fortified block with a single door. Spare defensive structure.
Wide low store. Spare depot or second drop-off.
Arched dome. Held back in case a tech building is ever needed.
Smokestack and pipes. The alternate power plant if solar reads wrong.
Marked pad. No air units in v1, so unused for now.
Green crop bed. Pure flavour.
Open dish. Would suit a fog-reveal structure.
Orange capsule. Spare storage.
Orange launcher on legs. Ready-made second turret tier.
Conduit corner. Map dressing, never buildable.
The pack happens to include the same rock at four sizes, two of them flecked with crystal. That gives depletion for free: swap the sprite as a node is mined, so a worked-out field reads at a glance from across the map.
Environment_07Environment_08Environment_04Environment_03Ore outcrops are deliberately not harvestable — one resource keeps the economy legible. They read as valuable, which makes them useful decoration for map edges.
0102171819200910111213141615Orange ground is the base layer. The pale blue-grey river ships as a complete connection set — straights, curves, tees, crossings and end caps — in two forms: baked onto ground, and transparent for overlaying. Use the overlay set; it composites onto anything.
Found by decoding the PNGs rather than eyeballing them. Each one shapes how the renderer has to work.
Vehicles are drawn in profile facing right; infantry face the camera. Rotating them to match a movement vector looks broken — a truck pointing "north" reads as a truck lying on its side.
Decision: horizontal flip only. Units face left or right. Facing therefore carries no aiming information, so selection rings, target lines and muzzle flashes have to do that work instead.All 16 structure sprites ship in one grey-and-orange colourway. Left alone, both factions' bases would be indistinguishable.
Decision: tint the sprite at render time — recolour the accents per team in code. No new art, and the pack stays visually coherent.Structure_01 is the Command Centre in Default size/ and a radar
dish in Retina/. The two folders use different orderings, so the filename alone
does not identify a sprite.
Default size/ as the
source. Game code addresses sprites through named constants — COMMAND_CENTRE,
never Structure_01 — so a future switch to Retina is a one-file change.