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SpriteDX - Wish List & End of Year Priorities

Updated
4 min read
SpriteDX - Wish List & End of Year Priorities

This morning, I went through the wishlist and picked out a task for end of year.

  1. Mech — Users can create mechs

  2. Enemy — Users can create enemies

  3. Vehicles — Users can create vehicles

  4. Building Facades — Users can create building facades

  5. RAG — Improve character generation quality using RAG

  6. BYO Template — Users can upload their own fill-in-the-hole template.

  7. BYO Character — Users can upload their character image and animate.

  8. Pipeline Editor v0.1 — Users can edit pipeline JSON definition to customize pipeline.

  9. User Authentication v0.1 — Google Login

  10. Credit System — Billing for credits and billing system

  11. Pixel-Perfect — Solve the pixel alignment problem

  12. FLUX.2 — Experiment with FLUX.2 and see the results

  13. Walk — Add walk cycle to series of animation generation

  14. Jump — Add jump state to animation generation

  15. Reddit — Make a reddit post about SpriteDX

  16. Alpha — Alpha launch of the product with small group of people

  17. Japan — Advertise the product to Japanese audience

  18. Landing Page — Landing page that explains about SpriteDX

  19. Marketing Outreach — Reach out to marketing companies for discussing marketing strategy

The Original Plan

The original goal was to release an Alpha version of SpriteDX by 12/23.

After thinking more about it, December is probably the worst time to release anything. People are busy, attention is low, and feedback quality is poor.

There’s also a more fundamental issue: at its current stage, SpriteDX is still closer to proof of concept than a finished product. Releasing it now would not lead to useful feedback, and it would be hard to interpret the results.

Another concern is scope creep. Adding more features right now would make the UX more complex, which makes it harder for first-time users to understand what the product actually does.

So the direction going forward is to make value discovery easier, not to add more visible functionality.

That means keeping the product surface very small:

  • one pipeline

  • one template

  • one primary experience

Even that needs to provide value on its own.

Additional capabilities — BYO pipeline, BYO template, BYO character — can exist in the background, but they don’t need to be part of the main UI yet. These are advanced features and exposing them early would increase cognitive load without helping adoption.

Audience growth will need to come from something other than feature expansion.

Right now, the most promising direction is a Playground feature: a simple simulated environment where users can play with their generated characters. The goal is not customization of depth, but immediacy — seeing a character exist and move without configuration.

In this setup, Playground effectively becomes a consumer of SpriteDX. SpriteDX evolves to support Playground’s needs, rather than adding features speculatively. This keeps scope under control and forces new capabilities to be justified by actual usage.

With that framing, the focus for the rest of the year is on keeping SpriteDX minimal while beginning to design and development of Playground itself. The goal is to explore what a simple, playable experience should look like, and to let that process guide what SpriteDX needs to support next. Broader feature exposure and public launches are deferred until this relationship produces a clear and understandable value.

— Sprited Dev 🌱

year (12/23) was to release Alpha version of SpriteDX. However, the thought is that December is probably the worst time to release anything at all.

I am also worried that SpriteDX at current stage is more of a product proof of concept. Releasing it at this stage is not going to be a good recommendation.

I am also worried about adding new functionalities. That is if I make the UX even more complicated than what it is now, first time users are going to get confused.

So, in terms of direction I need to make the “value discovery easier.“

I need to make things simpler and reduce noise.

That means, when adding features, I shouldn’t be adding additional UX but just provide options in hidden manner.

All those features are more for advanced users. So it will not help in gathering audiences.

Audience gathering will need to be done by different measure.

As for audience gathering I’m thinking of investing in playground feature where people can play with their creation in a simulated environment.