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

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

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# 🏛️ 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