diff --git a/references/COLOR_MASTER.md b/references/COLOR_MASTER.md new file mode 100644 index 000000000..33cdd3bb1 --- /dev/null +++ b/references/COLOR_MASTER.md @@ -0,0 +1,277 @@ +# 🎨 COLOR MASTER PALETTE - Style 32 Standard + +**Purpose:** Exact color reference for ALL assets to maintain consistency across characters, NPCs, biomes, and UI. + +--- + +## πŸ‘€ 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) + +--- + +## πŸ§‘β€πŸ€β€πŸ§‘ 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) + +--- + +## πŸ›οΈ 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) + +--- + +## πŸ“ 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, 45Β°) +- **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 +``` + +--- + +## πŸ“‹ 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 + +--- + +## πŸš€ 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 β†’ 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 diff --git a/references/biomes/BIOME_GUIDES.md b/references/biomes/BIOME_GUIDES.md new file mode 100644 index 000000000..a4f7c578b --- /dev/null +++ b/references/biomes/BIOME_GUIDES.md @@ -0,0 +1,181 @@ +# 🌍 BIOME VISUAL GUIDES - Style 32 Standards + +**Purpose:** Ensure ALL 20 biomes maintain consistent Style 32 aesthetic while having unique environmental characteristics. + +--- + +## ❄️ WINTER BIOME (Zimski) + +**REQUIRED REFERENCE IMAGE:** `winter_terrain_style32.png` + +**Visual DNA:** +- **Ground:** White/light blue snow with Style 32 thick outlines +- **Edge Details:** Icicles on building edges, snow clumps on roofs +- **Color Palette:** + - Snow: `#F0F8FF` (Alice Blue) + - Ice: `#B0E0E6` (Powder Blue) + - Shadows: `#ADD8E6` (Light Blue) + - Outlines: `#000000` (5px thick) +- **Trees:** Pine trees with snow on branches +- **Props:** Snowdrifts, ice crystals, frozen puddles +- **Lighting:** Cold blue tint overall + +**Checklist:** +- [ ] Thick 5px black outlines on ALL terrain elements +- [ ] Flat cel shading (no soft gradients) +- [ ] Snow particles visible but not realistic +- [ ] Buildings have icicles/snow accumulation +- [ ] Transparent background + +--- + +## 🏜️ DESERT BIOME (Puőčavski) + +**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 + +--- + +## πŸŒ‹ 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 + +--- + +## πŸ“‹ 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) + +--- + +## πŸš€ 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) diff --git a/references/buildings/BUILDING_STANDARDS.md b/references/buildings/BUILDING_STANDARDS.md new file mode 100644 index 000000000..8c12f925c --- /dev/null +++ b/references/buildings/BUILDING_STANDARDS.md @@ -0,0 +1,264 @@ +# πŸ›οΈ BUILDING STANDARDS - Style 32 Architecture + +**Purpose:** Ensure ALL 27 towns and cities maintain consistent building logic across ruined and restored states. + +--- + +## 🏚️ RUINED BUILDINGS (RuΕ‘evine) + +**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) +- πŸ”¨ "Can be restored" indicator (glow effect) +- πŸ’€ Danger zones (unstable areas) + +**Checklist:** +- [ ] 5px thick black outlines +- [ ] Flat cel shading +- [ ] Visible damage/decay +- [ ] Overgrowth elements +- [ ] Structurally looks unstable +- [ ] Matches character visual DNA + +--- + +## πŸ›οΈ 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:** +- βœ“ Green checkmark or "Open" sign +- πŸ’‘ Lights in windows (active) +- 🌟 Sparkle effect (recently restored) +- πŸ‘€ 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 + +--- + +## πŸ—Ό 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" + +--- + +## πŸ“ 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 + +--- + +## πŸ”„ 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. + +--- + +## πŸ—οΈ 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 + +--- + +## πŸ“‹ 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 + +--- + +## πŸš€ 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