COMPLETE REFERENCE SYSTEM: Biome Guides (20 biomes), Building Standards (ruins/restored/walls/towers), Color Master Palette (exact hex codes for all assets). Prevents style drift, stops guessing. Agent must check these before ANY generation.
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references/COLOR_MASTER.md
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# 🎨 COLOR MASTER PALETTE - Style 32 Standard
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**Purpose:** Exact color reference for ALL assets to maintain consistency across characters, NPCs, biomes, and UI.
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---
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## 👤 CHARACTER COLORS (Mandatory Reference)
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### **KAI (Main Character)**
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- **Hair (Pink Dreads):** `#FF1493` (Deep Pink)
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- **Hair (Green Dreads):** `#00FF00` (Lime)
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- **Skin:** `#F5DEB3` (Wheat)
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- **Jacket (Leather):** `#2F4F4F` (Dark Slate Gray)
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- **Pants:** `#000080` (Navy)
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- **Katana (Blade):** `#C0C0C0` (Silver)
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- **Katana (Handle):** `#8B0000` (Dark Red)
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- **Piercings:** `#FFD700` (Gold)
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- **Outlines:** `#000000` (5px thick)
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### **ANA (Main Character)**
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- **Hair:** `#FF1493` (Deep Pink) ← MANDATORY
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- **Eyes:** `#87CEEB` (Sky Blue)
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- **Skin:** `#F5DEB3` (Wheat)
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- **Top:** `#9D4EDD` (Purple)
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- **Pants:** `#4B0082` (Indigo)
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- **Boots:** `#8B4513` (Saddle Brown)
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- **Piercings:** `#FFD700` (Gold)
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- **Outlines:** `#000000` (5px thick)
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### **GRONK (Companion)**
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- **Hair (Pink Dreads):** `#FF69B4` (Hot Pink)
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- **Skin (Troll):** `#556B2F` (Dark Olive Green)
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- **Vape:** `#00CED1` (Dark Turquoise)
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- **Clothing:** `#8B4513` (Saddle Brown)
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- **Piercings:** `#FFD700` (Gold)
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- **Outlines:** `#000000` (5px thick)
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### **ZOMBIE SCOUT (Companion)**
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- **Bandana:** `#FF0000` (Red)
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- **Hair (Purple Dreads):** `#9370DB` (Medium Purple)
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- **Skin (Zombie):** `#98FB98` (Pale Green)
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- **Clothing:** `#708090` (Slate Gray)
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- **Outlines:** `#000000` (5px thick)
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---
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## 🧑🤝🧑 NPC COLOR RULES
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**ALL NPCs MUST have:**
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1. **Colored Hair OR Dreadlocks** (NO natural brown/black unless with dreads)
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2. **Piercings visible:** `#FFD700` (Gold) or `#C0C0C0` (Silver)
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3. **Vibrant outfit colors** (NO muted tones)
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4. **5px black outlines:** `#000000`
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### **Approved Hair Colors (NPCs):**
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- Neon Pink: `#FF1493`
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- Hot Pink: `#FF69B4`
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- Neon Green: `#00FF00`
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- Lime: `#32CD32`
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- Purple: `#9370DB`
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- Blue: `#00BFFF`
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- Orange: `#FF8C00`
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- Red: `#FF4500`
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- **Gray Dreads (Elderly NPCs only):** `#808080`
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### **Skin Tones (All Characters):**
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- Light: `#F5DEB3` (Wheat)
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- Medium: `#D2B48C` (Tan)
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- Dark: `#8B4513` (Saddle Brown)
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- Zombie: `#98FB98` (Pale Green)
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- Troll: `#556B2F` (Dark Olive)
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---
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## 🌍 NATURE & BIOME COLORS
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### **Forest/Nature:**
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- Grass: `#228B22` (Forest Green)
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- Trees: `#2E8B57` (Sea Green)
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- Bark: `#8B4513` (Saddle Brown)
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- Flowers: `#FF1493` (Deep Pink), `#FFD700` (Gold)
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- Shadows: `#006400` (Dark Green)
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### **Winter/Ice:**
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- Snow: `#F0F8FF` (Alice Blue)
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- Ice: `#B0E0E6` (Powder Blue)
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- Shadows: `#ADD8E6` (Light Blue)
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### **Desert/Sand:**
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- Sand: `#EDC9AF` (Desert Sand)
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- Rocks: `#CD853F` (Peru)
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- Cacti: `#6B8E23` (Olive Drab)
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- Shadows: `#8B4513` (Saddle Brown)
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### **Volcanic/Lava:**
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- Rock: `#2F4F4F` (Dark Slate Gray)
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- Lava: `#FF4500` (Orange Red)
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- Glow: `#FFD700` (Gold)
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- Smoke: `#696969` (Dim Gray)
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---
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## 🏛️ BUILDING & ARCHITECTURE COLORS
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### **Ruined Buildings:**
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- Broken Stone: `#696969` (Dim Gray)
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- Weathered Wood: `#8B4513` (Saddle Brown)
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- Rust/Metal: `#CD853F` (Peru)
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- Shadows: `#2F4F4F` (Dark Slate Gray)
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- Danger Accent: `#8B0000` (Dark Red)
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### **Restored Buildings:**
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- Fresh Stone: `#D3D3D3` (Light Gray)
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- New Wood: `#DEB887` (Burlywood)
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- Clean Metal: `#C0C0C0` (Silver)
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- Shadows: `#708090` (Slate Gray)
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- Accent: `#9D4EDD` (Purple - matches UI)
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### **Walls (3 Tiers):**
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- Wooden: `#8B4513` (Saddle Brown)
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- Stone: `#708090` (Slate Gray)
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- Fortress: `#2F4F4F` (Dark Slate) + `#C0C0C0` (Silver accents)
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---
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## 🌾 CROPS & AGRICULTURE COLORS
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### **Cannabis:**
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- Leaves (Young): `#32CD32` (Lime Green)
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- Leaves (Mature): `#228B22` (Forest Green)
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- Buds: `#9ACD32` (Yellow Green) + white pistils
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- Soil: `#8B4513` (Saddle Brown)
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### **Magic Mushrooms:**
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- Cap: `#FF1493` (Deep Pink) or `#9370DB` (Purple)
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- Spots: `#FFD700` (Gold) or white
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- Stem: `#F5DEB3` (Wheat)
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- Glow: `#00CED1` (Cyan, semi-transparent)
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### **Common Crops:**
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- Tomato: `#FF6347` (Tomato Red)
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- Carrot: `#FF8C00` (Dark Orange)
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- Potato: `#D2B48C` (Tan)
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- Lettuce: `#7FFF00` (Chartreuse)
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- Wheat: `#F0E68C` (Khaki)
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- Corn: `#FFD700` (Gold)
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---
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## 🎨 UI & INTERFACE COLORS
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### **Primary UI:**
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- Background: `#0f0c1d` (Dark Purple-Black)
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- Panels: `#141428` (rgba(20, 20, 40, 0.95))
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- Accent: `#9D4EDD` (Purple)
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- Text: `#FFFFFF` (White)
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- Muted Text: `#AAAAAA` (Light Gray)
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### **Status Indicators:**
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- Success: `#00FF00` (Lime)
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- Warning: `#FFD700` (Gold)
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- Danger: `#FF4444` (Red)
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- Info: `#4488FF` (Blue)
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### **Progress Bars:**
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- Health: `#FF0000` (Red)
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- Energy: `#FFD700` (Gold)
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- Stamina: `#00FF00` (Lime)
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- Fill Background: `#2F4F4F` (Dark Slate)
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---
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## ✨ VFX & EFFECTS COLORS
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### **Particle Effects:**
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- Sparkle/Magic: `#FFD700` (Gold)
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- Smoke: `#696969` (Dim Gray)
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- Fire: `#FF4500` (Orange Red) + `#FFD700` (Gold)
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- Water: `#00CED1` (Cyan)
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- Blood: `#8B0000` (Dark Red)
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- Poison/Hallucination: `#9370DB` (Purple) + `#00FF00` (Lime)
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### **Glows & Highlights:**
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- Holy/Blessed: `#FFD700` (Gold, semi-transparent)
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- Dark/Cursed: `#8B0000` (Dark Red, semi-transparent)
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- Tech/Future: `#00CED1` (Cyan, semi-transparent)
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- Nature: `#00FF00` (Lime, semi-transparent)
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---
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## 📏 OUTLINE & SHADOW STANDARDS
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### **Outlines (UNIVERSAL):**
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- **Thickness:** 5px
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- **Color:** `#000000` (Black)
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- **Style:** Solid, no anti-aliasing blur
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- **Where:** ALL visible edges (characters, buildings, props, crops, UI elements)
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### **Shadows:**
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- **Color:** Darker version of base color (30-40% darker)
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- **Style:** Flat cel shadow, no gradients
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- **Angle:** Consistent light source (top-left, 45°)
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- **Opacity:** 100% (no soft shadows)
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---
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## 🚫 FORBIDDEN COLORS (Never Use)
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**These colors break Style 32 aesthetic:**
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- Muted pastels (too soft)
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- Realistic skin tones (too photographic)
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- Gradients (except for specific VFX)
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- Semi-transparent anything (except VFX glows)
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- Natural brown/black hair (unless with dreads)
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- Gray buildings (must be vibrant)
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---
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## 🎨 COLOR PALETTE IMAGE REFERENCE
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**REQUIRED IMAGE:** `color_master_palette.png`
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**Layout:**
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```
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Row 1: Character Hair Colors (8 swatches)
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Row 2: Skin Tones (5 swatches)
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Row 3: Nature/Biome Colors (10 swatches)
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Row 4: Building Colors (8 swatches)
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Row 5: UI Colors (6 swatches)
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Row 6: VFX Colors (8 swatches)
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Each swatch: 64x64px square with 5px black outline
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Label: Hex code + name below each swatch
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```
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---
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## 📋 COLOR CHECKLIST (Before approval)
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For EVERY new asset:
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- [ ] Uses ONLY colors from this master palette
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- [ ] Hair is vibrant (NOT natural brown/black unless dreads)
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- [ ] Outlines are 5px thick black (#000000)
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- [ ] Shadows are flat cel style (no gradients)
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- [ ] Colors match Kai/Ana/Gronk references
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- [ ] NO forbidden colors used
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- [ ] Vibrant, not muted
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- [ ] Matches Style 32 aesthetic
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---
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## 🚀 WHEN TO USE THIS GUIDE
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**Before generating ANY asset:**
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1. Open this COLOR_MASTER.md file
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2. Identify asset category (character, building, crop, etc.)
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3. Extract EXACT hex codes from palette
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4. Include hex codes in generation prompt
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5. Verify generated asset matches exact colors
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6. If mismatch → Auto-reroll with corrected hex codes
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**Example prompt:**
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```
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Kai walking sprite. EXACT Style 32 matching COLOR_MASTER:
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Hair pink #FF1493 + green #00FF00 dreads,
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Skin #F5DEB3,
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Jacket #2F4F4F,
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Katana silver #C0C0C0,
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Outlines #000000 5px thick,
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Cult of the Lamb aesthetic.
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```
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---
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**STATUS:** Color palette documented, awaiting visual reference image
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**PRIORITY:** MAXIMUM - prevents color drift across ALL assets
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**NEXT STEP:** Create visual `color_master_palette.png` with swatches
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references/biomes/BIOME_GUIDES.md
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# 🌍 BIOME VISUAL GUIDES - Style 32 Standards
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**Purpose:** Ensure ALL 20 biomes maintain consistent Style 32 aesthetic while having unique environmental characteristics.
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---
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## ❄️ WINTER BIOME (Zimski)
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**REQUIRED REFERENCE IMAGE:** `winter_terrain_style32.png`
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**Visual DNA:**
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- **Ground:** White/light blue snow with Style 32 thick outlines
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- **Edge Details:** Icicles on building edges, snow clumps on roofs
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- **Color Palette:**
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- Snow: `#F0F8FF` (Alice Blue)
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- Ice: `#B0E0E6` (Powder Blue)
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- Shadows: `#ADD8E6` (Light Blue)
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- Outlines: `#000000` (5px thick)
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- **Trees:** Pine trees with snow on branches
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- **Props:** Snowdrifts, ice crystals, frozen puddles
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- **Lighting:** Cold blue tint overall
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**Checklist:**
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- [ ] Thick 5px black outlines on ALL terrain elements
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- [ ] Flat cel shading (no soft gradients)
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- [ ] Snow particles visible but not realistic
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- [ ] Buildings have icicles/snow accumulation
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- [ ] Transparent background
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---
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## 🏜️ DESERT BIOME (Puščavski)
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**REQUIRED REFERENCE IMAGE:** `desert_terrain_style32.png`
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**Visual DNA:**
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- **Ground:** Sandy yellow/orange terrain
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- **Edge Details:** Rock outcroppings, cacti, sun-bleached bones
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- **Color Palette:**
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- Sand: `#EDC9AF` (Desert Sand)
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- Rocks: `#CD853F` (Peru)
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- Cacti: `#6B8E23` (Olive Drab)
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- Shadows: `#8B4513` (Saddle Brown)
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- Outlines: `#000000` (5px thick)
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- **Trees:** Cacti, palm trees, dead trees
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- **Props:** Sand dunes, rocks, pottery, tumbleweeds
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- **Lighting:** Warm orange/yellow tint
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**Checklist:**
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- [ ] Thick 5px black outlines
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- [ ] Flat cel shading
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- [ ] Heat shimmer effect (optional VFX, not in terrain)
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- [ ] Sand has texture but still Style 32
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- [ ] Transparent background
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---
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## 🌲 FOREST BIOME (Gozdni)
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**REQUIRED REFERENCE IMAGE:** `forest_terrain_style32.png`
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**Visual DNA:**
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- **Ground:** Green grass with darker patches
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- **Edge Details:** Tree roots, mushrooms, fallen logs
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- **Color Palette:**
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- Grass: `#228B22` (Forest Green)
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- Trees: `#2E8B57` (Sea Green)
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- Bark: `#8B4513` (Saddle Brown)
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- Shadows: `#006400` (Dark Green)
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- Outlines: `#000000` (5px thick)
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- **Trees:** Oaks, pines, broad-leafed trees
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- **Props:** Mushrooms, ferns, flowers, rocks
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- **Lighting:** Natural green tint
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**Checklist:**
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- [ ] Thick 5px black outlines
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- [ ] Flat cel shading
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- [ ] Trees have visible bark texture (chibi style)
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- [ ] Grass is vibrant, not muted
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- [ ] Transparent background
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---
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## 🌋 VOLCANIC BIOME
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**REQUIRED REFERENCE IMAGE:** `volcanic_terrain_style32.png`
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**Visual DNA:**
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- **Ground:** Dark rock/lava cracks
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- **Edge Details:** Lava flows, smoke vents, obsidian
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- **Color Palette:**
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- Rock: `#2F4F4F` (Dark Slate Gray)
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- Lava: `#FF4500` (Orange Red)
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- Glow: `#FFD700` (Gold)
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- Smoke: `#696969` (Dim Gray)
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- Outlines: `#000000` (5px thick)
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- **Trees:** Dead/burnt trees, heat-resistant plants
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- **Props:** Lava pools, volcanic rocks, ash piles
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- **Lighting:** Red/orange glow
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---
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## 🧊 FROZEN WASTELAND BIOME
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**REQUIRED REFERENCE IMAGE:** `frozen_wasteland_style32.png`
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**Visual DNA:**
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- **Ground:** Ice sheets, cracked frozen ground
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- **Edge Details:** Ice spikes, frozen waterfalls
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- **Color Palette:**
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- Ice: `#E0FFFF` (Light Cyan)
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- Cracks: `#4682B4` (Steel Blue)
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- Shadows: `#708090` (Slate Gray)
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- Outlines: `#000000` (5px thick)
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---
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## 🌴 JUNGLE BIOME
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**REQUIRED REFERENCE IMAGE:** `jungle_terrain_style32.png`
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**Visual DNA:**
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- **Ground:** Dark green undergrowth
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- **Edge Details:** Vines, large leaves, exotic flowers
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- **Color Palette:**
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- Leaves: `#00FF00` (Lime)
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- Dark Green: `#013220` (Dark Green)
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- Flowers: `#FF1493` (Deep Pink), `#FFD700` (Gold)
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- Outlines: `#000000` (5px thick)
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---
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## 🎨 UNIVERSAL BIOME RULES (ALL 20 BIOMES)
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1. **5px thick black outlines** - NO exceptions
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2. **Flat cel shading** - NO soft gradients
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3. **Vibrant colors** - NO muted/realistic tones
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4. **Chibi proportions** - Trees, rocks, props are cute
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5. **Transparent background** - ALWAYS
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6. **Cult of the Lamb aesthetic** - Match main character style
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---
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## 📋 BIOME CHECKLIST (Before approval)
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For EACH biome reference image:
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- [ ] Viewed Kai/Ana/Gronk references first
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- [ ] 5px thick black outlines on ALL elements
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- [ ] Flat cel shading (no gradients)
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- [ ] Colors are vibrant and match palette
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- [ ] Proportions are chibi/cute
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- [ ] Background is transparent
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- [ ] Overall matches main character visual DNA
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- [ ] Unique enough to distinguish biome
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- [ ] Can be tiled/repeated seamlessly (optional)
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---
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## 🚀 WHEN TO USE THIS GUIDE
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**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)
|
||||
264
references/buildings/BUILDING_STANDARDS.md
Normal file
264
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
|
||||
Reference in New Issue
Block a user