🎨 Generated 10 Steampunk/Chibi Animals & Final Reference Org

EXTENDED SESSION (03:00 - 03:45 CET):

1. ANIMAL GENERATION (assets/slike/animals/generated_steampunk/):
    10 unique assets created:
   - Farm: Cow, Pig, Chicken, Duck, Goat, Horse, Rabbit, Donkey, Llama
   - Forest: Fox, Bear, Wolf
   - Style: Dark Noir Steampunk Chibi

2. REFERENCE ORGANIZATION (assets/slike/glavna_referenca/):
    Organized 2,626 files into subfolders
    Created comprehensive biome structure (200 folders)
    Moved docs to docs/art_guidelines/

SESSION UPDATE:
- Total Time: 3h 03min
- Files Processed: 5,788+
- Status: SESSION COMPLETE! 🚀
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2026-01-20 10:45:44 +01:00
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# 🌍🌾 BIOME & CROP MASTER REFERENCE
**Purpose:** Single master reference sheet showing seasonal terrain changes and crop growth cycles across all 4 seasons.
**File:** `BIOME_CROP_MASTER.jpg` (to be created)
**Location:** `/references/BIOME_CROP_MASTER.jpg`
---
## 📐 MASTER SHEET LAYOUT
### **Sheet Dimensions:** 2048 x 2048px (high-resolution)
### **Grid Layout:**
```
┌─────────────────┬─────────────────┬─────────────────┬─────────────────┐
│ 🌸 SPRING │ ☀️ SUMMER │ 🍂 AUTUMN │ ❄️ WINTER │
│ (Pomlad) │ (Poletje) │ (Jesen) │ (Zima) │
├─────────────────┼─────────────────┼─────────────────┼─────────────────┤
│ TERRAIN SECTION │ TERRAIN SECTION │ TERRAIN SECTION │ TERRAIN SECTION │
│ - Grass │ - Grass │ - Grass │ - Snow/Ice │
│ - Soil │ - Soil │ - Soil │ - Frozen Soil │
│ - Path │ - Path │ - Path │ - Icy Path │
├─────────────────┼─────────────────┼─────────────────┼─────────────────┤
│ WHEAT GROWTH │ WHEAT GROWTH │ WHEAT GROWTH │ WHEAT GROWTH │
│ Stage 1-8 │ Stage 1-8 │ Stage 1-8 │ Stage 1-8 │
│ (all stages) │ (all stages) │ (all stages) │ (all stages) │
└─────────────────┴─────────────────┴─────────────────┴─────────────────┘
```
---
## 🌍 PART 1: BIOME TERRAIN (Seasonal Changes)
### **🌸 SPRING COLUMN (Pomlad)**
**Grass:**
- **Color:** `#90EE90` (Light Green) - Fresh, bright
- **Texture:** Smooth Style 32, 5px black outlines
- **Details:** New growth, vibrant, alive
- **Flowers:** Small pink/yellow dots scattered
**Soil:**
- **Color:** `#8B4513` (Saddle Brown) - Rich, moist
- **Texture:** Tilled furrows visible (smooth lines)
- **Details:** Fresh, ready for planting
**Path/Dirt:**
- **Color:** `#D2B48C` (Tan) - Light brown
- **Texture:** Smooth, slightly wet appearance
**Overall Mood:** Fresh, new life, vibrant greens
---
### **☀️ SUMMER COLUMN (Poletje)**
**Grass:**
- **Color:** `#228B22` (Forest Green) - Deep, rich
- **Texture:** Lush, full coverage
- **Details:** Maximum growth, sun-kissed
- **Flowers:** Full blooms, colorful
**Soil:**
- **Color:** `#8B4513` (Saddle Brown) - Dry, warm
- **Texture:** Compact, sun-baked
- **Details:** Established crops growing
**Path/Dirt:**
- **Color:** `#CD853F` (Peru) - Warmer brown
- **Texture:** Dry, dusty appearance
**Overall Mood:** Hot, vibrant, peak growth
---
### **🍂 AUTUMN COLUMN (Jesen)**
**Grass:**
- **Color:** `#DAA520` (Goldenrod) + `#FF8C00` (Dark Orange)
- **Texture:** Mixed green/yellow/orange patches
- **Details:** Dying grass, harvest colors
- **Fallen Leaves:** Orange/red scattered on ground
**Soil:**
- **Color:** `#8B4513` (Saddle Brown) - Cooling down
- **Texture:** Loose, harvest-ready
- **Details:** Post-harvest stubble
**Path/Dirt:**
- **Color:** `#A0522D` (Sienna) - Rich brown
- **Texture:** Crisp, dry autumn ground
**Overall Mood:** Warm tones, harvest time, transition
---
### **❄️ WINTER COLUMN (Zima)**
**Snow/Grass:**
- **Color:** `#F0F8FF` (Alice Blue) - White snow
- **Under-snow:** `#556B2F` (Dark Olive) - Dead grass patches
- **Texture:** Snow drifts, smooth curves (NOT chunky pixels)
- **Details:** Sparse brown grass poking through
**Frozen Soil:**
- **Color:** `#708090` (Slate Gray) - Frozen hard
- **Texture:** Icy, cracked surface (smooth Style 32)
- **Details:** Frost patterns (simple, stylized)
**Icy Path:**
- **Color:** `#B0E0E6` (Powder Blue) - Ice patches
- **Texture:** Reflective, slippery look
- **Details:** Snow footprints (if any)
**Overall Mood:** Cold, dormant, blue-gray tones
---
## 🌾 PART 2: WHEAT CROP GROWTH (8 Stages × 4 Seasons = 32 Sprites)
### **Layout per Season Column:**
```
Stage 1: Seed/Sprout
Stage 2: Seedling
Stage 3: Young Plant
Stage 4: Vegetative
Stage 5: Pre-Flowering
Stage 6: Flowering
Stage 7: Maturing
Stage 8: Harvest Ready ✨
```
---
### **SPRING WHEAT (Stages 1-8):**
**Stage 1 (Seed):**
- Tilled soil, tiny green sprout (2px)
- Color: `#90EE90` (Light Green)
- Size: 8x8px visible portion
**Stage 2 (Seedling):**
- 2 small leaves
- Color: `#90EE90`
- Size: 16x16px
**Stage 3 (Young):**
- 4-6 blade leaves
- Color: `#32CD32` (Lime)
- Size: 24x24px
**Stage 4 (Vegetative):**
- Bushy, many leaves
- Color: `#228B22` (Forest Green)
- Size: 32x32px
**Stage 5 (Pre-Flower):**
- Tall stalks, beginning to shoot up
- Color: `#228B22`
- Size: 40x40px
**Stage 6 (Flowering):**
- White flowers appearing on tips
- Color: Green `#228B22` + white blooms
- Size: 48x48px
**Stage 7 (Maturing):**
- Light green grain forming
- Color: `#9ACD32` (Yellow Green)
- Size: 56x56px
**Stage 8 (Harvest):**
- Golden grain, ready
- Color: `#F0E68C` (Khaki) - early harvest
- Size: 64x64px, sparkle ✨
---
### **SUMMER WHEAT (Stages 1-8):**
**Stages 1-4:** Same as Spring but slightly deeper greens
- Use `#228B22` instead of lime earlier
**Stage 5-7:** Faster growth, more robust
- Stalks thicker, darker green
**Stage 8 (Harvest):**
- **FULL GOLDEN COLOR:** `#FFD700` (Gold)
- Maximum size, full heads
- 64x64px, bright sparkle ✨
- **This is PRIME harvest time**
---
### **AUTUMN WHEAT (Stages 1-8):**
**Stages 1-3:** Slower growth, cooler colors
- Light green with slight yellow tint
**Stages 4-6:** Struggling growth
- Mix of green and early yellowing
**Stage 7-8 (Late Harvest):**
- **Over-ripe:** `#8B4513` (Saddle Brown) - drying out
- Stalks bent, seeds falling
- Must harvest NOW or lose crop
- Faded sparkle (amber/brown)
---
### **WINTER WHEAT (Stages 1-8):**
**ALL STAGES:**
- **DORMANT or DEAD** (outdoor crops)
- Snow covering plants
- Brown/dead stalks visible
- Color: `#8B4513` (brown) + `#F0F8FF` (snow)
**Exception: Greenhouse Wheat (optional note)**
- Can grow indoors
- Slower but still green
- Artificial warmth allows growth
**Outdoor Winter Wheat:**
- Stages 1-8: All show dead/frozen plants
- NO harvest possible
- Must plant in Spring
---
## 🎨 STYLE REQUIREMENTS (ALL ELEMENTS)
### **✅ MANDATORY:**
- **Smooth vector-style lines** (matches Ana reference)
- **5px thick black outlines** on ALL elements
- **High-resolution rendering** (2048px total sheet)
- **Flat cel shading** (no gradients except ground shadows)
- **Vibrant seasonal colors** (not muted/realistic)
- **Transparent background** OR white reference grid
- **Cult of the Lamb aesthetic** (smooth, polished)
### **❌ FORBIDDEN:**
- NO pixel art / stair-stepping
- NO chunky blocks
- NO low-resolution sprites
- NO dithering/grain
- NO realistic photo textures
---
## 📏 DETAILED SPECIFICATIONS
### **Individual Element Sizes:**
**Terrain Tiles (each season):**
- **Grass tile:** 128x128px
- **Soil tile:** 128x128px
- **Path tile:** 128x128px
- Show tileable edges (seamless repeat)
**Wheat Sprites (each stage, each season):**
- **Stage 1:** 16x16px (tiny)
- **Stage 2:** 24x24px
- **Stage 3:** 32x32px
- **Stage 4:** 40x40px
- **Stage 5:** 48x48px
- **Stage 6:** 56x56px
- **Stage 7:** 60x60px
- **Stage 8:** 64x64px (maximum)
**Spacing:**
- 20px padding between elements
- Clear labels for each season/stage
- Grid lines (thin, light gray) for organization
---
## 🏷️ LABELS & ANNOTATIONS
### **Season Headers (top of each column):**
```
🌸 SPRING (Pomlad)
Fresh Growth · Bright Greens · New Life
☀️ SUMMER (Poletje)
Peak Growth · Rich Colors · Heat
🍂 AUTUMN (Jesen)
Harvest Time · Warm Tones · Transition
❄️ WINTER (Zima)
Dormancy · Cold Blues · Snow
```
### **Wheat Stage Labels (left side):**
```
Stage 1: Seed/Sprout (0-10%)
Stage 2: Seedling (10-20%)
Stage 3: Young (20-40%)
Stage 4: Vegetative (40-60%)
Stage 5: Pre-Flower (60-70%)
Stage 6: Flowering (70-85%)
Stage 7: Maturing (85-95%)
Stage 8: Harvest ✨ (95-100%)
```
### **Color Code Key (bottom of sheet):**
```
GRASS COLORS:
Spring #90EE90 → Summer #228B22 → Autumn #DAA520 → Winter #F0F8FF
WHEAT COLORS:
Young #32CD32 → Mature #228B22 → Flowering #9ACD32 → Harvest #FFD700
SOIL COLORS:
Spring/Summer #8B4513 → Autumn #A0522D → Winter #708090
```
---
## 🚀 USAGE INSTRUCTIONS
### **When generating ANY biome terrain:**
1. Open `BIOME_CROP_MASTER.jpg`
2. Identify season (Spring/Summer/Autumn/Winter)
3. Extract EXACT grass/soil colors from reference
4. Use exact hex codes in prompt
5. Match smoothness/style to master reference
### **When generating ANY crop:**
1. Open `BIOME_CROP_MASTER.jpg`
2. Identify growth stage (1-8)
3. Identify season
4. Find corresponding wheat sprite in grid
5. Match size, color, style exactly
6. Apply same logic to new crop (tomato, carrot, etc.)
### **Color Extraction:**
- Use eyedropper tool on reference
- Copy exact hex codes
- Include in generation prompt
- NO guessing colors
---
## ✅ VERIFICATION CHECKLIST
Before approving BIOME_CROP_MASTER.jpg:
**Overall:**
- [ ] 2048x2048px high-resolution
- [ ] 4 clear season columns
- [ ] All terrain types shown per season
- [ ] All 8 wheat stages per season (32 total sprites)
- [ ] Smooth Style 32 lines (matches Ana)
- [ ] 5px black outlines on everything
- [ ] Clear labels and color key
- [ ] Professional, polished appearance
**Spring Column:**
- [ ] Light green grass (#90EE90)
- [ ] Fresh soil (#8B4513)
- [ ] Light tan path (#D2B48C)
- [ ] Wheat stages 1-8 in spring colors
**Summer Column:**
- [ ] Dark green grass (#228B22)
- [ ] Dry soil (#8B4513)
- [ ] Warmer path (#CD853F)
- [ ] Wheat stages 1-8, golden harvest (#FFD700)
**Autumn Column:**
- [ ] Orange/yellow grass (#DAA520)
- [ ] Rich soil (#A0522D)
- [ ] Autumn path (#A0522D)
- [ ] Wheat stages 1-8, over-ripe (#8B4513)
**Winter Column:**
- [ ] Snow/ice (#F0F8FF)
- [ ] Frozen soil (#708090)
- [ ] Icy path (#B0E0E6)
- [ ] Wheat stages 1-8, dead/dormant
**Style:**
- [ ] NO pixelation anywhere
- [ ] Smooth curves (vector-quality)
- [ ] Consistent outline thickness (5px)
- [ ] Vibrant colors (not muted)
- [ ] Matches Ana reference quality
---
## 🎯 CRITICAL NOTES
### **This reference will be used for:**
- ALL 20 biomes (terrain base)
- ALL crops (growth pattern template)
- ALL seasonal variations (color reference)
- ALL terrain tiles (style guide)
### **Every vegetation asset MUST:**
1. Check this master reference FIRST
2. Match seasonal colors exactly
3. Match growth stage size/detail
4. Match smooth line quality
5. Use exact hex codes provided
### **This is THE definitive seasonal & growth reference.**
- No guessing seasonal colors
- No inventing growth stages
- No style deviations
- Everything checks against this master
---
**STATUS:** Specification complete, awaiting image creation
**PRIORITY:** CRITICAL - needed before generating any more vegetation/terrain
**FILE:** `/references/BIOME_CROP_MASTER.jpg` (to be generated)
---
**Once this master reference exists, ALL future biome/crop generation becomes:**
1. Open master reference
2. Find relevant season + stage
3. Copy exact colors/style
4. Generate matching asset
5. Verify against master
**No more inconsistency. One source of truth.** 🎯

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# 🌍 BIOME VISUAL GUIDES - Style 32 Standards
**Purpose:** Ensure ALL 20 biomes maintain consistent Style 32 aesthetic while having unique environmental characteristics.
---
## ❄️ WINTER BIOME (Zimski)
**REQUIRED REFERENCE IMAGE:** `winter_terrain_style32.png`
**Visual DNA:**
- **Ground:** White/light blue snow with Style 32 thick outlines
- **Edge Details:** Icicles on building edges, snow clumps on roofs
- **Color Palette:**
- Snow: `#F0F8FF` (Alice Blue)
- Ice: `#B0E0E6` (Powder Blue)
- Shadows: `#ADD8E6` (Light Blue)
- Outlines: `#000000` (5px thick)
- **Trees:** Pine trees with snow on branches
- **Props:** Snowdrifts, ice crystals, frozen puddles
- **Lighting:** Cold blue tint overall
**Checklist:**
- [ ] Thick 5px black outlines on ALL terrain elements
- [ ] Flat cel shading (no soft gradients)
- [ ] Snow particles visible but not realistic
- [ ] Buildings have icicles/snow accumulation
- [ ] Transparent background
---
## 🏜️ DESERT BIOME (Puščavski)
**REQUIRED REFERENCE IMAGE:** `desert_terrain_style32.png`
**Visual DNA:**
- **Ground:** Sandy yellow/orange terrain
- **Edge Details:** Rock outcroppings, cacti, sun-bleached bones
- **Color Palette:**
- Sand: `#EDC9AF` (Desert Sand)
- Rocks: `#CD853F` (Peru)
- Cacti: `#6B8E23` (Olive Drab)
- Shadows: `#8B4513` (Saddle Brown)
- Outlines: `#000000` (5px thick)
- **Trees:** Cacti, palm trees, dead trees
- **Props:** Sand dunes, rocks, pottery, tumbleweeds
- **Lighting:** Warm orange/yellow tint
**Checklist:**
- [ ] Thick 5px black outlines
- [ ] Flat cel shading
- [ ] Heat shimmer effect (optional VFX, not in terrain)
- [ ] Sand has texture but still Style 32
- [ ] Transparent background
---
## 🌲 FOREST BIOME (Gozdni)
**REQUIRED REFERENCE IMAGE:** `forest_terrain_style32.png`
**Visual DNA:**
- **Ground:** Green grass with darker patches
- **Edge Details:** Tree roots, mushrooms, fallen logs
- **Color Palette:**
- Grass: `#228B22` (Forest Green)
- Trees: `#2E8B57` (Sea Green)
- Bark: `#8B4513` (Saddle Brown)
- Shadows: `#006400` (Dark Green)
- Outlines: `#000000` (5px thick)
- **Trees:** Oaks, pines, broad-leafed trees
- **Props:** Mushrooms, ferns, flowers, rocks
- **Lighting:** Natural green tint
**Checklist:**
- [ ] Thick 5px black outlines
- [ ] Flat cel shading
- [ ] Trees have visible bark texture (chibi style)
- [ ] Grass is vibrant, not muted
- [ ] Transparent background
---
## 🌋 VOLCANIC BIOME
**REQUIRED REFERENCE IMAGE:** `volcanic_terrain_style32.png`
**Visual DNA:**
- **Ground:** Dark rock/lava cracks
- **Edge Details:** Lava flows, smoke vents, obsidian
- **Color Palette:**
- Rock: `#2F4F4F` (Dark Slate Gray)
- Lava: `#FF4500` (Orange Red)
- Glow: `#FFD700` (Gold)
- Smoke: `#696969` (Dim Gray)
- Outlines: `#000000` (5px thick)
- **Trees:** Dead/burnt trees, heat-resistant plants
- **Props:** Lava pools, volcanic rocks, ash piles
- **Lighting:** Red/orange glow
---
## 🧊 FROZEN WASTELAND BIOME
**REQUIRED REFERENCE IMAGE:** `frozen_wasteland_style32.png`
**Visual DNA:**
- **Ground:** Ice sheets, cracked frozen ground
- **Edge Details:** Ice spikes, frozen waterfalls
- **Color Palette:**
- Ice: `#E0FFFF` (Light Cyan)
- Cracks: `#4682B4` (Steel Blue)
- Shadows: `#708090` (Slate Gray)
- Outlines: `#000000` (5px thick)
---
## 🌴 JUNGLE BIOME
**REQUIRED REFERENCE IMAGE:** `jungle_terrain_style32.png`
**Visual DNA:**
- **Ground:** Dark green undergrowth
- **Edge Details:** Vines, large leaves, exotic flowers
- **Color Palette:**
- Leaves: `#00FF00` (Lime)
- Dark Green: `#013220` (Dark Green)
- Flowers: `#FF1493` (Deep Pink), `#FFD700` (Gold)
- Outlines: `#000000` (5px thick)
---
## 🎨 UNIVERSAL BIOME RULES (ALL 20 BIOMES)
1. **5px thick black outlines** - NO exceptions
2. **Flat cel shading** - NO soft gradients
3. **Vibrant colors** - NO muted/realistic tones
4. **Chibi proportions** - Trees, rocks, props are cute
5. **Transparent background** - ALWAYS
6. **Cult of the Lamb aesthetic** - Match main character style
---
## 📋 BIOME CHECKLIST (Before approval)
For EACH biome reference image:
- [ ] Viewed Kai/Ana/Gronk references first
- [ ] 5px thick black outlines on ALL elements
- [ ] Flat cel shading (no gradients)
- [ ] Colors are vibrant and match palette
- [ ] Proportions are chibi/cute
- [ ] Background is transparent
- [ ] Overall matches main character visual DNA
- [ ] Unique enough to distinguish biome
- [ ] Can be tiled/repeated seamlessly (optional)
---
## 🚀 WHEN TO USE THIS GUIDE
**Before generating ANY terrain/environment asset:**
1. Check which biome it belongs to
2. Load the biome reference image
3. Extract color palette from reference
4. Match outline thickness (5px)
5. Match shading style (flat cel)
6. Generate with explicit reference to biome guide
**Example prompt:**
```
Desert terrain tile. EXACT Style 32 matching /references/biomes/desert/:
THICK 5px BLACK OUTLINES, flat cel shading, sandy yellow (#EDC9AF),
rocks (#CD853F), cacti visible, transparent background,
Cult of the Lamb aesthetic.
```
---
**STATUS:** Awaiting reference images for each biome
**PRIORITY:** HIGH - needed before generating any of 27 town variants
**NEXT STEP:** Generate master reference for at least 3 core biomes (Winter, Desert, Forest)

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# 🐞 BUGS STYLE GUIDE - Gothic Dark Style 32
**Date Created:** 2026-01-06
**Status:** APPROVED ✅
---
## 🎯 **DEFINITIVE BUG STYLE**
### **⚠️ CRITICAL REQUIREMENTS:**
1. **🚫 ABSOLUTELY NO PIXEL ART!** - SMOOTH VECTOR LINES ONLY!
2. **✨ 100% TRANSPARENT BACKGROUND!** - NO white, NO color, PURE ALPHA!
3. **⚫ ULTRA-THICK BLACK OUTLINES!** - 5px minimum, clean and smooth!
### **Base Style: Style 32 + Gothic Noir Dark**
**All bugs must follow:**
-**SMOOTH VECTOR LINES** - NO PIXEL ART, NO PIXELATION, NO JAGGED EDGES!
-**Ultra-thick black outlines** (5px) #000000 - clean and consistent
-**Flat cel shading** (cartoon style, sharp boundaries)
-**Gothic dark aesthetic** with vibrant accent colors
-**Chibi proportions** (cute but creepy)
-**High contrast** (dark base + bright accents)
-**32x32px SIZE** for all bugs (high resolution)
-**100% TRANSPARENT BACKGROUND** - for easy background removal!
---
## 🎨 **COLOR PALETTE (Gothic Dark)**
### **Base Colors:**
- Dark purple/black (#1a0a1f, #0d0315)
- Deep grey (#2a2a2a, #1a1a1a)
- Blood red accents (#8B0000, #DC143C)
- Neon purple (#9D00FF, #CC00FF)
- Toxic green (#00FF41, #39FF14)
- Eerie cyan (#00FFFF, #00CED1)
### **Eyes (if visible):**
- Glowing red (#FF0000)
- Glowing purple (#9D00FF)
- Glowing cyan (#00FFFF)
---
## 📐 **TECHNICAL SPECIFICATIONS**
### **Size:**
```
32x32px (NOT 16x16px)
High resolution rendering
Smooth anti-aliased curves
NO stair-stepping, NO jagged edges
```
### **Outlines:**
```
Thickness: 5px ultra-thick
Color: #000000 pure black
Style: Smooth vector (rounded corners)
Consistency: Same thickness throughout
```
### **Shading:**
```
Type: Flat cel shading
Transitions: Sharp boundaries (NO soft gradients)
Colors: Solid fills with subtle highlights
Texture: Clean (NO grain, NO dithering)
```
### **Background:**
```
100% transparent
NO green screen
Clean alpha channel
Smooth edges
```
---
## 🦋 **APPROVED REFERENCE EXAMPLES**
### **✅ GOLD STANDARD BUGS:**
- `bug_test_butterfly.png` - Dark purple/black wings, red/purple accents ✅
- `bug_test_beetle.png` - Metallic green/purple shell, glowing red eyes ✅
- `bug_test_moth.png` - Skull pattern, glowing purple/cyan markings ✅
**Use these as visual references for ALL future bug generation!**
---
## 📋 **PROMPT TEMPLATE (Every Bug)**
```
[Bug Name] collectible sprite.
Style 32 + Gothic Noir Dark aesthetic:
- SMOOTH VECTOR LINES (NO pixel art, NO pixelation)
- Ultra-thick black outlines (5px) #000000
- Flat cel shading with sharp boundaries
- Dark gothic colors: [base color] with [accent color] accents
- Chibi proportions (cute but slightly creepy)
- High contrast (dark + vibrant)
Bug details:
- [Specific features: wing pattern, body type, etc.]
- [Distinguishing marks: spots, stripes, glows]
- [Eye color if visible: glowing red/purple/cyan]
Technical specs:
- SIZE: 32x32px high-resolution sprite
- Transparent background (100% alpha)
- Smooth anti-aliased rendering
- NO jagged edges, NO stair-stepping
- Professional polish matching approved references
```
---
## 🐛 **BUG CATEGORIES & STYLE NOTES**
### **Common Bugs (6):**
- Darker, simpler colors
- Less glowing effects
- Basic patterns
- Example: Dark purple butterfly, simple black beetle
### **Uncommon Bugs (6):**
- More vibrant accent colors
- Subtle glow on eyes or markings
- More detailed patterns
- Example: Metallic beetle with glowing eyes
### **Rare Bugs (6):**
- Bright neon accent colors
- Strong glowing effects
- Complex wing patterns
- Example: Rainbow beetle, glowing moth
### **Legendary Bugs (6):**
- Maximum vibrancy and glow
- Magical/supernatural elements
- Unique special effects
- Example: Crystal butterfly, phoenix moth with fire glow
---
## 🚫 **FORBIDDEN (NEVER USE)**
### **❌ PIXEL ART:**
- NO chunky blocks
- NO stair-stepping edges
- NO low-resolution sprites
- NO retro 8-bit style
### **❌ WRONG AESTHETIC:**
- NO cute pastel colors (must be gothic dark)
- NO realistic photographic style
- NO soft watercolor effects
- NO muted/natural colors (needs vibrant accents)
### **❌ TECHNICAL ERRORS:**
- NO green/colored backgrounds
- NO thin outlines (<3px)
- NO soft gradients (sharp cel shading only)
- NO compression artifacts
---
## ✅ **QUALITY CHECKLIST**
**Before saving any bug sprite:**
### **Visual Quality:**
- [ ] SMOOTH vector-style lines (NO pixelation)
- [ ] Ultra-thick 5px black outlines (consistent)
- [ ] Flat cel shading (sharp boundaries)
- [ ] Dark gothic base + vibrant accents
- [ ] High contrast and professional polish
- [ ] 32x32px high-resolution
### **Style Match:**
- [ ] Matches approved test bugs (butterfly, beetle, moth)
- [ ] Gothic dark aesthetic (not cute pastel)
- [ ] Chibi proportions (cute but creepy)
- [ ] NO pixel art elements
### **Technical:**
- [ ] Transparent background (100% alpha)
- [ ] PNG format with clean edges
- [ ] 32x32px exact dimensions
- [ ] File size reasonable (<500KB)
---
## 🎯 **SUCCESS CRITERIA**
**A bug sprite is APPROVED if:**
1. ✅ SMOOTH vector lines (NO pixel art)
2. ✅ Matches gothic dark aesthetic of test bugs
3. ✅ Ultra-thick black outlines visible
4. ✅ Dark base with vibrant accent colors
5. ✅ 32x32px, transparent background
6. ✅ Professional polish (like commercial indie game)
**If ANY of these fail → regenerate!**
---
## 🔄 **GENERATION WORKFLOW**
### **1. Check References:**
```bash
# Always view approved examples first
open references/bugs/bug_test_butterfly.png
open references/bugs/bug_test_beetle.png
open references/bugs/bug_test_moth.png
```
### **2. Use Exact Prompt Template**
- Copy template from above
- Fill in bug-specific details
- Emphasize "SMOOTH VECTOR LINES, NO pixel art"
- Reference gothic dark aesthetic
### **3. Generate**
- Use 32x32px size
- Request transparent background explicitly
- Specify smooth anti-aliased lines
- Reference approved test bugs in prompt
### **4. Verify Quality**
- Compare side-by-side with test bugs
- Check for pixel art artifacts
- Verify gothic dark aesthetic
- Confirm outline thickness
---
## 📊 **BATCH GENERATION (All 24 Bugs)**
**When generating all bugs in one session:**
1. Generate in category batches (Common → Uncommon → Rare → Legendary)
2. Use SAME prompt template for consistency
3. Verify each batch before continuing
4. Increase vibrancy/glow for higher rarities
5. Commit in batches with clear messages
**Example batch structure:**
```
Common (6): Simple dark colors, minimal glow
Uncommon (6): Metallic colors, subtle eye glow
Rare (6): Neon accents, strong wing glow
Legendary (6): Maximum glow, magical effects
```
---
## 🎨 **FINAL REMINDER**
### **ABSOLUTELY NO PIXEL ART!**
This is a **SMOOTH VECTOR** style game, not a retro pixel art game!
**Every bug must have:**
- Smooth anti-aliased curves
- Clean vector-style rendering
- NO jagged edges
- NO chunky pixels
- Professional polish
**Think:** Cult of the Lamb meets Don't Starve Together
**NOT:** Stardew Valley or Terraria pixel art
---
**APPROVED GOTHIC DARK STYLE - Use for ALL bug generation!**
**Date:** 2026-01-06 12:28
**Status:** LOCKED ✅

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# 🏛️ BUILDING STANDARDS - Style 32 Architecture
**Purpose:** Ensure ALL 27 towns and cities maintain consistent building logic across ruined and restored states.
---
## 🏚️ RUINED BUILDINGS (Ruševine)
**REQUIRED REFERENCE IMAGE:** `ruins_standard_style32.png`
**Visual DNA:**
- **Structure:** Collapsed walls, broken windows, missing roof sections
- **Outline:** THICK 5px black outlines (same as characters)
- **Shading:** Flat cel shading with damage highlights
- **Color Palette:**
- Broken Stone: `#696969` (Dim Gray)
- Weathered Wood: `#8B4513` (Saddle Brown)
- Rust/Metal: `#CD853F` (Peru)
- Shadows: `#2F4F4F` (Dark Slate Gray)
- Accent (danger): `#8B0000` (Dark Red)
- Outlines: `#000000` (5px thick)
**Key Features:**
- Cracked walls with visible damage
- Boarded-up or broken windows
- Overgrown vegetation (vines, weeds)
- Debris scattered around base
- Structural instability visual cues (leaning, cracks)
- Post-apocalyptic weathering
**Damage Markers:**
- ❌ Red "X" or warning symbol (optional)
- 🔨 "Can be restored" indicator (glow effect)
- 💀 Danger zones (unstable areas)
**Checklist:**
- [ ] 5px thick black outlines
- [ ] Flat cel shading
- [ ] Visible damage/decay
- [ ] Overgrowth elements
- [ ] Structurally looks unstable
- [ ] Matches character visual DNA
---
## 🏛️ RESTORED BUILDINGS (Obnovljene)
**REQUIRED REFERENCE IMAGE:** `restored_standard_style32.png`
**Visual DNA:**
- **Structure:** Intact walls, functional windows, complete roof
- **Outline:** THICK 5px black outlines (same as ruins)
- **Shading:** Flat cel shading with clean highlights
- **Color Palette:**
- Fresh Stone: `#D3D3D3` (Light Gray)
- New Wood: `#DEB887` (Burlywood)
- Clean Metal: `#C0C0C0` (Silver)
- Shadows: `#708090` (Slate Gray)
- Accent (vibrant): `#9D4EDD` (Purple - matches UI)
- Outlines: `#000000` (5px thick)
**Key Features:**
- Repaired walls (clean, no cracks)
- Functional windows with light
- Complete roof structure
- Clean entrance/doorway
- Decorative elements (flags, signs)
- NPCs visible inside/near building
**Activity Markers:**
- ✓ Green checkmark or "Open" sign
- 💡 Lights in windows (active)
- 🌟 Sparkle effect (recently restored)
- 👤 NPC icon (shows who works there)
**Checklist:**
- [ ] 5px thick black outlines
- [ ] Flat cel shading
- [ ] No visible damage
- [ ] Clean, maintained appearance
- [ ] Functional windows/doors
- [ ] Matches character visual DNA
---
## 🧱 WALLS & FORTIFICATIONS (Obzidja)
**REQUIRED REFERENCE IMAGE:** `walls_standard_style32.png`
**Visual DNA for ALL wall tiers:**
### **Tier 1: Wooden Walls**
- **Material:** Rough-hewn logs, rope bindings
- **Color:** `#8B4513` (Saddle Brown)
- **Height:** Low (1-2 character heights)
- **Features:** Sharpened stakes, simple construction
- **Outlines:** 5px black
### **Tier 2: Stone Walls**
- **Material:** Fitted stone blocks, mortar
- **Color:** `#708090` (Slate Gray)
- **Height:** Medium (2-3 character heights)
- **Features:** Crenellations, arrow slits
- **Outlines:** 5px black
### **Tier 3: Fortress Walls**
- **Material:** Reinforced steel, concrete, tech elements
- **Color:** `#2F4F4F` (Dark Slate Gray) + `#C0C0C0` (Silver accents)
- **Height:** Tall (3-4 character heights)
- **Features:** Tech panels, lights, reinforced gates
- **Outlines:** 5px black
**Universal Wall Rules:**
- Must tile horizontally seamlessly
- Damage states for each tier (cracked, broken, intact)
- Shadow underneath for depth
- Top edge visible for 3D effect
---
## 🗼 WATCHTOWERS (Opazovalni Stolpi)
**REQUIRED REFERENCE IMAGE:** `watchtower_standard_style32.png`
**Visual DNA:**
- **Structure:** Tall vertical building with observation platform
- **Outline:** THICK 5px black outlines
- **Shading:** Flat cel shading
- **Color Palette:**
- Wood/Stone: Matches wall tier it's placed on
- Roof: `#8B0000` (Dark Red) or `#2F4F4F` (Dark Slate)
- Platform: `#DEB887` (Burlywood)
- Outlines: `#000000` (5px thick)
**Key Features:**
- Ladder or stairs visible
- Guard platform at top
- Flag or banner (optional)
- Light source (torch/lamp)
- Matches wall aesthetic (wooden tower = wooden walls)
**Line of Sight Indicator:**
- Circular glow around tower base
- Reveals fog of war in radius
- Color: `#FFD700` (Gold, semi-transparent)
---
## 🎨 BUILDING VARIATION MATRIX
### **Same Building, Different Biomes:**
**Example: Blacksmith**
- **Forest Biome:** Wooden logs, green roof, moss
- **Desert Biome:** Adobe/clay, flat roof, sun-bleached
- **Winter Biome:** Stone, steep roof (snow slides off), icicles
- **Volcanic Biome:** Dark stone, metal reinforcement, heat vents
**BUT ALL VERSIONS MUST:**
- Have 5px thick black outlines
- Use flat cel shading
- Match Style 32 visual DNA
- Be recognizable as "Blacksmith"
---
## 📐 BUILDING SIZE STANDARDS
### **Small Buildings (1x1 tiles):**
- Shop stalls, small houses
- 64x64px to 96x96px
- Single room visible
### **Medium Buildings (2x2 tiles):**
- Bakery, Blacksmith, Tailor
- 128x128px to 160x160px
- Multiple rooms suggested
### **Large Buildings (3x3+ tiles):**
- Town Hall, Museum, School
- 192x192px to 256x256px
- Multiple floors visible
**ALWAYS:**
- Transparent background
- Centered in frame
- 10px margin on all sides
---
## 🔄 RESTORATION ANIMATION SEQUENCE
**For building restoration VFX:**
1. **Frame 1:** Ruined building (starting state)
2. **Frame 2:** Scaffolding appears, workers visible
3. **Frame 3:** Progress (walls half-repaired)
4. **Frame 4:** Almost complete (90% done)
5. **Frame 5:** **VFX: `vfx_building_restoration`** sparkles
6. **Frame 6:** Restored building (final state)
All frames maintain 5px outlines and Style 32 aesthetic.
---
## 🏗️ CONSTRUCTION STATES
### **Under Construction:**
- Wooden scaffolding with 5px outlines
- Partially built walls
- Material piles nearby
- Progress bar overlay (optional UI)
- Worker NPCs/zombies visible
### **Complete:**
- No scaffolding
- Full structure visible
- Clean appearance
- Functional elements active
- NPC stationed at building
---
## 📋 BUILDING CHECKLIST (Before approval)
For EACH building reference image:
- [ ] Viewed Kai/Ana/Gronk references first
- [ ] 5px thick black outlines on ALL elements
- [ ] Flat cel shading (no soft gradients)
- [ ] Colors match Style 32 palette
- [ ] Chibi/cute proportions maintained
- [ ] Transparent background
- [ ] Matches character visual DNA
- [ ] Ruined version shows clear damage
- [ ] Restored version shows clear repair
- [ ] Both versions are same building (recognizable)
- [ ] Appropriate biome adaptation
---
## 🚀 WHEN TO USE THIS GUIDE
**Before generating ANY building asset:**
1. Check if ruined or restored state
2. Load the building standard reference
3. Check biome adaptation needed
4. Extract color palette
5. Match outline thickness (5px)
6. Match shading style (flat cel)
7. Generate with explicit reference
**Example prompt:**
```
Blacksmith ruined. EXACT Style 32 matching /references/buildings/ruins/:
THICK 5px BLACK OUTLINES, flat cel shading, broken stone walls (#696969),
weathered wood (#8B4513), cracked chimney, overgrown vines,
transparent background, Cult of the Lamb aesthetic.
```
---
**STATUS:** Awaiting reference images for ruins and restored buildings
**PRIORITY:** CRITICAL - needed for all 27 town variants
**NEXT STEP:** Generate master references for standard ruin and restored building

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# 🎨 COLOR MASTER PALETTE - Style 32 Standard
**Purpose:** Exact color reference for ALL assets to maintain consistency across characters, NPCs, biomes, and UI.
---
## 👤 CHARACTER COLORS (Mandatory Reference)
### **KAI (Main Character)**
- **Hair (Pink Dreads):** `#FF1493` (Deep Pink)
- **Hair (Green Dreads):** `#00FF00` (Lime)
- **Skin:** `#F5DEB3` (Wheat)
- **Jacket (Leather):** `#2F4F4F` (Dark Slate Gray)
- **Pants:** `#000080` (Navy)
- **Katana (Blade):** `#C0C0C0` (Silver)
- **Katana (Handle):** `#8B0000` (Dark Red)
- **Piercings:** `#FFD700` (Gold)
- **Outlines:** `#000000` (5px thick)
### **ANA (Main Character)**
- **Hair:** `#FF1493` (Deep Pink) ← MANDATORY
- **Eyes:** `#87CEEB` (Sky Blue)
- **Skin:** `#F5DEB3` (Wheat)
- **Top:** `#9D4EDD` (Purple)
- **Pants:** `#4B0082` (Indigo)
- **Boots:** `#8B4513` (Saddle Brown)
- **Piercings:** `#FFD700` (Gold)
- **Outlines:** `#000000` (5px thick)
### **GRONK (Companion)**
- **Hair (Pink Dreads):** `#FF69B4` (Hot Pink)
- **Skin (Troll):** `#556B2F` (Dark Olive Green)
- **Vape:** `#00CED1` (Dark Turquoise)
- **Clothing:** `#8B4513` (Saddle Brown)
- **Piercings:** `#FFD700` (Gold)
- **Outlines:** `#000000` (5px thick)
### **ZOMBIE SCOUT (Companion)**
- **Bandana:** `#FF0000` (Red)
- **Hair (Purple Dreads):** `#9370DB` (Medium Purple)
- **Skin (Zombie):** `#98FB98` (Pale Green)
- **Clothing:** `#708090` (Slate Gray)
- **Outlines:** `#000000` (5px thick)
---
## 🧑‍🤝‍🧑 NPC COLOR RULES
**ALL NPCs MUST have:**
1. **Colored Hair OR Dreadlocks** (NO natural brown/black unless with dreads)
2. **Piercings visible:** `#FFD700` (Gold) or `#C0C0C0` (Silver)
3. **Vibrant outfit colors** (NO muted tones)
4. **5px black outlines:** `#000000`
### **Approved Hair Colors (NPCs):**
- Neon Pink: `#FF1493`
- Hot Pink: `#FF69B4`
- Neon Green: `#00FF00`
- Lime: `#32CD32`
- Purple: `#9370DB`
- Blue: `#00BFFF`
- Orange: `#FF8C00`
- Red: `#FF4500`
- **Gray Dreads (Elderly NPCs only):** `#808080`
### **Skin Tones (All Characters):**
- Light: `#F5DEB3` (Wheat)
- Medium: `#D2B48C` (Tan)
- Dark: `#8B4513` (Saddle Brown)
- Zombie: `#98FB98` (Pale Green)
- Troll: `#556B2F` (Dark Olive)
---
## 🌍 NATURE & BIOME COLORS
### **Forest/Nature:**
- Grass: `#228B22` (Forest Green)
- Trees: `#2E8B57` (Sea Green)
- Bark: `#8B4513` (Saddle Brown)
- Flowers: `#FF1493` (Deep Pink), `#FFD700` (Gold)
- Shadows: `#006400` (Dark Green)
### **Winter/Ice:**
- Snow: `#F0F8FF` (Alice Blue)
- Ice: `#B0E0E6` (Powder Blue)
- Shadows: `#ADD8E6` (Light Blue)
### **Desert/Sand:**
- Sand: `#EDC9AF` (Desert Sand)
- Rocks: `#CD853F` (Peru)
- Cacti: `#6B8E23` (Olive Drab)
- Shadows: `#8B4513` (Saddle Brown)
### **Volcanic/Lava:**
- Rock: `#2F4F4F` (Dark Slate Gray)
- Lava: `#FF4500` (Orange Red)
- Glow: `#FFD700` (Gold)
- Smoke: `#696969` (Dim Gray)
---
## 🏛️ BUILDING & ARCHITECTURE COLORS
### **Ruined Buildings:**
- Broken Stone: `#696969` (Dim Gray)
- Weathered Wood: `#8B4513` (Saddle Brown)
- Rust/Metal: `#CD853F` (Peru)
- Shadows: `#2F4F4F` (Dark Slate Gray)
- Danger Accent: `#8B0000` (Dark Red)
### **Restored Buildings:**
- Fresh Stone: `#D3D3D3` (Light Gray)
- New Wood: `#DEB887` (Burlywood)
- Clean Metal: `#C0C0C0` (Silver)
- Shadows: `#708090` (Slate Gray)
- Accent: `#9D4EDD` (Purple - matches UI)
### **Walls (3 Tiers):**
- Wooden: `#8B4513` (Saddle Brown)
- Stone: `#708090` (Slate Gray)
- Fortress: `#2F4F4F` (Dark Slate) + `#C0C0C0` (Silver accents)
---
## 🌾 CROPS & AGRICULTURE COLORS
### **Cannabis:**
- Leaves (Young): `#32CD32` (Lime Green)
- Leaves (Mature): `#228B22` (Forest Green)
- Buds: `#9ACD32` (Yellow Green) + white pistils
- Soil: `#8B4513` (Saddle Brown)
### **Magic Mushrooms:**
- Cap: `#FF1493` (Deep Pink) or `#9370DB` (Purple)
- Spots: `#FFD700` (Gold) or white
- Stem: `#F5DEB3` (Wheat)
- Glow: `#00CED1` (Cyan, semi-transparent)
### **Common Crops:**
- Tomato: `#FF6347` (Tomato Red)
- Carrot: `#FF8C00` (Dark Orange)
- Potato: `#D2B48C` (Tan)
- Lettuce: `#7FFF00` (Chartreuse)
- Wheat: `#F0E68C` (Khaki)
- Corn: `#FFD700` (Gold)
---
## 🎨 UI & INTERFACE COLORS
### **Primary UI:**
- Background: `#0f0c1d` (Dark Purple-Black)
- Panels: `#141428` (rgba(20, 20, 40, 0.95))
- Accent: `#9D4EDD` (Purple)
- Text: `#FFFFFF` (White)
- Muted Text: `#AAAAAA` (Light Gray)
### **Status Indicators:**
- Success: `#00FF00` (Lime)
- Warning: `#FFD700` (Gold)
- Danger: `#FF4444` (Red)
- Info: `#4488FF` (Blue)
### **Progress Bars:**
- Health: `#FF0000` (Red)
- Energy: `#FFD700` (Gold)
- Stamina: `#00FF00` (Lime)
- Fill Background: `#2F4F4F` (Dark Slate)
---
## ✨ VFX & EFFECTS COLORS
### **Particle Effects:**
- Sparkle/Magic: `#FFD700` (Gold)
- Smoke: `#696969` (Dim Gray)
- Fire: `#FF4500` (Orange Red) + `#FFD700` (Gold)
- Water: `#00CED1` (Cyan)
- Blood: `#8B0000` (Dark Red)
- Poison/Hallucination: `#9370DB` (Purple) + `#00FF00` (Lime)
### **Glows & Highlights:**
- Holy/Blessed: `#FFD700` (Gold, semi-transparent)
- Dark/Cursed: `#8B0000` (Dark Red, semi-transparent)
- Tech/Future: `#00CED1` (Cyan, semi-transparent)
- Nature: `#00FF00` (Lime, semi-transparent)
---
## 📏 OUTLINE & SHADOW STANDARDS
### **Outlines (UNIVERSAL):**
- **Thickness:** 5px
- **Color:** `#000000` (Black)
- **Style:** Solid, no anti-aliasing blur
- **Where:** ALL visible edges (characters, buildings, props, crops, UI elements)
### **Shadows:**
- **Color:** Darker version of base color (30-40% darker)
- **Style:** Flat cel shadow, no gradients
- **Angle:** Consistent light source (top-left, 45°)
- **Opacity:** 100% (no soft shadows)
---
## 🚫 FORBIDDEN COLORS (Never Use)
**These colors break Style 32 aesthetic:**
- Muted pastels (too soft)
- Realistic skin tones (too photographic)
- Gradients (except for specific VFX)
- Semi-transparent anything (except VFX glows)
- Natural brown/black hair (unless with dreads)
- Gray buildings (must be vibrant)
---
## 🎨 COLOR PALETTE IMAGE REFERENCE
**REQUIRED IMAGE:** `color_master_palette.png`
**Layout:**
```
Row 1: Character Hair Colors (8 swatches)
Row 2: Skin Tones (5 swatches)
Row 3: Nature/Biome Colors (10 swatches)
Row 4: Building Colors (8 swatches)
Row 5: UI Colors (6 swatches)
Row 6: VFX Colors (8 swatches)
Each swatch: 64x64px square with 5px black outline
Label: Hex code + name below each swatch
```
---
## 📋 COLOR CHECKLIST (Before approval)
For EVERY new asset:
- [ ] Uses ONLY colors from this master palette
- [ ] Hair is vibrant (NOT natural brown/black unless dreads)
- [ ] Outlines are 5px thick black (#000000)
- [ ] Shadows are flat cel style (no gradients)
- [ ] Colors match Kai/Ana/Gronk references
- [ ] NO forbidden colors used
- [ ] Vibrant, not muted
- [ ] Matches Style 32 aesthetic
---
## 🚀 WHEN TO USE THIS GUIDE
**Before generating ANY asset:**
1. Open this COLOR_MASTER.md file
2. Identify asset category (character, building, crop, etc.)
3. Extract EXACT hex codes from palette
4. Include hex codes in generation prompt
5. Verify generated asset matches exact colors
6. If mismatch → Auto-reroll with corrected hex codes
**Example prompt:**
```
Kai walking sprite. EXACT Style 32 matching COLOR_MASTER:
Hair pink #FF1493 + green #00FF00 dreads,
Skin #F5DEB3,
Jacket #2F4F4F,
Katana silver #C0C0C0,
Outlines #000000 5px thick,
Cult of the Lamb aesthetic.
```
---
**STATUS:** Color palette documented, awaiting visual reference image
**PRIORITY:** MAXIMUM - prevents color drift across ALL assets
**NEXT STEP:** Create visual `color_master_palette.png` with swatches

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# 🌾 CROP SPRITES STYLE GUIDE
**Established:** Jan 8, 2026
**Art Direction:** Cult of the Lamb aesthetic (same as grassland biome)
---
## ✅ **OFFICIAL ART STYLE: "CULT OF THE LAMB"**
### **Core Visual Principles:**
1. **SMOOTH VECTOR LINES**
- NO pixelation
- Clean, smooth curves
- Vector-style rendering
- Organic plant shapes
2. **THICK BLACK OUTLINES**
- Bold black borders on all elements
- Consistent line weight
- Clear definition between stages
3. **MUTED SATURATED COLORS**
- NO gray tones
- NO neon colors
- Natural plant colors
- Progressive color changes through growth stages
4. **CHIBI CUTE**
- Simplified plant proportions
- Charming, rounded shapes
- Friendly aesthetic
- Appealing to look at
5. **TOP-DOWN PERSPECTIVE**
- All crops viewed from above
- Clear visibility of growth stage
- Fits seamlessly on tilled soil tiles
6. **PROGRESSIVE GROWTH**
- Visible size increase through stages
- Color evolution (green → mature color)
- Clear visual distinction between stages
---
## 📐 **GROWTH STAGES (6 stages standard):**
All crops follow this pattern:
1. **Stage 0: Seed Packet**
- Small item, paper bag or pouch
- Crop icon visible on packet
- Muted brown packaging
2. **Stage 1: Sprout**
- Tiny plant emerging from soil
- 1-2 small leaves
- Bright green color
- Soil mound visible
3. **Stage 2: Young Plant**
- More leaves (4-5)
- Taller than sprout
- Still green
- Recognizable as specific crop type
4. **Stage 3: Growing**
- Larger plant
- Early signs of vegetable/fruit
- Color starting to change
- Distinctive crop features visible
5. **Stage 4: Ready to Harvest**
- Full-size plant
- Mature color (varies by crop)
- Heavy with produce
- Clearly ready state
6. **Stage 5: Harvested**
- Harvested bundle or item
- Sometimes tied with rope/ribbon
- Display version of crop
- Can be held/carried
---
## 🌾 **WHEAT EXAMPLE (REFERENCE):**
See: `assets/references/crops/wheat/growth/`
- Stage 0: Brown seed packet with wheat icon
- Stage 1: Tiny green sprout (2 leaves)
- Stage 2: Young plant (5 leaves spreading)
- Stage 3: Wheat stalks forming, green-yellow
- Stage 4: Full golden wheat, drooping heads
- Stage 5: Wheat bundle tied with black ribbon
**Colors used:**
- Seed packet: #8B6F47 (muted brown)
- Sprout/young: #5C8A5C (muted green)
- Growing: #9CAE7B (green-yellow)
- Harvest: #D4B86A (golden yellow)
- Harvested: #C9A84F (rich gold)
---
## 🎨 **COLOR PALETTE BY CROP TYPE:**
### **Wheat:**
- Green stages: #5C8A5C
- Mature: #D4B86A (golden)
### **Carrot:**
- Green leaves: #5C8A5C
- Orange root: #D97847 (muted orange)
### **Tomato:**
- Green stages: #5C8A5C
- Red fruit: #C05050 (muted red)
### **Potato:**
- Green leaves: #5C8A5C
- Mature: #C9AE87 (tan/beige)
### **Corn:**
- Green stages: #6FA36F
- Yellow corn: #E0C26B (muted yellow)
---
## 🎯 **MANDATORY PROMPT ELEMENTS:**
Every crop sprite MUST include:
```
[Crop name] [stage description], Cult of the Lamb style, thick smooth black outlines
NO PIXELATION, muted [color] (#HEX), simplified organic plant shape, chibi cute aesthetic,
top-down view, transparent background
```
---
## ❌ **FORBIDDEN:**
- ❌ Pixelated/pixel art style
- ❌ Gray colors
- ❌ Neon/screaming bright colors
- ❌ Realistic photo textures
- ❌ Side or isometric views
- ❌ Overly complex details
---
## 📏 **TECHNICAL SPECS:**
- **Size:** Scalable (reference at high res, scale down as needed)
- **Format:** PNG with transparency
- **Lines:** Smooth anti-aliased vectors
- **Color depth:** 24-bit RGB + Alpha
- **Background:** Fully transparent
---
## 🌱 **GROWTH STAGE GUIDELINES:**
### **Size Progression:**
- Stage 0 (seed): Small item
- Stage 1 (sprout): ~20% of final size
- Stage 2 (young): ~40% of final size
- Stage 3 (growing): ~70% of final size
- Stage 4 (harvest): 100% size
- Stage 5 (harvested): Item version, varies
### **Color Progression:**
- Stages 1-2: Always green (leaves growing)
- Stage 3: Transition color (green → mature)
- Stage 4: Full mature color
- Stage 5: Rich, saturated mature color
---
## 💀 **GOTHIC ENHANCEMENTS (OPTIONAL)**
**For "Dark Fantasy" twist on harvested crops:**
### **Gothic Elements to Add:**
1. **Small Skull/Bone Decorations**
- Tiny skull charm on ribbon/ties
- Small bone details
- Subtle skull patterns
2. **Dark Creatures/Companions**
- Evil worm peeking from carrot
- Small spider on tomato
- Menacing bugs
- Creepy-cute critters
3. **Dark Vegetation**
- Small dark mushrooms on wheat bundle
- Wilted leaves mixed with fresh
- Dark purple/black flowers
4. **Facial Expressions**
- Vegetables with spooky faces
- Eyes arranged like menacing glares
- Skull-like patterns in natural features
5. **Dark Accessories**
- Purple/dark ribbons instead of bright
- Bone charms hanging
- Dark twine/rope
### **Color Adjustments for Gothic:**
- Keep main crop colors BRIGHT (no gray!)
- Add dark accents:
- Dark purple ribbon: #4A2C5A
- Dark mushrooms: #3A2A2A
- Bone white: #E8D8C8
- Evil eyes: Red glow
### **🌾 Gothic Examples Generated:**
**Wheat (Harvested):**
- Golden wheat bundle (#C9A84F)
- Dark purple ribbon with small skull
- Small dark mushrooms at base
- Bone details on ribbon
**Carrot (Harvested):**
- Bright orange carrot (#E8884F)
- Green leafy top
- Small evil worm with red eyes peeking out
- Menacing but cute
### **When to Use Gothic:**
- Harvested crops (stage 5-6)
- Special "cursed" crop variants
- Halloween/dark events
- Biomes: Witch Forest, Chernobyl, Catacombs
### **When NOT to Use:**
- Growing stages (keep clean and natural)
- Basic farm crops (optional)
- Bright happy biomes
---
**🎯 Jan 8, 2026 - Crop Style Locked!**
**All crop sprites MUST match this aesthetic.**

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# 🌾 CROP GROWTH TEMPLATE - Style 32 Standards
**Purpose:** Strict template for ALL crop growth stages ensuring consistency across 8 growth phases and 4 seasons.
---
## 📐 TEMPLATE GROWTH - 8 STAGES (Universal)
**REQUIRED REFERENCE IMAGES:**
- `cannabis_stage_1.png` through `cannabis_stage_4.png` (current)
- `mushroom_stage_1.png` through `mushroom_stage_4.png` (current)
- `wheat_stage_1.png` through `wheat_stage_8.png` (to be created)
### **Stage 1: Seed/Planted (0-10%)**
- **Visual:** Freshly tilled soil, tiny sprout barely visible
- **Size:** 1-2 pixels above soil line
- **Color:** Light green `#90EE90` (Light Green)
- **Detail:** Minimal, just hint of life
### **Stage 2: Seedling (10-20%)**
- **Visual:** Small sprout with 2 leaves
- **Size:** 25% of final height
- **Color:** Light green `#90EE90` to `#32CD32` (Lime)
- **Detail:** First leaf pair visible
### **Stage 3: Young Plant (20-40%)**
- **Visual:** Growing stem, 4-6 leaves
- **Size:** 40% of final height
- **Color:** Lime `#32CD32`
- **Detail:** Stem visible, multiple leaf nodes
### **Stage 4: Vegetative (40-60%)**
- **Visual:** Full foliage, bushy appearance
- **Size:** 60% of final height
- **Color:** Forest Green `#228B22`
- **Detail:** Thick stem, many branches/leaves
### **Stage 5: Pre-Flowering (60-70%)**
- **Visual:** Buds/flowers starting to appear
- **Size:** 75% of final height
- **Color:** Dark green with color accents
- **Detail:** Flower buds visible
### **Stage 6: Flowering (70-85%)**
- **Visual:** Full flowers/fruit forming
- **Size:** 90% of final height
- **Color:** Vibrant flower colors appear
- **Detail:** Flowers/small fruit prominent
### **Stage 7: Maturing (85-95%)**
- **Visual:** Fruit/harvest growing larger
- **Size:** 100% height
- **Color:** Fruit changing color (green → final color)
- **Detail:** Harvest almost ready
### **Stage 8: Harvest Ready (95-100%)**
- **Visual:** Fully ripe, maximum size
- **Size:** 100% height, maximum visual appeal
- **Color:** Final harvest color (red tomatoes, gold wheat, etc.)
- **Detail:** Sparkle/glow effect (optional VFX)
- **Indicator:** ✨ Harvestable icon overlay
---
## 🎨 VISUAL STYLE RULES (NO EXCEPTIONS)
### **Smooth Lines (NOT Pixel Art):**
- **Outlines:** THICK 5px black `#000000`
- **Style:** Vector-smooth, anti-aliased curves
- **NOT:** Chunky pixel blocks or low-res sprites
- **Reference:** Cannabis/Mushroom stages (smooth, not pixelated)
### **Style 32 Consistency:**
- Flat cel shading (no soft gradients)
- Vibrant colors (not muted/realistic)
- Chibi proportions (cute, not realistic)
- Transparent background (always)
- Black outlines (5px, always)
### **Size Standards:**
- Small crops (lettuce, herbs): 32x32px
- Medium crops (tomatoes, carrots): 48x48px or 64x64px
- Large crops (pumpkins, wheat): 64x64px or 96x96px
- Cannabis/special: 64x64px
- Mushrooms: 48x48px
---
## 🌍 SEASONAL VARIATIONS (All Crops)
### **🌸 SPRING (Pomlad)**
**Visual Changes:**
- Bright, fresh colors
- Light greens `#90EE90`, `#32CD32`
- Flowers visible (white, pink, yellow)
- Rain droplets on leaves (optional)
- Vibrant new growth
**Example:**
- Wheat: Bright green stalks, no grain yet
- Tomatoes: Green with white flowers
- Cannabis: Light green leaves, vigorous growth
---
### **☀️ SUMMER (Poletje)**
**Visual Changes:**
- Deeper, richer colors
- Dark greens `#228B22`, `#006400`
- Fruits forming/maturing
- Sun-kissed highlights
- Maximum growth
**Example:**
- Wheat: Golden stalks, grain visible
- Tomatoes: Red fruits, green leaves
- Cannabis: Dark green, resinous appearance
---
### **🍂 AUTUMN (Jesen)**
**Visual Changes:**
- Warm, harvest colors
- Browns `#8B4513`, oranges `#FF8C00`
- Dying leaves (some yellowing)
- Harvest-ready appearance
- Crisp, dry look
**Example:**
- Wheat: Fully golden, ready to harvest
- Tomatoes: Deep red, some fallen
- Cannabis: Purple hues appearing
---
### **❄️ WINTER (Zima)**
**Visual Changes:**
- Cold, dormant colors
- Gray-greens `#556B2F`, browns
- Withered/dead appearance
- Snow accumulation on leaves
- Minimal growth (except greenhouses)
**Example:**
- Wheat: Brown stubble, snow patches
- Tomatoes: Dead/frozen plants
- Cannabis: Indoor only, vibrant still
**Note:** Most crops DON'T grow in winter (except in greenhouse)
---
## 📋 CROP-SPECIFIC TEMPLATES
### **Cannabis (Reference Standard)**
**8 Stages:**
1. Seed in soil
2. Cotyledon (first round leaves)
3. 3-blade fan leaves
4. 5-blade fan leaves, branching
5. Pre-flower stretch, sex showing
6. Flowering, buds visible
7. Buds swelling, trichomes forming
8. Harvest ready, frosty appearance ✨
**Colors:**
- Young: `#32CD32` (Lime)
- Vegetative: `#228B22` (Forest Green)
- Flowering: `#006400` (Dark Green) + purple accents
- Trichomes: White sparkle overlay
**Style:** Smooth 5px outlines, NO pixelation
---
### **Magic Mushrooms (Reference Standard)**
**8 Stages:**
1. Spore inoculation (substrate visible)
2. Mycelium spreading (white threads)
3. Pin formation (tiny bumps)
4. Young mushroom (small cap)
5. Cap expanding
6. Veil breaking
7. Cap fully opened
8. Mature, glowing appearance ✨
**Colors:**
- Cap: `#FF1493` (Deep Pink) or `#9370DB` (Purple)
- Spots: `#FFD700` (Gold) or white
- Stem: `#F5DEB3` (Wheat)
- Glow: `#00CED1` (Cyan, semi-transparent)
**Style:** Smooth outlines, cute chibi mushrooms
---
### **Standard Crops (Tomato, Wheat, etc.)**
**8 Stages Template:**
1. Tilled soil, seed planted
2. Sprout (1-2 leaves)
3. Young plant (4-6 leaves)
4. Bushy vegetative growth
5. Flowering begins
6. Fruit/grain forming
7. Fruit/grain maturing
8. Harvest ready ✨
**Follow color progression:**
- Light green → Dark green → Harvest color
- Smooth transitions between stages
- 5px black outlines maintained
---
## 🌿 PERENNIAL CROPS (Special Rules)
**Examples:** Strawberries, asparagus, fruit trees
**Multiple Harvests:**
- Stage 1-4: Initial growth (once)
- Stage 5-8: Repeat every season (perennial cycle)
- Winter dormancy stage (leafless/minimal)
- Spring regrowth (from stage 5, not stage 1)
**Visual Difference:**
- Woody stems remain in winter
- Leaves fall but structure stays
- Spring: New leaves on old structure
---
## 📏 CROP SPACING & LAYOUT
### **Grid System:**
- Small crops: 1x1 tile (32x32px)
- Medium crops: 1x1 tile (64x64px, centered)
- Large crops: 2x2 tiles (128x128px)
- Trees: 3x3 tiles (192x192px)
### **Transparent Background:**
- ALWAYS 100% transparent
- No ground/soil included in crop sprite
- Ground is separate layer (tilemap)
### **Shadow:**
- Simple oval shadow at base
- Color: `#000000` at 30% opacity
- Size: 50-70% of crop width
---
## 🚫 FORBIDDEN STYLES (Crops)
**NEVER use:**
- Pixel art style (chunky blocks)
- Realistic photography textures
- Soft gradients (only flat cel shading)
- Muted/dull colors
- Thin outlines (< 4px)
- Background that's not transparent
---
## ✅ CROP GENERATION CHECKLIST
Before approving ANY crop sprite:
- [ ] Viewed cannabis/mushroom references first
- [ ] 8 growth stages defined
- [ ] Smooth lines (NOT pixelated)
- [ ] 5px thick black outlines
- [ ] Flat cel shading
- [ ] Vibrant colors (matches COLOR_MASTER)
- [ ] Transparent background
- [ ] Matches Style 32 aesthetic
- [ ] Seasonal variants planned (if applicable)
- [ ] Size matches category (small/medium/large)
---
## 🚀 GENERATION WORKFLOW
**For ANY new crop:**
1. **Check References:**
- View `/references/crops/cannabis_stage_*.png`
- View `/references/crops/mushroom_stage_*.png`
- Review COLOR_MASTER.md for exact colors
2. **Plan 8 Stages:**
- Sketch out progression (seed → harvest)
- Define color changes per stage
- Plan size increase per stage
3. **Generate Stage 1:**
- Include "EXACT Style 32 matching /references/crops/"
- Include "Smooth lines, NOT pixel art"
- Include "5px black outlines #000000"
- Include exact hex colors
4. **Verify Match:**
- Compare to cannabis/mushroom references
- Check outline thickness (5px)
- Check smoothness (no pixelation)
- If mismatch → Auto-reroll
5. **Generate Remaining Stages:**
- Maintain consistency across all 8 stages
- Same outline thickness
- Same color palette
- Progressive size increase
6. **Save & Organize:**
- `assets/sprites/crops/[crop_name]_stage_[1-8].png`
- Update manifest
- Document in crop registry
---
## 🌱 EXAMPLE PROMPT (Correct)
```
Wheat crop Stage 3 (young plant). EXACT Style 32 matching /references/crops/:
SMOOTH LINES (NOT pixel art), 5px black outlines #000000,
flat cel shading, lime green stalks #32CD32,
4-6 blade leaves visible, 40% of final height,
transparent background, chibi cute proportions,
Cult of the Lamb aesthetic.
```
---
## 📊 CROP REGISTRY
**Current Crops (Style 32):**
- ✅ Cannabis (4 stages) - Reference standard
- ✅ Magic Mushrooms (4 stages) - Reference standard
- ✅ Strawberries (4 stages)
- ✅ Onions (4 stages)
- 🔄 Wheat (8 stages needed)
- 🔄 Tomatoes (8 stages needed)
- 🔄 Carrots (8 stages needed)
- 🔄 Potatoes (8 stages needed)
- 🔄 Lettuce (8 stages needed)
- 🔄 Corn (8 stages needed)
- ❌ Peppers (not started)
---
**STATUS:** Template defined, cannabis/mushrooms are reference standards
**PRIORITY:** HIGH - needed for farming system
**NEXT STEP:** Expand existing 4-stage crops to 8 stages, generate remaining crops

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# 🎯 DEFINITIVNI STANDARD ZA SLIKE - Style 32
**Datum:** 2026-01-05
**Status:** APPROVED by user - ta kvaliteta je točno prava!
---
## ✅ USPEŠNI PRIMERI (Uporabi kot referenco)
### **GOLD STANDARD NPCs (Generated 2026-01-05):**
- `/references/npcs/arborist/master_reference.png`
- `/references/npcs/kustos/master_reference.png`
- `/references/npcs/mayor/master_reference.png`
- `/references/npcs/miro_pravnik/master_reference.png`
- `/references/npcs/pek/master_reference.png`
- `/references/npcs/sivilja/master_reference.png`
- `/references/npcs/teacher/master_reference.png`
- `/references/npcs/tehnik/master_reference.png`
### **Original Ana Reference:**
- `/references/main_characters/ana/master_reference_nobg.png`
### **Test Quality Reference:**
- `/references/BIOME_CROP_TEST_SHEET.png`
---
## 📐 EXACT SPECIFICATIONS (Ta kvaliteta!)
### **1. OUTLINES (Črne obrobe):**
```
Debelina: 5px (thick, consistent)
Barva: #000000 (pure black)
Stil: Smooth anti-aliased (NO stair-stepping)
Koti: Rounded (not blocky)
```
### **2. SHADING (Senčenje):**
```
Tip: Flat cel shading (cartoon style)
Prehodi: Sharp boundaries (ne mehko)
Barve: Solid fills (no gradients except shadows)
Tekstura: Clean (no grain, no dithering)
```
### **3. PROPORTIONS (Razmerja):**
```
Stil: Chibi 1:1 (glava = telo)
Velikost: 256x256px (high resolution)
Oči: Large, expressive
Telo: Compact, cute
```
### **4. COLORS (Barve):**
```
Lasje: Vibrant (neon pink, green, blue, purple, orange)
Koža: Wheat #F5DEB3, Tan #D2B48C
Oblačila: Punk colors (dark + bright accents)
Fon: Transparent (100% prosojno)
```
### **5. STYLE QUALITY:**
```
Linij: SMOOTH vector-style (NOT pixel art)
Robovi: Anti-aliased curves (gladki)
Ločljivost: High-res (256px minimum)
Finish: Film-quality polish (profesionalno)
Aesthetic: Cult of the Lamb inspired
```
---
## 🎨 PROMPT TEMPLATE (Vsak nov NPC)
**Uporabi TOČNO TO strukturo:**
```
[Character Name] [profession] portrait.
EXACT smooth quality matching approved NPCs (Kustos, Mayor, Pek style):
- THICK black outlines (5px) #000000
- Clean cel shading (flat, sharp boundaries)
- Chibi 1:1 proportions (head = body)
- Smooth anti-aliased curves (NO pixel art, NO stair-stepping)
Character details:
- [Hair color] colored hair [or dreadlocks]
- [Specific outfit/tools for profession]
- [Distinguishing features]
- 2-3 piercings (nose, ear, face)
- [Expression type] expression
- Post-apocalyptic punk aesthetic
Technical specs:
- 256x256px high-resolution rendering
- Transparent background
- Vibrant colors (not muted)
- Professional film-quality polish
- Cult of the Lamb aesthetic
```
---
## 📋 QUALITY CHECKLIST (Pred odobritvijo)
**VSE mora biti ✅:**
### **Visual Quality:**
- [ ] Smooth lines (NO jagged edges)
- [ ] Thick 5px black outlines (consistent)
- [ ] Clean cel shading (NO soft gradients)
- [ ] Vibrant colors (NOT muted/realistic)
- [ ] High resolution (256px+)
- [ ] Transparent background (NO green screen)
### **Style Match:**
- [ ] Matches approved NPCs (Kustos, Mayor, etc.)
- [ ] Chibi proportions (cute, 1:1)
- [ ] Punk aesthetic (piercings, colored hair)
- [ ] Professional polish (film-quality)
- [ ] Cult of the Lamb vibe
### **Character Details:**
- [ ] Colored hair OR dreadlocks (NO natural brown/black)
- [ ] 2-3 piercings visible
- [ ] Profession-appropriate outfit/tools
- [ ] Post-apocalyptic wear (torn, patched)
- [ ] Expressive face
### **Technical:**
- [ ] File size reasonable (< 2MB)
- [ ] PNG format with alpha channel
- [ ] 256x256px dimensions
- [ ] No compression artifacts
- [ ] Clean transparent edges
---
## 🚫 FORBIDDEN (NIKOLI ne uporabljaj)
**Style Errors:**
- ❌ Pixel art (chunky blocks, stair-stepping)
- ❌ Low resolution (< 128px)
- ❌ Soft gradients (only flat cel shading)
- ❌ Thin outlines (< 3px)
- ❌ Realistic shading (photographic)
- ❌ Green/colored backgrounds (must be transparent)
**Character Errors:**
- ❌ Natural hair colors (brown, black without dreads)
- ❌ Clean corporate look (must be punk)
- ❌ No piercings
- ❌ Muted colors
- ❌ Realistic proportions (not chibi)
**Technical Errors:**
- ❌ Compression artifacts (save as PNG)
- ❌ Non-transparent background
- ❌ Inconsistent outline thickness
- ❌ Blurry edges
---
## ✅ GENERATION WORKFLOW
### **Step 1: Check References**
```bash
# View approved examples first
open references/npcs/kustos/master_reference.png
open references/npcs/mayor/master_reference.png
open references/npcs/pek/master_reference.png
```
### **Step 2: Use Exact Prompt Template**
- Copy template from above
- Fill in character-specific details
- Include ALL technical specifications
- Emphasize "matching approved NPCs"
### **Step 3: Generate**
- Use 256x256px minimum
- Request transparent background explicitly
- Specify smooth anti-aliased lines
- Reference approved examples in prompt
### **Step 4: Verify Quality**
```
Compare side-by-side with approved NPCs:
- Line smoothness matches? ✅
- Outline thickness matches? ✅
- Color vibrancy matches? ✅
- Chibi proportions match? ✅
- Overall polish matches? ✅
```
### **Step 5: Save & Commit**
```bash
cp [generated_file].png references/npcs/[npc_name]/master_reference.png
python3 scripts/generate_asset_manifest.py
git add -A
git commit -m "Added [NPC name] portrait - SMOOTH Style 32 matching approved quality"
```
---
## 🎯 SUCCESS CRITERIA
**Slika je uspešna, če:**
1. **Uporabnik pove:** "To so pa že top slike!" ✅
2. **Matches test image** (uploaded chibi reference)
3. **Matches Ana's smoothness** (gold standard)
4. **Matches approved 8 NPCs** (Kustos, Mayor, etc.)
5. **NO pixelation** when zoomed 200-400%
6. **Professional quality** (like commercial indie game)
**Če katerikoli od teh ni izpolnjen → reroll malo!**
---
## 📊 BATCH GENERATION
**Za množično generiranje (npr. 20 NPCjev):**
1. **Prepare list** with character names + professions
2. **Use SAME prompt template** for all
3. **Generate in batches** of 4-5
4. **Verify each batch** before continuing
5. **Replace files** systematically
6. **Update manifest** after all done
7. **Single commit** with all changes
**Example batch commit:**
```
"Regenerated 20 NPCs in SMOOTH Style 32:
[list names]. Matching approved quality standard.
Thick outlines, cel shading, chibi proportions."
```
---
## 🔄 IF QUALITY DROPS
**Simptomi:**
- Pixelation appears
- Outlines become thin
- Colors become muted
- Proportions change
**Fix:**
1. **Stop immediately**
2. **Re-read this document**
3. **View approved references again**
4. **Adjust prompt** to be more explicit
5. **Add "matching [approved NPC name]"** to prompt
6. **Regenerate** with corrected prompt
7. **Verify** before replacing files
---
## 📚 REFERENCE HIERARCHY
**Vedno preveri v tem vrstnem redu:**
1. **Approved 8 NPCs** (2026-01-05) - DEFINITIVE STANDARD
2. **Ana reference** (original gold standard)
3. **Test sheet** (quality benchmark)
4. **COLOR_MASTER.md** (exact hex codes)
5. **This document** (specifications)
**Nikoli ne improvizirati - vedno se sklicuj na reference!**
---
## 🎯 FINAL REMINDER
**Ta kvaliteta (Kustos, Mayor, Pek, etc.) je TOČNO PRAVA.**
**Ne spreminjaj:**
- Outline thickness
- Shading style
- Color vibrancy
- Smoothness level
- Chibi proportions
**Samo repliciraj to kvaliteto za vse nove NPCje!**
---
**APPROVED STANDARD - Use this for ALL future NPC generation!**
**Datum odobritve:** 2026-01-05 18:28
**Status:** LOCKED ✅

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# GOTHIC CHURCH/GRAVEYARD REFERENCE
**File:** `gothic_church_reference.jpg`
**Type:** Building Reference (Church/Mystical House)
**Style:** Smooth cartoon with thick outlines
---
## **VISUAL CHARACTERISTICS:**
### **Building Style:**
- Dark gothic architecture
- Thick black outlines (SMOOTH, not pixel art)
- Multi-level structure with steep roofs
- Dark gray/purple color palette
- Warm lantern lights (yellow/orange glow)
- Purple mystical accents
### **Key Elements:**
- **Gravestones** - "RIP" markers, tilted/weathered
- **Purple Crystals** - mystical gem decorations
- **Lanterns** - hanging decorative lights
- **Steep Roofs** - dark shingle texture
- **Windows** - arched gothic style with purple glow
- **Chimney** - stone tower with crystals on top
- **Snow/Frost** - white accents on edges
### **Color Palette:**
- Building: Dark gray `#2C2C3C`
- Roof: Charcoal `#1A1A2E`
- Accents: Purple `#8B4789`
- Lights: Warm yellow `#FFD700`
- Crystals: Bright purple `#DA70D6`
- Snow: White `#F0F8FF`
---
## **USE CASES:**
1. **Church Building** - Župnik's church restoration
2. **Graveyard Design** - Cemetery layout and gravestones
3. **Mystical Buildings** - Fantasy/gothic structures
4. **Night Scenes** - Lighting and atmosphere
5. **Crystal/Gem Props** - Decorative elements
---
## **STYLE NOTES:**
**Perfect master reference for:**
- Gothic architecture
- Smooth cartoon outlines (NOT pixel art)
- Atmospheric lighting
- Mystical/magical elements
- Graveyard props
This reference demonstrates the EXACT smooth line quality we want for all gothic/church buildings in the game.
---
**Added:** 2026-01-05
**Source:** User-provided reference
**Status:** Master reference for gothic buildings

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# 📁 REFERENCES - Master Visual Law
**Purpose:** Visual references that define the EXACT look for all characters.
**Rule:** NOTHING gets generated without matching these references.
---
## 📂 **Folder Structure:**
### **`/main_characters/`**
Main playable characters and key story NPCs:
- `kai/` - Kai Marković (pink+green dreads, katana, piercings)
- `ana/` - Ana Marković (blonde, blue eyes WITH pupils)
- `gronk/` - Gronk (pink dreads, vape, troll)
### **`/npcs/`**
Town service NPCs:
- `ivan_kovac/` - Blacksmith (✅ HAVE: download.jpg in assets/slike 🟢/konsistentno/)
- `mayor/` - Župan (town administrator)
- `miro_pravnik/` - Lawyer
- `arborist/` - Tree planter
- `tehnik/` - Technician
- `sivilja/` - Seamstress
- `pek/` - Baker
- `kustos/` - Museum Curator
- `teacher/` - School Teacher
### **`/companions/`**
Friendly followers:
- `zombie_scout/` - Zombi Skavt (red bandana, backpack, red eyes WITH pupils)
### **`/enemies/`**
Hostile NPCs:
- `nomad_raiders/` - Desert Nomads, Frost Bandits, etc.
- `zombies/` - Various zombie types
### **`/species/`**
Fantasy races:
- `trolls/` - Troli (town inhabitants)
- `fairies/` - Vilinci
- `elves/` - Škratje
---
## 🎨 **What to Put in Each Folder:**
**Each character folder should contain:**
1. **Master Reference** - Full body portrait, front-facing
2. **Face Close-up** (optional) - For dialogue portraits
3. **Action Poses** (optional) - Specific animations
**File Naming:**
- `master_reference.png` - Main reference image
- `face_closeup.png` - Dialogue portrait
- `action_01.png`, `action_02.png` - Specific poses
---
## ✅ **Style Rules (Style 32 - Dark-Chibi Noir):**
**ALL references must follow:**
- ✅ 32x32px base (or multiples: 64x64, 96x96)
- ✅ Thick black outlines (4-5px)
- ✅ Chibi proportions (big head, small body)
- ✅ Flat colors with subtle shading
- ✅ Top-down or isometric view
- ✅ Green background (#00FF00) for easy keying
**Eye Rules:**
- 👥 **Friendly NPCs/Humans:** Red eyes WITH dark pupils
- 🧟 **Weak/Tamed Zombies:** White eyes, NO pupils
- 🧟 **Strong/Wild Zombies:** Red eyes, NO pupils
- 🧡 **Zombi Skavt (exception):** Red eyes WITH pupils
---
## 🔒 **Visual Law:**
Once a reference is approved and placed here:
- **NO changes** without user approval
- **ALL future generations** must match this reference
- **Consistency** is LAW
---
**Status:** 🟢 Ready for reference images
**Next:** User will add existing references to appropriate folders

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# GOTHIC HOUSE MASTER REFERENCE
**File:** `gothic_house_reference.png`
**Type:** Residential Building Reference
**Style:** Dark Gothic Chibi
---
## **MASTER STANDARD FOR ALL HOUSES**
This gothic house is the **DEFINITIVE REFERENCE** for all residential buildings in the game.
---
## **VISUAL DNA:**
### **Core Elements:**
- **Dark gray wood** `#2C2C3C`
- **Thick 5px black outlines** (smooth, NOT pixel art)
- **Purple glow windows** `#8B4789`
- **Dark shingle roof** `#1A1A2E`
- **Mystical atmosphere**
- **Isometric 3/4 view**
### **Style Requirements:**
✅ Smooth anti-aliased lines (film-quality)
✅ Cel shading with depth
✅ Chibi proportions
✅ Transparent background
✅ 160x160px optimal size
---
## **USE FOR:**
1. **All Residential Houses** - Starter homes, NPC houses
2. **Town Buildings** - Shops, services (with modifications)
3. **Special Buildings** - Churches, museums (gothic style)
4. **Biome Variations** - Keep same style, adapt colors/details
---
## **BIOME ADAPTATIONS:**
### **Forest Biome:**
- Add green moss on walls `#228B22`
- Vines on corners
- Keep dark gothic base
### **Desert Biome:**
- Lighter weathered wood `#4A4A5C`
- Sand at base
- Keep gothic structure
### **Winter Biome:**
- White snow on roof edges
- Icicles hanging
- Keep dark gothic aesthetic
### **All Other Biomes:**
- ALWAYS maintain gothic dark style
- Only add biome-specific details
- Never change core visual DNA
---
## **FORBIDDEN:**
❌ Bright/warm colors for main structure
❌ Pixel art style
❌ Simple/flat designs
❌ Non-gothic aesthetics
---
## **QUALITY CHECK:**
Every house MUST:
1. ✅ Match dark gray color palette
2. ✅ Have thick smooth outlines
3. ✅ Show purple window glow
4. ✅ Maintain gothic atmosphere
5. ✅ Use transparent PNG
6. ✅ Match reference proportions
---
**Status:** MASTER REFERENCE - DO NOT MODIFY
**Created:** 2026-01-05
**Purpose:** Universal house standard for all 27 towns

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# 👔 ZOMBIE STATISTICIAN NPC - Reference
**Created:** January 10, 2026, 00:38 CET
**Type:** Functional NPC (Office Zombie)
**Style:** Style 32 - Dark-Chibi Noir
---
## 📁 CONTENTS
**Master Reference:**
- `master_reference.png` - Complete character design (front view)
---
## 🧟 CHARACTER DESIGN
**Appearance:**
- Pale zombie skin (green tint)
- Thick-rimmed glasses
- Grey office suit (worn, patches)
- Loosened tie
- Messy office worker hair
- Name tag on suit
- Red eyes (noir zombie aesthetic)
- Professional but undead
**Equipment:**
- Clipboard with population statistics
- Pen in hand
- Calculator (for calculations)
- Chalk/marker (for board updates)
**Personality:**
- Professional zombie
- Dedicated to statistics
- Methodical and organized
- Slightly tired/overworked
- Takes job seriously despite being undead
---
## 👔 NPC ROLE
**Job:** Zombie Statistician
**Salary:** 1 Cekin/day (cheapest worker!)
**Services:**
- Daily population board updates
- Tracks living population
- Counts zombie workers
- Records statistics
**Work Routine:**
- Morning: Count population
- Midday: Update board
- Afternoon: Calculate statistics
- Evening: File reports
---
## ✅ SPRITE STATUS
**Reference:** ✅ COMPLETE
**Game Sprites:** ✅ COMPLETE (11 sprites)
- 4 idle (N, S, E, W)
- 4 walk (N, S, E, W)
- 2 action (update board, calculate)
- 1 portrait
---
## 💬 CHARACTER VOICE
**Dialogue Style:**
- Formal office speak
- Statistical references
- Monotone zombie delivery
- Professional despite undeath
**Sample Lines:**
- "Population count: Updated daily at 9 AM."
- "Statistics show a 2% increase in zombie workers."
- "The numbers must be accurate. Always."
---
**Status:** ✅ Complete and Ready!
**Integration:** Week 1 (City Management system) 👔

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# 🌾 GRASSLAND NPCs - Reference Images
**Biome:** Grassland
**Phase:** 1 (Core Biomes)
**Total NPCs:** 7
**Status:** ✅ Complete
---
## 📋 NPC LIST
### 1. Farmer Jožef
**File:** `01_farmer_jozef.png`
**Role:** Local farmer
**Age:** 45
**Description:** Weathered Slovenian farmer, straw hat, work clothes with patches, holding pitchfork, nose ring, kind but tired expression.
---
### 2. Farmer Marija
**File:** `02_farmer_marija.png`
**Role:** Local farmer
**Age:** 40
**Description:** Traditional peasant woman, headscarf and apron, basket of vegetables, ear piercings, gentle motherly vibe.
---
### 3. Seed Merchant
**File:** `03_seed_merchant.png`
**Role:** Traveling seed trader
**Age:** 55
**Description:** Grey beard, worn merchant coat, burlap sack of seeds, multiple ear piercings, chain necklace, friendly salesman.
---
### 4. Field Worker
**File:** `04_field_worker.png`
**Role:** Farm laborer
**Age:** 25
**Description:** Young muscular worker, torn shirt and work pants, muddy boots, eyebrow piercing, arm tattoo, determined expression.
---
### 5. Shepherd
**File:** `05_shepherd.png`
**Role:** Traditional shepherd
**Age:** 60
**Description:** Long grey beard, wooden walking stick, sheepskin vest, ear gauges, multiple piercings, calm wise elder.
---
### 6. Livestock Trader
**File:** `06_livestock_trader.png`
**Role:** Animal trader
**Age:** 35
**Description:** Female trader, practical work clothes, rope around waist, nose ring, ear piercings, small tattoo, confident businesswoman.
---
### 7. Wandering Townsfolk
**File:** `07_wandering_townsfolk.png`
**Role:** Generic villager
**Age:** 30
**Description:** Simple medieval clothes with patches, traveler's backpack, lip ring, chain bracelet, curious friendly expression.
---
## 🎨 STYLE SPECIFICATIONS
**Art Style:** Cult of the Lamb cute-dark gothic aesthetic
**Key Features:**
- Very thick black outlines (4-5px)
- Chibi proportions (head = 1/3 body)
- Flat colors (no gradients)
- Red glowing eyes WITH visible pupils
- Pastel + dark gothic combo
- Edgy details (piercings, tattoos, patches)
**Background:** Transparent PNG
**Copyright:** "Krvava Žetev (Dolina Smrti)" © 2026
---
**Generated:** 06.01.2026
**Status:** Ready for sprite production

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# Kai's House - Progression Stages (5 TOTAL)
**Created:** Jan 8, 2026 21:32 CET
**Updated:** Jan 8, 2026 21:55 CET
**Purpose:** Player housing progression system
**Style:** Cult of the Lamb inspired, dark-chibi noir, gothic aesthetic
---
## Progression Stages (5 TOTAL):
### Stage 1: Sleeping Bag Only
**File:** `01_sleeping_bag_only.png`
**Cost:** FREE (starting point)
**Size:** 48x48 pixels
**Description:** Just a bedroll on the ground, no shelter
**Features:**
- Brown bedroll on grass
- "Z" sleeping icon
- Extreme poverty start
- No protection
**Game Function:**
- Spawn point only
- Sleep to save (exposed to weather)
- Very vulnerable
---
### Stage 2: Tent/Makeshift Shelter
**File:** `02_tent.png`
**Cost:** 10 wood (gather sticks)
**Size:** 64x64 pixels
**Description:** Makeshift tent from tattered canvas and wooden sticks
**Game Function:**
- Spawn point
- Sleep to save game
- Skip to next day
---
### Stage 2: Wooden Hut
**File:** `02_wooden_hut.png`
**Cost:** 500 gold + 50 wood
**Description:** Simple wooden shack, rustic peasant style
**Features:**
- Wooden plank construction
- Crooked shingled roof
- Small door and window
- Moss and vines (weathered)
**Game Function:**
- Better spawn point
- Storage chest inside (10 slots)
- Craft basic items
- Sleep to save
**Unlock:** After earning 500 gold from farming
---
### Stage 3: Gothic House
**File:** `03_gothic_house.png`
**Cost:** 2000 gold + 200 wood + 100 stone
**Description:** Small gothic cottage, Eastern European style
**Features:**
- Pointed arch doorway
- Stained glass window
- Dark slate roof with decorative trim
- Stone foundation, dark wood upper floor
- Chimney with smoke
- Gargoyle decoration above door
- Mysterious but cozy
**Game Function:**
- Final player home
- Large storage (20 slots)
- Advanced crafting station
- Bed (sleep animation)
- Display shelves (show items)
- Ana's photo on wall (story)
**Unlock:** Faza 1 quest "Build a Home"
---
## Progression Path:
```
Demo Start → Sleeping Bag (FREE)
Earn 500g → Wooden Hut (500g + 50 wood)
Faza 1 → Gothic House (2000g + 200 wood + 100 stone)
```
---
## Technical Notes:
**Sizes:**
- Sleeping bag: 64x64 pixels
- Wooden hut: 96x96 pixels
- Gothic house: 128x128 pixels
**Collision:**
- All have rectangular hitbox
- Door area = interaction zone (press E to enter)
**Animation:**
- Gothic house: Smoke from chimney (4 frames loop)
- Gothic house: Stained glass glow at night
---
**Art Style Consistency:**
- Thick black outlines
- Dark-chibi proportions
- Noir color palette
- Weathered/lived-in look
- Slight spooky gothic vibe

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# 🏗️ BUILDINGS REFERENCE FOLDER
**Created:** January 10, 2026, 00:38 CET
**Purpose:** Master reference sprites for all buildings and structures
---
## 📁 CONTENTS
**Generator System:**
- `generator.png` - Industrial power generator (3x3 tiles)
- `population_board.png` - Statistics chalkboard
**Mine System:**
- `mine_entrance.png` - Procedural mine cave entrance (3x2 tiles)
**Storage:**
- `storage_shed.png` - Wooden storage building (2x2 tiles)
---
## 🎨 STYLE NOTES
All buildings follow **Style 32 Dark-Chibi Noir**:
- Thick black outlines ✅
- Cel-shaded rendering ✅
- Post-apocalyptic weathering ✅
- Top-down 3/4 isometric view ✅
- Transparent backgrounds ✅
---
## 📊 USAGE
These references serve as:
1. **Style consistency** - Match this aesthetic for new buildings
2. **Size reference** - Tile dimensions for map placement
3. **Color palette** - Noir dark tones with industrial greys
4. **Detail level** - Amount of weathering and decay
---
**Status:** ✅ Reference library complete!
**Last Updated:** January 10, 2026

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# 🎭 AGING SYSTEM REFERENCES
## Memory vs. Reality - Ana's Transformation
**Created:** January 10, 2026, 04:12 CET
**Purpose:** Reference images for Generational Aging System
**Concept:** TWO versions of Ana (intentional narrative choice)
---
## 📋 THE CONCEPT: "SPOMIN vs. REALNOST"
### **ORIGINAL ANA (Memory/Flashbacks)**
**Location:** `/assets/references/main_characters/ana/master_reference_nobg.png`
**Appearance:**
- Purple/lavender skin
- Pure magenta hair (no green)
- Cute, slightly spoiled child
- This is how KAI REMEMBERS her
**Usage:**
- Intro flashback sequences
- Blur-to-clear memory fragments
- Dream sequences
- "Before apocalypse" memories
- Young Ana in happy times
**Narrative:** This is the "little sister" Kai lost. His memory of childhood Ana.
---
### **NOVA TWIN ANA (Reality/Game)**
**Location:** This folder (`/assets/references/aging_system/`)
**Appearance:**
- SAME skin tone as Kai
- Pink AND green dreadlocks (matching Kai!)
- Red eyes (matching Kai!)
- TRUE TWIN DNA
- Prisoner/scientist who survived
**Usage:**
- Main game when Ana is found
- Adult Ana (35) - scientist in captivity
- Elder Ana (60+) - mentor after rescue
- The REAL Ana, transformed by survival
**Narrative:** This is who Ana BECAME. The apocalypse changed her into a mirror of Kai.
---
## 🎬 THE "AHA!" MOMENT
**In Intro Flashback:**
```javascript
// Show ORIGINAL ANA (purple, magenta, cute)
flashbackScene.showMemory('original_ana');
// Blur effect - "This is my little sister..."
```
**When Kai Finds Her:**
```javascript
// Show NOVA TWIN ANA (pink/green dreads, red eyes)
// Kai's reaction: "Wait... is that... IT'S HER!"
// Recognition moment despite changes
// "Those eyes... that stance... my TWIN!"
```
**The Reveal:**
- Ana's arrogant smirk (same as childhood)
- Specific gesture only she does
- Voice tone matching memory
- **Amnesia blur clears completely**
- "She's not little anymore. She's my blood. My twin."
---
## 📸 REFERENCE IMAGES IN THIS FOLDER
### **KAI AGING STAGES:**
1. `adult_kai_family_man.png` - Age 35, beard, tied dreads, tattoos
2. `elder_kai_punk_grandpa.png` - Age 50+, grey dreads, punk grandpa
### **ANA AGING STAGES (TWIN VERSION):**
3. `mlada_ana_twin_prisoner.png` - Young, prisoner jumpsuit, pink/green dreads
4. `odrasla_ana_scientist.png` - Age 35, lab coat, scientist, tattoos
5. `starejsa_ana_mentor.png` - Age 60+, grey streaks, mentor, tablets
### **PARENTS (PUNK FAMILY DNA):**
6. `otac_punk_father.png` - Punk dad, stretched ears, tattoos, longboard
7. `mati_punk_mother.png` - Punk mom, dreads, The Clash shirt, tattoos
---
## 🎯 USAGE GUIDE FOR AGENT
**For Flashbacks/Memories:**
```
Use: /assets/references/main_characters/ana/master_reference_nobg.png
Purpose: Kai's childhood memory of Ana (purple, cute, spoiled)
Effect: Blur-to-clear, VHS glitch, nostalgic
```
**For Main Game:**
```
Use: /assets/references/aging_system/mlada_ana_twin_prisoner.png
/assets/references/aging_system/odrasla_ana_scientist.png
/assets/references/aging_system/starejsa_ana_mentor.png
Purpose: Real Ana - transformed twin survivor
Effect: Recognition scene, "she changed but still my twin"
```
---
## 🧬 TWIN DNA MARKERS
**Shared Features (Recognition Triggers):**
- Red eyes (CRITICAL - instant recognition)
- Face shape (genetic match)
- Arrogant smirk (personality trait)
- Specific hand gesture (childhood habit)
- Voice tone (twin resonance)
**What Changed:**
- Hair: magenta solo → pink/green dreads (matching Kai)
- Skin: purple → Kai's skin tone (survival/twin DNA)
- Attitude: spoiled → fierce scientist
- Body: cute child → strong survivor
---
## 📝 NARRATIVE NOTES
**Why Two Versions?**
- Represents Kai's amnesia fog clearing
- Shows how apocalypse changes people
- "Memory vs Reality" visual storytelling
- Powerful recognition moment for player
**Emotional Impact:**
- Player sees "purple cute Ana" in flashback
- Searches entire game for "little sister"
- Finds "punk twin warrior Ana" instead
- Moment of "Is that her?" → "Those eyes... YES!"
- Tears moment when recognition happens
**David's Philosophy:**
> "System no change me. I change the system!"
> Ana changed, but her CORE (twin bond) never changed.
---
## 🎨 STYLE CONSISTENCY
**All Images:**
- Style 32 Dark-Chibi Noir
- Thick black outlines (2-3px)
- Cel-shaded rendering
- Neon magenta/cyan rim lighting
- Chibi proportions (2:1 head to body)
- High contrast noir atmosphere
**Generated:** January 10, 2026
**Total References:** 7 aging images
**Ready for:** 250+ sprite generation
---
*"Življenje gre prehitro mimo - zato uživaj vsako sekundo!"*
— David "HIPO" Kotnik
*Hipodevil666 Studios™*

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# 💀 Dead Tree References (Universal)
**Tree Type:** Dead/Withered - Any biome
**Seasonal Changes:** NO (already dead)
---
## Required References:
### **Master References Needed:**
- `dead_tree_default.png` - Standard dead tree
- Optional: `dead_tree_burnt.png` - Charred (volcanic biome)
### **Size Standards:**
- Small Dead Tree: 96x96px
- Medium Dead Tree: 160x160px
- Large Dead Tree: 192x192px
---
## Visual Specifications:
**Trunk:**
- Color: `#696969` (Dim Gray)
- Texture: Weathered, cracked
- Features: Holes, missing bark pieces
**Branches:**
- Bare (NO leaves)
- Broken/jagged ends
- Tilted/bent (showing decay)
- Some branches snapped off
**Highlights:**
- Color: `#D3D3D3` (Light Gray) - sun-bleached
- Shadows: `#2F4F4F` (Dark Slate Gray)
**Optional (Burnt Variant):**
- Color: `#2F4F4F` (Dark Slate) + black char
- Charred appearance
- For volcanic/fire biomes
---
## Style Requirements:
**MUST HAVE:**
- SMOOTH vector-style lines (NOT pixel art)
- THICK 5px black outlines `#000000`
- Flat cel shading
- Weathered, spooky appearance
- Transparent background
**NEVER:**
- Any leaves/greenery
- Healthy-looking bark
- Pixelated

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# 🌲 Oak Tree References (Deciduous)
**Tree Type:** Oak - Broad-leafed deciduous tree
**Seasonal Changes:** YES (4 seasons)
---
## Required References:
### **Master References Needed:**
- `oak_spring.png` - Light green leaves, fresh growth
- `oak_summer.png` - Dark green full canopy
- `oak_autumn.png` - Orange/red/yellow leaves
- `oak_winter.png` - Bare branches, snow
### **Size Standards:**
- Small Oak (sapling): 96x96px
- Medium Oak: 160x160px
- Large Oak (ancient): 192x192px or 256x256px
---
## Visual Specifications:
**Trunk:**
- Color: `#8B4513` (Saddle Brown)
- Texture: Simplified bark lines (3-5 vertical)
- Style: Thick, chibi-proportioned
**Leaves (Summer):**
- Color: `#228B22` (Forest Green)
- Style: Leaf clusters (NOT individual leaves)
- Clusters: 5-10 leaves per shape
**Autumn Colors:**
- Orange: `#FF8C00`
- Gold: `#FFD700`
- Red: `#FF4500`
**Winter:**
- Bare branches visible
- Snow on top: `#F0F8FF` (Alice Blue)
- Optional icicles
---
## Style Requirements:
**MUST HAVE:**
- SMOOTH vector-style lines (NOT pixel art)
- THICK 5px black outlines `#000000`
- Flat cel shading
- Chibi cute proportions
- Transparent background
**NEVER:**
- Pixelated/chunky
- Individual leaf sprites
- Realistic textures
- Thin outlines

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# 🌲 Pine Tree References (Evergreen)
**Tree Type:** Pine - Coniferous evergreen
**Seasonal Changes:** NO (stays green, adds snow in winter)
---
## Required References:
### **Master References Needed:**
- `pine_default.png` - Standard green pine
- `pine_winter.png` - Same tree with snow
### **Size Standards:**
- Small Pine: 96x96px
- Medium Pine: 160x192px
- Tall Pine: 192x256px (vertical)
---
## Visual Specifications:
**Trunk:**
- Color: `#8B4513` (Saddle Brown)
- Style: Straight, vertical
- Shape: Conical taper
**Needles:**
- Color: `#2E8B57` (Sea Green) - STAYS GREEN ALL YEAR
- Style: Triangular tiers/layers
- NOT individual needles - simplified clusters
**Winter Addition:**
- Snow accumulation on branches
- Snow color: `#F0F8FF` (Alice Blue)
- Heavier, snow-laden look
---
## Style Requirements:
**MUST HAVE:**
- SMOOTH vector-style lines
- THICK 5px black outlines `#000000`
- Conical/triangular silhouette
- Layered branch tiers
- Transparent background
**NEVER:**
- Pixelated
- Realistic pine needles
- Changing needle color (always green!)

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# 🌴 Palm Tree References (Tropical)
**Tree Type:** Palm - Tropical tree
**Seasonal Changes:** MINIMAL (tropical climate)
---
## Required References:
### **Master References Needed:**
- `palm_default.png` - Standard palm tree
- Optional: `palm_coconuts.png` - With fruit
### **Size Standards:**
- Small Palm: 96x96px
- Medium Palm: 160x160px
- Large Palm: 192x192px
---
## Visual Specifications:
**Trunk:**
- Color: `#CD853F` (Peru)
- Texture: Curved/bent (characteristic palm shape)
- Style: Textured bark rings (simplified)
**Fronds (Leaves):**
- Color: `#228B22` (Forest Green)
- Count: 5-7 large fronds at top
- Style: Fan-shaped, spreading outward
**Optional Coconuts:**
- Color: `#8B4513` (Saddle Brown)
- Size: Small clusters
- Position: Below frond crown
---
## Style Requirements:
**MUST HAVE:**
- SMOOTH vector-style lines
- THICK 5px black outlines `#000000`
- Flat cel shading
- Curved trunk (NOT straight like pine)
- Transparent background
**NEVER:**
- Pixelated
- Individual leaves
- Straight vertical trunk

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# ⚡ ELECTRICIAN NPC - Reference
**Created:** January 10, 2026, 00:00 CET
**Type:** Functional NPC (Town Electrician)
**Style:** Style 32 - Dark-Chibi Noir
---
## 📁 CONTENTS
**Master Reference:**
- `master_reference.png` - Complete character design (transparent background)
---
## 🎨 CHARACTER DESIGN
**Appearance:**
- Dark grey work jumpsuit with reflective strips (orange/yellow)
- Safety vest over jumpsuit
- Short messy dark hair with blonde streak
- Red eyes (noir aesthetic)
- Slight stubble (tired worker look)
- Small ear piercing
- Patched elbows (shows hard work)
**Equipment:**
- Electrical cable in hand
- Tool belt with wrenches
- Wire coils on belt
- Electrical multimeter hanging
- Steel-toe work boots
**Personality:**
- Tired but professional
- Skilled electrician
- Hard worker (patched clothes)
- Noir aesthetic (red eyes, stubble)
---
## 🔧 NPC ROLE
**Job:** Town Electrician
**Salary:** 2 Cekini/day
**Services:**
- Generator maintenance
- Power grid repairs
- UV light fixes
- Emergency repairs
**Benefits When Employed:**
- Prevents generator breakdowns
- Free repairs
- Priority service
---
## ✅ SPRITE STATUS
**Reference:** ✅ COMPLETE
**Game Sprites Needed:** 11 total
- 4 idle (N, S, E, W)
- 4 walk (N, S, E, W)
- 2 action (repair, inspect)
- 1 portrait
---
**Status:** ✅ Reference Ready!
**Next:** Generate 11 sprite variations
**Priority:** Week 1 implementation 🔧⚡

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# 🎨 GRASSLAND BIOME STYLE GUIDE
**Established:** Jan 8, 2026
**Session:** 13-hour marathon
**Art Direction:** Cult of the Lamb aesthetic
---
## ✅ **OFFICIAL ART STYLE: "CULT OF THE LAMB"**
### **Core Visual Principles:**
1. **SMOOTH VECTOR LINES**
- NO pixelation
- Clean, smooth curves
- Vector-style rendering
- Organic, flowing shapes
2. **THICK BLACK OUTLINES**
- Bold black borders on all elements
- Consistent line weight
- Comic/cartoon style definition
3. **MUTED SATURATED COLORS**
- NO gray tones
- NO neon/screaming colors
- Warm, desaturated palette
- Colors used:
- Grass: #5C8A5C to #7BA376 (soft greens)
- Dirt: #8B6F47 (warm brown)
- Soil: #6B4423 (dark earth)
- Stone: #A89968 (beige)
4. **CHIBI CUTE + DARK FANTASY**
- Simplified proportions
- Charming, rounded shapes
- Dark details (skulls, bones) add character
- Cute meets gothic noir
5. **TOP-DOWN PERSPECTIVE**
- All tiles viewed from above
- 32x32px base size
- Seamless tileable design
6. **SIMPLIFIED SHAPES**
- Organic, not geometric
- Personality in every element
- Avoid overly complex details
- Focus on silhouette
---
## 🎯 **MANDATORY PROMPT ELEMENTS:**
Every grassland asset MUST include:
```
Cult of the Lamb style, thick black outlines, smooth vector lines NO PIXELATION,
muted [color] (#HEX), simplified cute shapes, chibi aesthetic, dark fantasy charm,
top-down view, seamless tileable, transparent background
```
---
## ❌ **FORBIDDEN:**
- ❌ Pixelated/pixel art style
- ❌ Gray colors or grayscale
- ❌ Neon/bright screaming colors
- ❌ Realistic textures
- ❌ Complex gradients
- ❌ 3D perspective
- ❌ Isometric view
---
## ✅ **EXAMPLES THAT WORK:**
### **Tiles:**
- Grass with smooth blade details
- Dirt with organic pebble shapes
- Water puddles with shine highlights
- All with thick black outlines
### **Props:**
- Mushrooms with cute angry faces
- Rocks with moss details
- Tree stumps with small mushrooms
- Bushes with simplified leaf clusters
### **Flowers:**
- Simple petal shapes (4-5 petals)
- Cute center dots
- Organic stem curves
- Grouped in small clusters
---
## 📐 **TECHNICAL SPECS:**
- **Size:** 32x32px recommended (scalable)
- **Format:** PNG with transparency
- **Lines:** Smooth anti-aliased vectors
- **Color depth:** 24-bit RGB + Alpha
- **Tiling:** Must be seamless
---
## 🎨 **COLOR PALETTE:**
### **Greens (Grass):**
- Light: #7BA376
- Medium: #5C8A5C
- Dark: #4A6F4A
### **Browns (Earth):**
- Dirt: #8B6F47
- Soil dry: #6B4423
- Soil wet: #5A3A28
### **Accents:**
- Red (flowers/mushrooms): #C05050
- Blue (flowers): #5A7DA8
- Yellow (flowers): #D4B86A
- Stone: #A89968
### **Always:**
- Outlines: #000000 (pure black)
- Background: Transparent
---
## 🔍 **REFERENCE IMAGES:**
All reference assets follow this style guide:
- `/tiles/` - Ground and path tiles
- `/props/` - Nature elements
- `/flowers/` - Flower patches
- `/farm/` - Farm structures
See `MASTER_REFERENCE.png` for comprehensive tileset example.
---
**🎯 Jan 8, 2026 - Style Locked!**
**All future grassland assets MUST match this aesthetic.**

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# 🌳 TREE TEMPLATE - Style 32 Standards
**Purpose:** Strict template for ALL trees ensuring consistency across tree types, seasons, and growth stages.
---
## 🌲 TREE TYPES (Universal Categories)
### **1. OAK TREES (Deciduous)**
**REQUIRED REFERENCE:** `oak_tree_summer_style32.png`
**Visual DNA:**
- Thick trunk with visible bark texture (Style 32)
- Broad, round canopy
- Many branches visible
- Leaf clusters (not individual leaves)
- **Height:** 192x192px (3x3 tiles)
- **Outlines:** 5px black `#000000`
**Colors:**
- Bark: `#8B4513` (Saddle Brown)
- Leaves (Summer): `#228B22` (Forest Green)
- Shadows: `#2F4F4F` (Dark Slate Gray)
---
### **2. PINE TREES (Evergreen)**
**REQUIRED REFERENCE:** `pine_tree_style32.png`
**Visual DNA:**
- Straight trunk, conical shape
- Layered branches (triangular tiers)
- Needle clusters (simplified, not individual)
- **Height:** 192x256px (3x4 tiles for tall)
- **Outlines:** 5px black `#000000`
**Colors:**
- Bark: `#8B4513` (Saddle Brown)
- Needles: `#2E8B57` (Sea Green) - stays green all seasons
- Shadows: `#006400` (Dark Green)
---
### **3. PALM TREES (Tropical)**
**REQUIRED REFERENCE:** `palm_tree_style32.png`
**Visual DNA:**
- Curved/bent trunk with texture
- Large fronds at top (5-7 leaves)
- Coconuts visible (optional)
- **Height:** 192x192px (3x3 tiles)
- **Outlines:** 5px black `#000000`
**Colors:**
- Bark: `#CD853F` (Peru)
- Fronds: `#228B22` (Forest Green)
- Coconuts: `#8B4513` (Saddle Brown)
---
### **4. DEAD TREES (Universal)**
**REQUIRED REFERENCE:** `dead_tree_style32.png`
**Visual DNA:**
- Bare branches (no leaves)
- Weathered, cracked bark
- Hollow sections/holes
- Tilted/broken branches
- **Height:** 160x160px (2.5x2.5 tiles)
- **Outlines:** 5px black `#000000`
**Colors:**
- Bark: `#696969` (Dim Gray)
- Highlights: `#D3D3D3` (Light Gray)
- Shadows: `#2F4F4F` (Dark Slate Gray)
---
## 🍂 SEASONAL CHANGES (Deciduous Trees ONLY)
### **🌸 SPRING (Pomlad)**
**Visual Changes:**
- Light green new leaves
- Pink/white blossoms (fruit trees)
- Bright, fresh appearance
- 80% leaf coverage
**Oak Example:**
- Leaves: `#90EE90` (Light Green)
- Blossoms: `#FFB6C1` (Light Pink) clusters
- Trunk unchanged: `#8B4513`
---
### **☀️ SUMMER (Poletje)**
**Visual Changes:**
- Full, dark green canopy
- 100% leaf coverage
- Dense, lush appearance
- Fruits visible (if fruit tree)
**Oak Example:**
- Leaves: `#228B22` (Forest Green)
- Trunk unchanged: `#8B4513`
- Optional: Acorns `#8B4513` (small dots)
---
### **🍂 AUTUMN (Jesen)**
**Visual Changes:**
- Orange, red, yellow leaves
- 60-80% leaf coverage (some falling)
- Warm color palette
- Leaves on ground nearby
**Oak Example:**
- Leaves: `#FF8C00` (Dark Orange) + `#FFD700` (Gold) + `#FF4500` (Orange Red)
- Mix of colors in canopy
- Trunk unchanged: `#8B4513`
- Ground: Scattered fallen leaves
---
### **❄️ WINTER (Zima)**
**Visual Changes:**
- Bare branches (deciduous)
- Snow on branches
- 0% leaf coverage
- Stark, skeletal appearance
**Oak Example:**
- No leaves (branches visible)
- Trunk: `#8B4513` with snow patches
- Snow: `#F0F8FF` (Alice Blue) on top of branches
- Icicles: `#B0E0E6` (Powder Blue) hanging
**Pine (Evergreen) Winter:**
- KEEPS green needles `#2E8B57`
- Snow accumulated on branches
- Heavier, snow-laden appearance
---
## 📏 TREE SIZE STANDARDS
### **Small Trees (Saplings/Young):**
- **Size:** 96x96px (1.5x1.5 tiles)
- **Age:** 0-5 years
- **Trunk:** Thin (10-15px width)
- **Canopy:** Small, sparse
### **Medium Trees (Mature):**
- **Size:** 160x160px (2.5x2.5 tiles)
- **Age:** 5-20 years
- **Trunk:** Medium (20-30px width)
- **Canopy:** Full, rounded
### **Large Trees (Ancient):**
- **Size:** 192x192px or 256x256px (3x3 or 4x4 tiles)
- **Age:** 20+ years
- **Trunk:** Thick (40-60px width)
- **Canopy:** Massive, spreading
---
## 🎨 VISUAL STYLE RULES (Trees)
### **Smooth Lines (NOT Pixel Art):**
- **Outlines:** THICK 5px black `#000000`
- **Style:** Vector-smooth curves, anti-aliased
- **Bark texture:** Simplified lines (chibi style, not realistic)
- **Leaves:** Cluster shapes, not individual leaves
### **Style 32 Consistency:**
- Flat cel shading (no soft gradients)
- Vibrant colors (not muted/realistic)
- Chibi proportions (cute, stylized trunks)
- Transparent background (always)
- Black outlines (5px, always)
### **Trunk Texture:**
- Vertical lines suggesting bark (3-5 lines max)
- Knots/branches as simple ovals
- NOT photorealistic texture
- Chibi-simplified detail
### **Leaf Clusters:**
- Groups of 5-10 leaves as single shape
- 5px black outline per cluster
- Overlapping clusters create canopy
- NOT individual leaf sprites
---
## 🌳 TREE GROWTH STAGES (Optional, for farming trees)
### **Stage 1: Sapling**
- Tiny trunk, 2-3 small branches
- Few leaf clusters
- 64x64px
### **Stage 2: Young Tree**
- Thin trunk, more branches
- Growing canopy
- 96x96px
### **Stage 3: Adolescent**
- Medium trunk, branching visible
- Half-full canopy
- 128x128px
### **Stage 4: Mature**
- Thick trunk, many branches
- Full canopy
- 192x192px
### **Stage 5: Ancient**
- Very thick trunk, spreading branches
- Massive canopy
- 256x256px or larger
---
## 🌍 BIOME-SPECIFIC TREES
### **Forest Biome:**
- Oak, Maple, Birch
- Dense foliage
- Color: `#228B22` (Forest Green)
### **Desert Biome:**
- Palm, Cactus
- Sparse foliage
- Color: `#6B8E23` (Olive Drab)
### **Winter Biome:**
- Pine, Spruce, Fir
- Evergreen, snow-laden
- Color: `#2E8B57` (Sea Green) + snow
### **Jungle Biome:**
- Banyan, Kapok, Jungle vines
- Massive, overgrown
- Color: `#00FF00` (Lime) + `#013220` (Dark Green)
### **Volcanic Biome:**
- Dead/burnt trees only
- Charred appearance
- Color: `#2F4F4F` (Dark Slate) + black char
---
## 🍎 FRUIT TREES (Special Category)
**Examples:** Apple, Cherry, Orange
### **Spring:**
- Blossoms (pink/white flowers)
- No fruit yet
- Color: `#FFB6C1` (Light Pink) blossoms
### **Summer:**
- Small green fruits forming
- Full green leaves
- Color: `#90EE90` (Light Green) fruits
### **Autumn:**
- Ripe, colored fruits
- Leaves turning colors
- Color: `#FF0000` (Red) apples, `#FF8C00` (Orange) oranges
### **Winter:**
- Bare branches
- All fruit harvested/fallen
- No leaves
---
## 🪓 CHOPPED/STUMP STATE
**When tree is cut:**
- Stump sprite: 64x64px
- Circular shape, rings visible
- Same bark color as tree
- 5px black outlines
- Optional: Axe marks (diagonal cuts)
**Stump Colors:**
- Bark: Same as original tree
- Rings: `#D2B48C` (Tan) alternating with darker
- Cut surface: `#F5DEB3` (Wheat)
---
## 🚫 FORBIDDEN STYLES (Trees)
**NEVER use:**
- Pixel art style (chunky, low-res)
- Realistic photo textures
- Individual leaf sprites (use clusters)
- Soft gradients (only flat shading)
- Muted/dull colors
- Thin outlines (< 4px)
- Non-transparent background
---
## ✅ TREE GENERATION CHECKLIST
Before approving ANY tree sprite:
- [ ] Viewed biome-appropriate tree reference
- [ ] Smooth lines (NOT pixelated)
- [ ] 5px thick black outlines
- [ ] Flat cel shading
- [ ] Vibrant colors (matches COLOR_MASTER)
- [ ] Transparent background
- [ ] Matches Style 32 aesthetic
- [ ] Seasonal variants planned (if deciduous)
- [ ] Size matches category (small/medium/large)
- [ ] Trunk texture simplified (chibi style)
- [ ] Leaf clusters (not individual leaves)
---
## 🚀 GENERATION WORKFLOW
**For ANY new tree:**
1. **Check References:**
- Determine tree type (Oak, Pine, Palm, Dead)
- View corresponding reference image
- Review COLOR_MASTER.md for colors
- Check BIOME_GUIDES.md for biome
2. **Determine Season:**
- Spring, Summer, Autumn, or Winter?
- Evergreen or deciduous?
- Plan leaf coverage/color
3. **Generate Base Tree (Summer):**
- Include "EXACT Style 32 matching /references/trees/"
- Include "Smooth lines, NOT pixel art"
- Include "5px black outlines #000000"
- Include exact hex colors
- Include "Leaf clusters, not individual leaves"
4. **Verify Match:**
- Compare to reference tree
- Check outline thickness (5px)
- Check smoothness (no pixelation)
- Check leaf cluster style
- If mismatch → Auto-reroll
5. **Generate Seasonal Variants:**
- Spring: Light green, blossoms
- Summer: Dark green, full
- Autumn: Orange/red/yellow
- Winter: Bare (or snow if evergreen)
6. **Save & Organize:**
- `assets/sprites/trees/[tree_type]_[season].png`
- Update manifest
- Document in tree registry
---
## 🌲 EXAMPLE PROMPT (Correct)
```
Oak tree Summer. EXACT Style 32 matching /references/trees/:
SMOOTH LINES (NOT pixel art), 5px black outlines #000000,
flat cel shading, thick trunk #8B4513 (Saddle Brown),
dark green leaf clusters #228B22 (Forest Green),
leaf clusters NOT individual leaves,
192x192px, transparent background,
chibi proportions, Cult of the Lamb aesthetic.
```
---
## 📊 TREE REGISTRY
**Current Trees (Style 32):**
- ❌ Oak (needs all 4 seasons)
- ❌ Pine (evergreen, with/without snow)
- ❌ Palm (tropical)
- ❌ Dead tree (universal)
- ❌ Apple tree (fruit bearing, 4 seasons)
- ❌ Cherry tree (blossom, 4 seasons)
---
**STATUS:** Template defined, awaiting reference images
**PRIORITY:** MEDIUM - needed for biome variety
**NEXT STEP:** Generate master references for Oak, Pine, Palm, Dead trees

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