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GitHub - albertobeiz/kindergrimm: Procedural doodle characters drawn as if by hand on cream paper — and Kindergrimm, the game they live in · GitHub

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kindergrimm

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Folders and files<br>NameNameLast commit message<br>Last commit date<br>assets

assets

src

src

vendor

vendor

.gitignore

.gitignore

.vercelignore

.vercelignore

ARCHITECTURE.md

ARCHITECTURE.md

CLAUDE.md

CLAUDE.md

README.md

README.md

crowd.html

crowd.html

editor.html

editor.html

game.html

game.html

how.html

how.html

index.html

index.html

items.html

items.html

orla.html

orla.html

serve.py

serve.py

voxel.html

voxel.html

voxelcrowd.html

voxelcrowd.html

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drawai

Procedural doodle characters, drawn as if by hand on cream paper,<br>rigged one part per bone so they can be animated and used later in<br>games.

Adding a part type? Read ARCHITECTURE.md.

python3 serve.py

index.html — the menu. The five scenes, and the only place they<br>are linked from: no scene links to another. The two games get the<br>same card on it.

orla.html — the class photo : pick five children of ten and the<br>photo is scored like a poker hand.

game.html — Kindergrimm : a baby school in the dark.

editor.html — one face, click a part to tune it, reroll or lock<br>parts, seed and medium selectors, animation toggles.

crowd.html — a 7×5 page of living faces, no editing. Click a face<br>and it is someone else; R draws a new page.

items.html — the toy shop: every object family × every rank, the<br>contact sheet the art gets reviewed on.

How it fits together

A face is a recipe : {seed, media, color, parts:{...}}. It is the<br>only state — the same JSON always redraws the same face, so a face can<br>be saved, shared and rebuilt inside a game at runtime.

src/sketch.js — the hand. Strokes are filled ribbons with wobble,<br>dry granulation and overshoots; fills are techniques (hatch,<br>scribble, stipple, graphite, wash, oil daubs, chalk, marker).

src/media.js — what the character is made of. A medium answers<br>tone / skin / edge, so parts describe shapes and never pick a<br>technique.

src/species.js — what animal it is. A species is a table of loaded<br>dice (dog → floppy ears, snout, spots, no hair), not new drawings,<br>so adding one is data only.

src/layout.js — every measurement two parts have to agree on: the<br>head outline, the eye anchors, the body block.

src/parts/*.js — one file per feature family (skull, eyes, mouth,<br>hair, horns/ears, body, extras). parts/index.js is the registry:<br>the ordered list of what is switched on.

src/rig.js — recipe → bones → meshes. Generic: it knows nothing<br>about eyes or arms, so adding a part never touches it.

src/anim.js — boil, blink, gaze saccades, talk, sway and breath.<br>Eyes pre-draw six states, so a glance is a texture swap.

src/crowd.js — the crowd, plus the life director that makes one<br>character glance, mutter or throw an emote every so often.

About<br>Procedural doodle characters drawn as if by hand on cream paper — and Kindergrimm, the game they live in<br>kindergrimm.vercel.app<br>Resources<br>Readme<br>Activity<br>Stars<br>29 stars<br>Watchers<br>0 watching<br>Forks<br>7 forks<br>Report repository

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