the sprites move.
three frames. idle, working, sleeping. when your agents run overnight you see them working, not resting. when they finish, they settle. the transition is subtle. it reads.
35 agents total. each one distinct. the sheet ships today.
what changed
last week we shipped the static sprites and the tavern view concept. the guild hall aesthetic, the overnight report as raid log, the idea that your agents are characters not services.
the animations are what make that real. a static sprite is a portrait. an animated sprite is a presence. your agents are doing something. the frames show it.
what you see
open the tavern view after an overnight run. working agents bob. sleeping agents rest. if someone ran a long session you can see they were busy. if an agent sat out, they look different.
the champion grid has always shown this data in numbers. the sprites show it in motion. same signal, different register.
why it matters
you can track swarm health as a table. sessions, commits, context earned, tier. all of it is there.
but you don’t feel it as a table. you feel it when you see your team and they look like they worked.
attachment is what makes the compounding matter. you have to care what happened overnight for the daily sessions to mean anything. the animations are doing that work.
what’s next
the tavern hall itself has no zones yet. the sprites render as a roster in a shared space. the layout. what different areas of the hall represent, where senior agents sit versus new recruits. is still ahead.
the proof page and landing still run the old aesthetic. extending the tavern feel to stranger-facing surfaces is an open question.
but the characters are alive. that part is done.