chore: Update LDtk project with new layers and fixed assets dimensions (using sips)
264
godot/references/references/buildings/BUILDING_STANDARDS.md
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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
|
||||
@@ -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
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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
|
||||
BIN
godot/references/references/buildings/barn.png
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|
After Width: | Height: | Size: 534 KiB |
BIN
godot/references/references/buildings/barn/01_ruined.png
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|
After Width: | Height: | Size: 588 KiB |
BIN
godot/references/references/buildings/barn/02_partial_repair.png
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|
After Width: | Height: | Size: 910 KiB |
BIN
godot/references/references/buildings/barn/03_repaired_basic.png
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|
After Width: | Height: | Size: 447 KiB |
|
After Width: | Height: | Size: 572 KiB |
BIN
godot/references/references/buildings/barn/05_deluxe_estate.png
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|
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
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|
After Width: | Height: | Size: 674 KiB |
90
godot/references/references/buildings/gothic_house/README.md
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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
|
||||
|
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
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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
|
||||
|
After Width: | Height: | Size: 604 KiB |
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godot/references/references/buildings/mine_entrance.png
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godot/references/references/buildings/population_board.png
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godot/references/references/buildings/silo.png
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godot/references/references/buildings/storage_shed.png
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godot/references/references/buildings/town_boundary/fog_wall.png
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godot/references/references/buildings/well.png
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godot/references/references/buildings/windmill.png
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