SmolForgeOpen spec

SMOLFORGE CHARACTER SYSTEM

A small smith for serious work.

Thunder Smith turns repository work into readable character motion. The helmet, apron, and little S now travel through a complete game skin: product states, four isometric facings, and expressive play.

Official identity locked·17 families · 20 capture-derived strips
OFFICIAL THUNDER SMITHHELMET · APRON · S
Thunder Smith wearing a small horned helmet and terracotta work apron embossed with an S
THE WORKSHOP FAMILIARLess block. More blacksmith.
01

Identity Horned helmet, terracotta apron, readable S.

02

Animation package Seventeen families across twenty transparent strips.

03

Game movement Four true isometric facings: NE, NW, SE, and SW.

OFFICIAL ACTION SET

One character, twenty readable performances.

Select an action to play its real horizontal strip with the exact per-frame timing from skin.json. Choose Walk to inspect each directional facing without mirroring the character or the S.

Families
17 total
Strips
20 total
Cell
192 × 208
LIVE STRIP PLAYER · EXACT TIMING

COMPLETE GAME SKIN

All seventeen families. All twenty strips. Playing live.

These are the transparent assets the product renderer consumes—not the green-screen reference videos. Each card uses the official frame count, playback rule, and per-frame timing from the manifest.

Product core

Workday states

7 families · 7 strips
Idleneutral breathing and blink
loop
Workactive hammer work
loop
Reviewinspect and think
loop
Waitchecks the feed while waiting
loop
Failcompleted negative reaction
loop
Wavefriendly greeting
loop
Celebratesuccess and deploy
loop

Four-direction walk

Isometric movement

1 family · 4 strips
Walk NWup-left facing
loop
Walk NEup-right facing
loop
Walk SWdown-left facing
loop
Walk SEdown-right facing
loop

Game actions

Play, combat, and alerts

9 families · 9 strips
Interactsmart button + 👆
loop
Sleepstanding nap + 💤
loop
TalkBluetooth-era chat + 💬
loop
Dancedisco step + 🪩
loop
Attack shortclose-range hammer strike
loop
Attack longcharged lightning cast
loop
War cryrally + ⚡
loop
Alert lowwarning badge in the reserved FX lane
loop
Alert highsiren badge in the reserved FX lane
loop

FIXED WORKSHOP GRAMMAR

The character can change. The meaning does not.

Product meaning lives in SmolForge’s stage and props. A community skin never needs to redraw the longship, raven, drums, or forge.

Smolnirrepositories
Cracked stoneissues
Forged ringspull requests
Thunder drumsactions
Longshipsites
Raven scrolltranscripts
Official clay workshop props including hammer, raven, thunder drums, longship, stones, rings, benches, goat, and stage
Official propsFixed across skins

COMMUNITY CHARACTERS

Change the actor. Keep the blocking.

Upload one clean reference and the same action package. Your character inherits SmolForge’s timing, anchors, semantic states, and official props without copying Thunder Smith’s identity.

  • 192 × 208 per frame
  • 96 × 192 ground anchor
  • Transparent character layer
  • Your emblem never mirrored
Official Thunder Smith reference frameofficial skin
Your charactersame frame · same anchor · same actions

GAME SKIN MANIFEST

A skin is a manifest, not a mood board.

The new Smith ships in the same portable package format expected from community characters: reference, versioned strips, directional variants, explicit playback, exact timing, and validation evidence.

Field guide specimen

Game skin manifest

profile: game

One portable character package for product surfaces and isometric game scenes. Every motion keeps the same frame, anchor, identity, and correctly oriented apron mark.

Profile
game
Frame
192 by 208
Families
17
Strips
20

Required families

17 total
  1. idle
  2. walkne · nw · se · sw
  3. work
  4. review
  5. wait
  6. fail
  7. wave
  8. celebrate
  9. interact
  10. sleep
  11. talk
  12. dance
  13. attack-short
  14. attack-long
  15. war-cry
  16. alert-low
  17. alert-high

skin.json

compact view
{
  "schemaVersion": 1,
  "profile": "game",
  "frame": {
    "width": 192,
    "height": 208,
    "anchor": [96, 192]
  },
  "actions": {
    "idle": [{ "id": "idle.v01", "strip": "strips/idle.v01.png" }],
    "walk": [{
      "id": "walk.v01",
      "strips": {
        "ne": "strips/walk.v01.ne.png",
        "nw": "strips/walk.v01.nw.png",
        "se": "strips/walk.v01.se.png",
        "sw": "strips/walk.v01.sw.png"
      }
    }],
    "attack-short": [{
      "id": "attack-short.v01",
      "strip": "strips/attack-short.v01.png"
    }]
  }
}

The remaining fourteen families use the same versioned clip shape.

A game skin is also a complete product skin. Combat frames remain cosmetic; hit timing, damage, range, and projectiles stay in the game engine.

Read the public specification

OPEN CHARACTER SYSTEM

Bring your own familiar to the workshop.

Keep the frame, anchors, actions, and transparent character layer. Change everything that makes the character yours.

Read the skin contract ↗