chore: Update LDtk project with new layers and fixed assets dimensions (using sips)
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godot/references/references/BIOME_CROP_MASTER_SPEC.md
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# 🌍🌾 BIOME & CROP MASTER REFERENCE
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**Purpose:** Single master reference sheet showing seasonal terrain changes and crop growth cycles across all 4 seasons.
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**File:** `BIOME_CROP_MASTER.jpg` (to be created)
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**Location:** `/references/BIOME_CROP_MASTER.jpg`
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---
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## 📐 MASTER SHEET LAYOUT
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### **Sheet Dimensions:** 2048 x 2048px (high-resolution)
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### **Grid Layout:**
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```
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┌─────────────────┬─────────────────┬─────────────────┬─────────────────┐
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│ 🌸 SPRING │ ☀️ SUMMER │ 🍂 AUTUMN │ ❄️ WINTER │
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│ (Pomlad) │ (Poletje) │ (Jesen) │ (Zima) │
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├─────────────────┼─────────────────┼─────────────────┼─────────────────┤
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│ TERRAIN SECTION │ TERRAIN SECTION │ TERRAIN SECTION │ TERRAIN SECTION │
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│ - Grass │ - Grass │ - Grass │ - Snow/Ice │
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│ - Soil │ - Soil │ - Soil │ - Frozen Soil │
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│ - Path │ - Path │ - Path │ - Icy Path │
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├─────────────────┼─────────────────┼─────────────────┼─────────────────┤
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│ WHEAT GROWTH │ WHEAT GROWTH │ WHEAT GROWTH │ WHEAT GROWTH │
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│ Stage 1-8 │ Stage 1-8 │ Stage 1-8 │ Stage 1-8 │
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│ (all stages) │ (all stages) │ (all stages) │ (all stages) │
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└─────────────────┴─────────────────┴─────────────────┴─────────────────┘
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```
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---
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## 🌍 PART 1: BIOME TERRAIN (Seasonal Changes)
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### **🌸 SPRING COLUMN (Pomlad)**
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**Grass:**
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- **Color:** `#90EE90` (Light Green) - Fresh, bright
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- **Texture:** Smooth Style 32, 5px black outlines
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- **Details:** New growth, vibrant, alive
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- **Flowers:** Small pink/yellow dots scattered
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**Soil:**
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- **Color:** `#8B4513` (Saddle Brown) - Rich, moist
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- **Texture:** Tilled furrows visible (smooth lines)
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- **Details:** Fresh, ready for planting
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**Path/Dirt:**
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- **Color:** `#D2B48C` (Tan) - Light brown
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- **Texture:** Smooth, slightly wet appearance
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**Overall Mood:** Fresh, new life, vibrant greens
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---
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### **☀️ SUMMER COLUMN (Poletje)**
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**Grass:**
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- **Color:** `#228B22` (Forest Green) - Deep, rich
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- **Texture:** Lush, full coverage
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- **Details:** Maximum growth, sun-kissed
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- **Flowers:** Full blooms, colorful
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**Soil:**
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- **Color:** `#8B4513` (Saddle Brown) - Dry, warm
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- **Texture:** Compact, sun-baked
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- **Details:** Established crops growing
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**Path/Dirt:**
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- **Color:** `#CD853F` (Peru) - Warmer brown
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- **Texture:** Dry, dusty appearance
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**Overall Mood:** Hot, vibrant, peak growth
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---
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### **🍂 AUTUMN COLUMN (Jesen)**
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**Grass:**
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- **Color:** `#DAA520` (Goldenrod) + `#FF8C00` (Dark Orange)
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- **Texture:** Mixed green/yellow/orange patches
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- **Details:** Dying grass, harvest colors
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- **Fallen Leaves:** Orange/red scattered on ground
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**Soil:**
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- **Color:** `#8B4513` (Saddle Brown) - Cooling down
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- **Texture:** Loose, harvest-ready
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- **Details:** Post-harvest stubble
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**Path/Dirt:**
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- **Color:** `#A0522D` (Sienna) - Rich brown
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- **Texture:** Crisp, dry autumn ground
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**Overall Mood:** Warm tones, harvest time, transition
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---
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### **❄️ WINTER COLUMN (Zima)**
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**Snow/Grass:**
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- **Color:** `#F0F8FF` (Alice Blue) - White snow
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- **Under-snow:** `#556B2F` (Dark Olive) - Dead grass patches
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- **Texture:** Snow drifts, smooth curves (NOT chunky pixels)
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- **Details:** Sparse brown grass poking through
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**Frozen Soil:**
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- **Color:** `#708090` (Slate Gray) - Frozen hard
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- **Texture:** Icy, cracked surface (smooth Style 32)
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- **Details:** Frost patterns (simple, stylized)
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**Icy Path:**
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- **Color:** `#B0E0E6` (Powder Blue) - Ice patches
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- **Texture:** Reflective, slippery look
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- **Details:** Snow footprints (if any)
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**Overall Mood:** Cold, dormant, blue-gray tones
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---
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## 🌾 PART 2: WHEAT CROP GROWTH (8 Stages × 4 Seasons = 32 Sprites)
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### **Layout per Season Column:**
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```
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Stage 1: Seed/Sprout
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Stage 2: Seedling
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Stage 3: Young Plant
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Stage 4: Vegetative
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Stage 5: Pre-Flowering
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Stage 6: Flowering
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Stage 7: Maturing
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Stage 8: Harvest Ready ✨
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```
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---
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### **SPRING WHEAT (Stages 1-8):**
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**Stage 1 (Seed):**
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- Tilled soil, tiny green sprout (2px)
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- Color: `#90EE90` (Light Green)
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- Size: 8x8px visible portion
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**Stage 2 (Seedling):**
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- 2 small leaves
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- Color: `#90EE90`
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- Size: 16x16px
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**Stage 3 (Young):**
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- 4-6 blade leaves
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- Color: `#32CD32` (Lime)
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- Size: 24x24px
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**Stage 4 (Vegetative):**
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- Bushy, many leaves
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- Color: `#228B22` (Forest Green)
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- Size: 32x32px
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**Stage 5 (Pre-Flower):**
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- Tall stalks, beginning to shoot up
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- Color: `#228B22`
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- Size: 40x40px
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**Stage 6 (Flowering):**
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- White flowers appearing on tips
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- Color: Green `#228B22` + white blooms
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- Size: 48x48px
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**Stage 7 (Maturing):**
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- Light green grain forming
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- Color: `#9ACD32` (Yellow Green)
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- Size: 56x56px
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**Stage 8 (Harvest):**
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- Golden grain, ready
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- Color: `#F0E68C` (Khaki) - early harvest
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- Size: 64x64px, sparkle ✨
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---
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### **SUMMER WHEAT (Stages 1-8):**
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**Stages 1-4:** Same as Spring but slightly deeper greens
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- Use `#228B22` instead of lime earlier
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**Stage 5-7:** Faster growth, more robust
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- Stalks thicker, darker green
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**Stage 8 (Harvest):**
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- **FULL GOLDEN COLOR:** `#FFD700` (Gold)
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- Maximum size, full heads
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- 64x64px, bright sparkle ✨
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- **This is PRIME harvest time**
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---
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### **AUTUMN WHEAT (Stages 1-8):**
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**Stages 1-3:** Slower growth, cooler colors
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- Light green with slight yellow tint
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**Stages 4-6:** Struggling growth
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- Mix of green and early yellowing
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**Stage 7-8 (Late Harvest):**
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- **Over-ripe:** `#8B4513` (Saddle Brown) - drying out
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- Stalks bent, seeds falling
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- Must harvest NOW or lose crop
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- Faded sparkle (amber/brown)
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---
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### **WINTER WHEAT (Stages 1-8):**
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**ALL STAGES:**
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- **DORMANT or DEAD** (outdoor crops)
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- Snow covering plants
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- Brown/dead stalks visible
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- Color: `#8B4513` (brown) + `#F0F8FF` (snow)
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**Exception: Greenhouse Wheat (optional note)**
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- Can grow indoors
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- Slower but still green
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- Artificial warmth allows growth
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**Outdoor Winter Wheat:**
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- Stages 1-8: All show dead/frozen plants
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- NO harvest possible
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- Must plant in Spring
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---
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## 🎨 STYLE REQUIREMENTS (ALL ELEMENTS)
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### **✅ MANDATORY:**
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- **Smooth vector-style lines** (matches Ana reference)
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- **5px thick black outlines** on ALL elements
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- **High-resolution rendering** (2048px total sheet)
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- **Flat cel shading** (no gradients except ground shadows)
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- **Vibrant seasonal colors** (not muted/realistic)
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- **Transparent background** OR white reference grid
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- **Cult of the Lamb aesthetic** (smooth, polished)
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### **❌ FORBIDDEN:**
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- NO pixel art / stair-stepping
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- NO chunky blocks
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- NO low-resolution sprites
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- NO dithering/grain
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- NO realistic photo textures
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---
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## 📏 DETAILED SPECIFICATIONS
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### **Individual Element Sizes:**
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**Terrain Tiles (each season):**
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- **Grass tile:** 128x128px
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- **Soil tile:** 128x128px
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- **Path tile:** 128x128px
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- Show tileable edges (seamless repeat)
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**Wheat Sprites (each stage, each season):**
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- **Stage 1:** 16x16px (tiny)
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- **Stage 2:** 24x24px
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- **Stage 3:** 32x32px
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- **Stage 4:** 40x40px
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- **Stage 5:** 48x48px
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- **Stage 6:** 56x56px
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- **Stage 7:** 60x60px
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- **Stage 8:** 64x64px (maximum)
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**Spacing:**
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- 20px padding between elements
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- Clear labels for each season/stage
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- Grid lines (thin, light gray) for organization
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---
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## 🏷️ LABELS & ANNOTATIONS
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### **Season Headers (top of each column):**
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```
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🌸 SPRING (Pomlad)
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Fresh Growth · Bright Greens · New Life
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☀️ SUMMER (Poletje)
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Peak Growth · Rich Colors · Heat
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🍂 AUTUMN (Jesen)
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Harvest Time · Warm Tones · Transition
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❄️ WINTER (Zima)
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Dormancy · Cold Blues · Snow
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```
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### **Wheat Stage Labels (left side):**
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```
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Stage 1: Seed/Sprout (0-10%)
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Stage 2: Seedling (10-20%)
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Stage 3: Young (20-40%)
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Stage 4: Vegetative (40-60%)
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Stage 5: Pre-Flower (60-70%)
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Stage 6: Flowering (70-85%)
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Stage 7: Maturing (85-95%)
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Stage 8: Harvest ✨ (95-100%)
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```
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### **Color Code Key (bottom of sheet):**
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```
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GRASS COLORS:
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Spring #90EE90 → Summer #228B22 → Autumn #DAA520 → Winter #F0F8FF
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WHEAT COLORS:
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Young #32CD32 → Mature #228B22 → Flowering #9ACD32 → Harvest #FFD700
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SOIL COLORS:
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Spring/Summer #8B4513 → Autumn #A0522D → Winter #708090
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```
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---
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## 🚀 USAGE INSTRUCTIONS
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### **When generating ANY biome terrain:**
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1. Open `BIOME_CROP_MASTER.jpg`
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2. Identify season (Spring/Summer/Autumn/Winter)
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3. Extract EXACT grass/soil colors from reference
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4. Use exact hex codes in prompt
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5. Match smoothness/style to master reference
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### **When generating ANY crop:**
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1. Open `BIOME_CROP_MASTER.jpg`
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2. Identify growth stage (1-8)
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3. Identify season
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4. Find corresponding wheat sprite in grid
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5. Match size, color, style exactly
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6. Apply same logic to new crop (tomato, carrot, etc.)
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### **Color Extraction:**
|
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- Use eyedropper tool on reference
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- Copy exact hex codes
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- Include in generation prompt
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- NO guessing colors
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---
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## ✅ VERIFICATION CHECKLIST
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Before approving BIOME_CROP_MASTER.jpg:
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**Overall:**
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- [ ] 2048x2048px high-resolution
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- [ ] 4 clear season columns
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- [ ] All terrain types shown per season
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- [ ] All 8 wheat stages per season (32 total sprites)
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- [ ] Smooth Style 32 lines (matches Ana)
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- [ ] 5px black outlines on everything
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- [ ] Clear labels and color key
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||||
- [ ] Professional, polished appearance
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||||
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**Spring Column:**
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- [ ] Light green grass (#90EE90)
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- [ ] Fresh soil (#8B4513)
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- [ ] Light tan path (#D2B48C)
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- [ ] Wheat stages 1-8 in spring colors
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**Summer Column:**
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- [ ] Dark green grass (#228B22)
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- [ ] Dry soil (#8B4513)
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- [ ] Warmer path (#CD853F)
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- [ ] Wheat stages 1-8, golden harvest (#FFD700)
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**Autumn Column:**
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- [ ] Orange/yellow grass (#DAA520)
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- [ ] Rich soil (#A0522D)
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- [ ] Autumn path (#A0522D)
|
||||
- [ ] Wheat stages 1-8, over-ripe (#8B4513)
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|
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**Winter Column:**
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- [ ] Snow/ice (#F0F8FF)
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- [ ] Frozen soil (#708090)
|
||||
- [ ] Icy path (#B0E0E6)
|
||||
- [ ] Wheat stages 1-8, dead/dormant
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|
||||
**Style:**
|
||||
- [ ] NO pixelation anywhere
|
||||
- [ ] Smooth curves (vector-quality)
|
||||
- [ ] Consistent outline thickness (5px)
|
||||
- [ ] Vibrant colors (not muted)
|
||||
- [ ] Matches Ana reference quality
|
||||
|
||||
---
|
||||
|
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## 🎯 CRITICAL NOTES
|
||||
|
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### **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.** 🎯
|
||||
BIN
godot/references/references/BIOME_CROP_TEST_SHEET.png
Normal file
|
After Width: | Height: | Size: 784 KiB |
277
godot/references/references/COLOR_MASTER.md
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@@ -0,0 +1,277 @@
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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
|
||||
293
godot/references/references/DEFINITIVE_IMAGE_STANDARD.md
Normal file
@@ -0,0 +1,293 @@
|
||||
# 🎯 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 ✅
|
||||
87
godot/references/references/README.md
Normal file
@@ -0,0 +1,87 @@
|
||||
# 📁 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
|
||||
BIN
godot/references/references/_prototypes/buy_button_ui.png
Normal file
|
After Width: | Height: | Size: 542 KiB |
BIN
godot/references/references/_prototypes/cobblestone_tile.png
Normal file
|
After Width: | Height: | Size: 732 KiB |
BIN
godot/references/references/_prototypes/fence_vertical.png
Normal file
|
After Width: | Height: | Size: 546 KiB |
BIN
godot/references/references/_prototypes/scarecrow.png
Normal file
|
After Width: | Height: | Size: 584 KiB |
BIN
godot/references/references/_prototypes/shop_building.png
Normal file
|
After Width: | Height: | Size: 593 KiB |
171
godot/references/references/aging_system/README.md
Normal file
@@ -0,0 +1,171 @@
|
||||
# 🎭 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™*
|
||||
|
After Width: | Height: | Size: 798 KiB |
|
After Width: | Height: | Size: 881 KiB |
BIN
godot/references/references/aging_system/ghost_mati_magenta.png
Normal file
|
After Width: | Height: | Size: 791 KiB |
BIN
godot/references/references/aging_system/ghost_otac_cyan.png
Normal file
|
After Width: | Height: | Size: 874 KiB |
BIN
godot/references/references/aging_system/mati_punk_mother.png
Normal file
|
After Width: | Height: | Size: 1.0 MiB |
|
After Width: | Height: | Size: 513 KiB |
|
After Width: | Height: | Size: 843 KiB |
BIN
godot/references/references/aging_system/otac_punk_father.png
Normal file
|
After Width: | Height: | Size: 906 KiB |
BIN
godot/references/references/aging_system/starejsa_ana_mentor.png
Normal file
|
After Width: | Height: | Size: 906 KiB |
BIN
godot/references/references/animal_animations/cow_idle.png
Normal file
|
After Width: | Height: | Size: 558 KiB |
181
godot/references/references/biomes/BIOME_GUIDES.md
Normal file
@@ -0,0 +1,181 @@
|
||||
# 🌍 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)
|
||||
|
After Width: | Height: | Size: 711 KiB |
146
godot/references/references/biomes/grassland/STYLE_GUIDE.md
Normal file
@@ -0,0 +1,146 @@
|
||||
# 🎨 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.**
|
||||
|
After Width: | Height: | Size: 398 KiB |
|
After Width: | Height: | Size: 574 KiB |
|
After Width: | Height: | Size: 513 KiB |
|
After Width: | Height: | Size: 472 KiB |
|
After Width: | Height: | Size: 477 KiB |
|
After Width: | Height: | Size: 450 KiB |
|
After Width: | Height: | Size: 560 KiB |
|
After Width: | Height: | Size: 535 KiB |
|
After Width: | Height: | Size: 508 KiB |
|
After Width: | Height: | Size: 481 KiB |
|
After Width: | Height: | Size: 516 KiB |
BIN
godot/references/references/biomes/grassland/farm/gate_open.png
Normal file
|
After Width: | Height: | Size: 572 KiB |
BIN
godot/references/references/biomes/grassland/farm/sign_post.png
Normal file
|
After Width: | Height: | Size: 477 KiB |
|
After Width: | Height: | Size: 504 KiB |
|
After Width: | Height: | Size: 616 KiB |
|
After Width: | Height: | Size: 556 KiB |
|
After Width: | Height: | Size: 714 KiB |
|
After Width: | Height: | Size: 548 KiB |
|
After Width: | Height: | Size: 561 KiB |
|
After Width: | Height: | Size: 561 KiB |
|
After Width: | Height: | Size: 529 KiB |
|
After Width: | Height: | Size: 644 KiB |
|
After Width: | Height: | Size: 539 KiB |
|
After Width: | Height: | Size: 580 KiB |
|
After Width: | Height: | Size: 631 KiB |
|
After Width: | Height: | Size: 530 KiB |
|
After Width: | Height: | Size: 556 KiB |
|
After Width: | Height: | Size: 565 KiB |
|
After Width: | Height: | Size: 685 KiB |
|
After Width: | Height: | Size: 703 KiB |
|
After Width: | Height: | Size: 599 KiB |
|
After Width: | Height: | Size: 633 KiB |
BIN
godot/references/references/biomes/grassland/tiles/dirt_path.png
Normal file
|
After Width: | Height: | Size: 504 KiB |
|
After Width: | Height: | Size: 519 KiB |
|
After Width: | Height: | Size: 687 KiB |
|
After Width: | Height: | Size: 443 KiB |
|
After Width: | Height: | Size: 449 KiB |
|
After Width: | Height: | Size: 638 KiB |
|
After Width: | Height: | Size: 418 KiB |
|
After Width: | Height: | Size: 580 KiB |
|
After Width: | Height: | Size: 462 KiB |
|
After Width: | Height: | Size: 471 KiB |
|
After Width: | Height: | Size: 489 KiB |
|
After Width: | Height: | Size: 434 KiB |
|
After Width: | Height: | Size: 483 KiB |
|
After Width: | Height: | Size: 465 KiB |
|
After Width: | Height: | Size: 447 KiB |
|
After Width: | Height: | Size: 476 KiB |
|
After Width: | Height: | Size: 542 KiB |
|
After Width: | Height: | Size: 589 KiB |
BIN
godot/references/references/biomes/grassland/trees/pine.png
Normal file
|
After Width: | Height: | Size: 945 KiB |
BIN
godot/references/references/biomes/grassland/trees/willow.png
Normal file
|
After Width: | Height: | Size: 707 KiB |
283
godot/references/references/bugs/BUGS_STYLE_GUIDE.md
Normal file
@@ -0,0 +1,283 @@
|
||||
# 🐞 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 ✅
|
||||
|
After Width: | Height: | Size: 541 KiB |
BIN
godot/references/references/bugs/bug_test_moth_1767698884512.png
Normal file
|
After Width: | Height: | Size: 581 KiB |
264
godot/references/references/buildings/BUILDING_STANDARDS.md
Normal file
@@ -0,0 +1,264 @@
|
||||
# 🏛️ 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
|
||||
@@ -0,0 +1,63 @@
|
||||
# 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
|
||||
43
godot/references/references/buildings/README.md
Normal file
@@ -0,0 +1,43 @@
|
||||
# 🏗️ 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
|
||||
BIN
godot/references/references/buildings/barn.png
Normal file
|
After Width: | Height: | Size: 534 KiB |
BIN
godot/references/references/buildings/barn/01_ruined.png
Normal file
|
After Width: | Height: | Size: 588 KiB |
BIN
godot/references/references/buildings/barn/02_partial_repair.png
Normal file
|
After Width: | Height: | Size: 910 KiB |
BIN
godot/references/references/buildings/barn/03_repaired_basic.png
Normal file
|
After Width: | Height: | Size: 447 KiB |
|
After Width: | Height: | Size: 572 KiB |
BIN
godot/references/references/buildings/barn/05_deluxe_estate.png
Normal file
|
After Width: | Height: | Size: 523 KiB |
BIN
godot/references/references/buildings/barn/barn_door.png
Normal file
|
After Width: | Height: | Size: 706 KiB |
BIN
godot/references/references/buildings/barn/barn_interior_hay.png
Normal file
|
After Width: | Height: | Size: 597 KiB |
BIN
godot/references/references/buildings/farmhouse.png
Normal file
|
After Width: | Height: | Size: 606 KiB |
BIN
godot/references/references/buildings/generator.png
Normal file
|
After Width: | Height: | Size: 674 KiB |
90
godot/references/references/buildings/gothic_house/README.md
Normal file
@@ -0,0 +1,90 @@
|
||||
# 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
|
||||
|
After Width: | Height: | Size: 524 KiB |
|
After Width: | Height: | Size: 639 KiB |
BIN
godot/references/references/buildings/kai_house/02_tent.png
Normal file
|
After Width: | Height: | Size: 583 KiB |
|
After Width: | Height: | Size: 578 KiB |
|
After Width: | Height: | Size: 616 KiB |
|
After Width: | Height: | Size: 676 KiB |
122
godot/references/references/buildings/kai_house/README.md
Normal file
@@ -0,0 +1,122 @@
|
||||
# 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
|
||||