chore: Update LDtk project with new layers and fixed assets dimensions (using sips)

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

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

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

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

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

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