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description: NO PIXELATION - Vector-Style Smooth Lines Enforcement description: NO PIXELATION - Vector-Style Smooth Lines Enforcement
--- ---
# 🚫 NO PIXELATION RULE - Style 32 Smooth Lines # VISUAL STYLE GUIDE: "CULT OF THE LAMB" AESTHETIC
**CRITICAL:** Style 32 is **NOT** pixel art! It uses smooth, vector-style lines with ZERO pixelation. ## 1. STYLE DEFINITION (Style 32)
- **CORE INSPIRATION**: *Cult of the Lamb*, *Don't Starve* (cleaner version).
--- - **TYPE**: Vector Art / 2D Smooth.
- **LINES**: Thick, consistent BLACK outlines on all major assets.
## ✅ GOLD STANDARD REFERENCE - **COLORS**: Flat, saturated but slightly dark/muted colors (Noir palette). No gradients unless cel-shaded.
- **SHADING**: Hard Cel-Shading (ostri prehodi senc).
**MANDATORY REFERENCE:** `/references/main_characters/ana/master_reference_nobg.png`
## 2. RESOLUTION RULES (MANDATORY)
**Why Ana is the GOLD STANDARD:** Do not generate everything at 1024x1024. Use these target sizes:
-**SMOOTH, CLEAN LINES** - No stair-stepping, no chunky pixels
-**5px THICK OUTLINES** - Consistent, sharp, vector-quality | Asset Type | Resolution | Notes |
-**HIGH-RES RENDERING** - Fluid, polished, film-quality | :--- | :--- | :--- |
-**FLAT CEL SHADING** - Clean color fills, no pixelation | **Ground Tiles** | `512x512` | Seamless/Tileable textures. |
-**SHARP EDGES** - Like vector art, not retro pixel sprites | **Hero Trees (Large)**| `512x512` | Main visual anchors. |
| **Standard Trees** | `256x256` | General vegetation. |
**THIS is Style 32. Everything else must match Ana's visual quality.** | **Props / Bushes** | `128x128` or `256x256` | Small items (grass tufts, rocks). |
| **Characters** | `256x256` | Protagonist, Zombies. |
--- | **UI Icons** | `64x64` or `128x128` | Inventory items. |
## 🚫 WHAT IS FORBIDDEN (Pixel Art) ## 3. ANTI-ALIASING RULE
- **FORBIDDEN**: Pixel Art aesthetic (jagged edges).
### **Pixel Art Characteristics (NEVER USE):** - **REQUIRED**: Smooth, anti-aliased edges (Vector Look).
- **Stair-stepping edges** (jagged diagonal lines) - Images must look crisp and clean like an SVG export.
-**Chunky, blocky appearance** (visible pixel grid)
-**Low resolution** (< 64px for characters) ## 4. WORKFLOW EXECUTION
-**Dithering patterns** (checkerboard shading) 1. Generate larger if needed (e.g. 1024) for details.
-**Limited color palette** (8-bit/16-bit restrictions) 2. DOWNSCALE to target resolution using high-quality resampling (Lanczos).
-**Retro game aesthetic** (NES, SNES, Game Boy style) 3. Ensure Alpha channel is clean (no halos).
**Example of WRONG style:**
```
🔴 Pixelated character with visible 8x8 pixel blocks
🔴 Diagonal lines look like stairs (█▄▀)
🔴 Low resolution, chunky sprites
```
---
## ✅ REQUIRED STYLE (Vector-Smooth, High-Res)
### **Style 32 Smooth Characteristics:**
#### **1. SMOOTH, ANTI-ALIASED CURVES**
- Outline curves are fluid (like vector art)
- No jagged edges or stair-stepping
- Diagonal lines are smooth gradients
- Round shapes are perfectly circular
#### **2. HIGH-RESOLUTION RENDERING**
- Characters: Minimum 64x64px (prefer 128x128px or higher)
- NPCs: 64x64px to 160x160px
- Buildings: 128x128px to 256x256px
- Render at high resolution, downscale if needed (preserves smooth edges)
#### **3. THICK 5px OUTLINES (SMOOTH)**
- 5px black outlines `#000000`
- Outlines are vector-smooth (not pixel-chunky)
- Consistent thickness around entire shape
- Corners are rounded, not blocky
#### **4. FLAT CEL SHADING (CLEAN)**
- Solid color fills (no dithering)
- Sharp shadow boundaries (but smooth edges)
- No pixel noise or grain texture
- Colors are vibrant and solid
#### **5. FILM-QUALITY POLISH**
- Looks like animation cel (Cult of the Lamb, Don't Starve)
- NOT like retro game sprite (Mario, Zelda classic)
- Professional, modern indie game quality
- Fluid, dynamic, alive
---
## 🔍 VISUAL COMPARISON
### **✅ CORRECT (Ana Reference):**
```
Smooth outlines ───────────────► Vector-quality curves
Thick 5px edges ───────────────► Consistent, clean
High resolution ───────────────► 128px+, sharp details
Flat shading ──────────────────► Solid colors, no grain
Film quality ──────────────────► Professional, polished
```
### **❌ WRONG (Pixel Art):**
```
Jagged edges ──────────────────► Stair-stepping (█▄▀)
Thin/blocky outlines ──────────► Inconsistent thickness
Low resolution ────────────────► < 32px, chunky
Dithered shading ──────────────► Checkerboard patterns
Retro aesthetic ───────────────► Old-school 8-bit look
```
---
## 🛠️ GENERATION ENFORCEMENT
### **MANDATORY PROMPT ADDITIONS:**
**ALWAYS include these phrases:**
```
"SMOOTH vector-style lines (NOT pixel art),
anti-aliased curves, high-resolution rendering,
thick 5px black outlines with clean edges,
matches Ana reference quality from /references/main_characters/ana/,
film-quality polish, NO pixelation, NO stair-stepping,
Cult of the Lamb aesthetic (smooth, not retro)."
```
### **FORBIDDEN PHRASES (Never Use):**
```
❌ "pixel art"
❌ "8-bit style"
❌ "retro game sprite"
❌ "low resolution"
❌ "chunky pixels"
❌ "Game Boy style"
❌ "NES aesthetic"
```
---
## 🔄 AUTO-REROLL TRIGGERS
**IMMEDIATE REROLL if generated image has:**
1. **Jagged diagonal lines** (stair-stepping visible)
- Reroll with: "SMOOTH anti-aliased diagonals, NO stair-stepping"
2. **Blocky, chunky appearance** (pixel grid visible)
- Reroll with: "High-resolution vector-smooth, NO chunky pixels"
3. **Thin or inconsistent outlines** (< 4px or varying thickness)
- Reroll with: "Consistent 5px thick black outlines, smooth edges"
4. **Low resolution** (character < 64px or looks pixelated when zoomed)
- Reroll with: "High-resolution 128px+, film-quality rendering"
5. **Dithering or grain texture** (checkerboard shading)
- Reroll with: "Flat cel shading, solid colors, NO dithering"
**Maximum 3 rerolls. If still pixelated after 3 attempts, report to user.**
---
## 📋 PRE-GENERATION CHECKLIST
**BEFORE generating ANY asset:**
- [ ] Viewed Ana reference (`master_reference_nobg.png`)
- [ ] Understood smooth line quality required
- [ ] Prompt includes "SMOOTH vector-style lines (NOT pixel art)"
- [ ] Prompt includes "matches Ana reference quality"
- [ ] Prompt includes "NO pixelation, NO stair-stepping"
- [ ] Prompt specifies high resolution (64px+ minimum)
- [ ] Prompt specifies 5px thick smooth outlines
- [ ] Avoided ALL pixel art keywords
---
## 📋 POST-GENERATION VERIFICATION
**AFTER generating asset:**
1. **Zoom In Test:**
- Zoom to 200-400%
- Check for jagged edges or stair-stepping
- If visible → REJECT, reroll
2. **Outline Smoothness:**
- Inspect outline curves
- Must be fluid, not blocky
- If blocky → REJECT, reroll
3. **Compare to Ana:**
- Side-by-side with Ana reference
- Match line quality?
- Match outline thickness?
- Match overall polish?
- If NO → REJECT, reroll
4. **Resolution Check:**
- Character sprites: 64px minimum (prefer 128px+)
- Quality should survive zoom
- If too low-res → REJECT, reroll
---
## 🎨 SPECIFIC ASSET TYPES
### **Characters & NPCs:**
- **Resolution:** 128x128px to 160x160px (high-res)
- **Style:** Match Ana exactly (smooth, polished)
- **Reference:** Ana's skin texture, outline quality, shading style
### **Buildings:**
- **Resolution:** 160x256px to 256x256px
- **Style:** Smooth outlines, clean architecture
- **NOT:** Minecraft-style blocky buildings
### **Crops & Plants:**
- **Resolution:** 64x64px minimum
- **Style:** Smooth leaves, organic curves
- **NOT:** Square pixel leaves
### **UI Elements:**
- **Resolution:** Vector-based or high-res PNG
- **Style:** Sharp, modern, smooth
- **NOT:** Retro pixelated UI
### **VFX & Particles:**
- **Resolution:** 64x64px to 128x128px
- **Style:** Smooth glows, fluid effects
- **NOT:** Chunky pixel sparkles
---
## 🚨 EMERGENCY PIXELATION FIX
**If asset was already generated with pixelation:**
1. **Identify Issue:**
- "This asset is pixelated (pixel art style)"
- "Required: Smooth vector-style like Ana reference"
2. **Regenerate Immediately:**
- Use corrected prompt with ALL smooth-line keywords
- Reference Ana directly in prompt
- Emphasize "NOT pixel art" explicitly
3. **Compare Before/After:**
- Old (pixelated) vs New (smooth)
- Verify improvement
- Only accept if matches Ana quality
4. **Replace File:**
- Delete pixelated version
- Save smooth version with same filename
- Update manifest
---
## 📊 QUALITY STANDARDS
### **MINIMUM ACCEPTABLE:**
- Resolution: 64x64px for small assets
- Outline: 5px thick, smooth edges
- Shading: Flat cel, no dithering
- Style: Matches Ana's polish level
### **PREFERRED:**
- Resolution: 128x128px or higher
- Outline: Perfect vector-smooth curves
- Shading: Professional cel animation quality
- Style: Indistinguishable from Ana reference
### **UNACCEPTABLE:**
- ANY visible pixelation or stair-stepping
- Chunky, blocky appearance
- Retro game aesthetic
- Low-resolution sprites (< 32px)
- Dithered or grainy textures
---
## 🎯 STYLE 32 = SMOOTH, NOT PIXELS
**Remember:**
- **Style 32** refers to the "32" in "Cult of the Lamb" inspiration (modern smooth indie)
- **NOT** referring to "32-bit" (which could imply pixel art)
- **ALWAYS** smooth, vector-quality, film-polished
- **NEVER** chunky, pixelated, retro
---
## 📚 REFERENCE LIBRARY UPDATE
**Ana is now PRIMARY reference for line quality:**
- Kai, Gronk, all NPCs must match Ana's smoothness
- Buildings, crops, all assets use Ana's line quality
- NO exceptions
**Secondary references (must also be smooth):**
- Cult of the Lamb (game) - smooth indie style
- Don't Starve (game) - vector-style characters
- Hollow Knight (game) - clean, sharp lines
**NOT references (these are pixel art):**
- Stardew Valley - pixel art style
- Terraria - pixel art style
- Celeste - pixel art style
---
**ACTIVATION:** ALWAYS active (mandatory for ALL asset generation)
**PRIORITY:** MAXIMUM - overrides everything
**VERIFICATION:** Compare to Ana reference EVERY time
---
**🎯 SUMMARY:**
1. Ana = Gold Standard (smooth, vector-quality)
2. NO pixel art, EVER
3. Smooth lines, high-res, film-quality
4. Auto-reroll if pixelated
5. Compare to Ana every time
**EVERYTHING must look like Ana. No exceptions.**

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--- ---
description: Strict Reference Mode - 100% Visual DNA Matching description: MANDATORY - Always check references before generating any assets
--- ---
# 🎯 STRICT REFERENCE MODE # STRICT REFERENCE MODE - VISUAL DNA
**MANDATORY WORKFLOW:** Before generating ANY new visual asset, follow these steps: ## 1. REFERENCE LOCK
- **LOCKED LOCATION**: `assets/references`
- **PERMISSION**: READ-ONLY.
- **FORBIDDEN ACTIONS**:
- NO MOVING files out of this folder.
- NO DELETING files from this folder.
- NO MODIFYING files in this folder.
- **EXCEPTION**: Any write access requires EXPLICIT USER CONFIRMATION per file.
## ✅ STEP 1: CHECK /references/ FOLDER ## 2. GENERATION WORKFLOW (VISUAL DNA)
When generating NEW assets (e.g. for `assets/DEMO_FAZA1/`):
1. **CONSULT DNA**: Look at `assets/references` to understand the style (Dark-Chibi, thick outlines, Style 32).
2. **GENERATE**: Create the new image in `assets/TEST_GEN` or `assets/DEMO_FAZA1`.
- **BACKGROUND**: MUST be SOLID PINK (`#FF00FF`) or GREEN (`#00FF00`) for easy keying.
- **FORMAT**: PNG-32.
3. **CLEANUP**: IMMEDIATELY run `remove_backgrounds.py` or equivalent tool to remove the solid background.
4. **RESULT**: Transparent PNG (Alpha 24).
**Before any image generation:** ## 3. ZERO PIXELATION RULE
```bash - No pixelated artifacts.
# View ALL master references - No loose pixels on edges.
ls -R references/ - Use anti-aliasing where appropriate for vector look.
```
**Must view these references FIRST:** ## 4. COMMANDMENT
- `/references/main_characters/kai/master_reference.png` * "Referenčna mapa je DNK projekta. Gledamo jo, spoštujemo jo, a se je ne dotikamo." *
- `/references/main_characters/ana/master_reference.png`
- `/references/main_characters/gronk/master_reference.png`
- `/references/companions/zombie_scout/master_reference.png`
- `/references/npcs/*/master_reference.png` (all NPCs)
**Extract Visual DNA:**
- **Outline thickness:** EXACTLY 5px solid black
- **Proportions:** 1:1 chibi (head = body)
- **Shading:** Flat cel shading, no gradients
- **Colors:** Vibrant punk (neon pink, green, purple, blue)
- **Background:** 100% transparent
- **Aesthetic:** Cult of the Lamb style
---
## ✅ STEP 2: MATCH VISUAL DNA 100%
**When generating new asset, prompt MUST include:**
```
EXACT Style 32 matching /references/:
- THICK 5px BLACK OUTLINES (samme as Kai/Ana/Gronk)
- Chibi 1:1 proportions
- Flat cel shading
- Vibrant colored hair [specify color]
- [X] piercings visible
- [describe outfit matching post-apo punk]
- Transparent background
- Cult of the Lamb aesthetic
```
**Cross-reference checklist:**
- [ ] Outlines are 5px thick (visually compare to Kai)
- [ ] Proportions are 1:1 chibi (head = body size)
- [ ] Colors are vibrant punk (no muted tones)
- [ ] Shading is flat (no soft gradients)
- [ ] Background is transparent
- [ ] Overall style matches references
---
## ✅ STEP 3: AUTO-REROLL IF MISMATCH
**IF generated image doesn't match references:**
1. **Identify mismatch:**
- Outlines too thin? → REROLL with "THICKER 5px black outlines"
- Colors too realistic? → REROLL with "vibrant flat colors"
- Shading too soft? → REROLL with "flat cel shading, no gradients"
- Wrong proportions? → REROLL with "chibi 1:1, head equals body"
2. **Reroll immediately:**
```
generate_image with CORRECTED prompt emphasizing the mismatch
```
3. **Maximum 3 rerolls per asset**
- If still doesn't match after 3 attempts, report to user
---
## ✅ STEP 4: GALLERY SYNC - SIDE-BY-SIDE COMPARISON
**After successful generation:**
1. **Copy to assets folder:**
```bash
cp ~/.gemini/antigravity/brain/*/[asset_name].png assets/sprites/[category]/
```
2. **Create comparison artifact:**
- Show reference image
- Show new generated image
- Highlight matching Visual DNA elements
3. **Update manifest:**
```bash
python3 scripts/generate_asset_manifest.py
```
4. **Visual verification:**
- Open both images side-by-side
- Verify outline thickness matches
- Verify color vibrancy matches
- Verify proportions match
---
## 🚫 STRICT RULES - NO EXCEPTIONS
1. **NEVER generate without viewing references first**
2. **NEVER accept mismatched visuals** (auto-reroll required)
3. **NEVER use soft/realistic shading** (only flat cel shading)
4. **NEVER use thin outlines** (always 5px thick black)
5. **NEVER use muted colors** (always vibrant punk)
---
## 📋 QUALITY CONTROL CHECKLIST
Before marking asset as "complete":
- [ ] Viewed master references (Kai, Ana, Gronk, Zombie Scout)
- [ ] Generated asset has 5px thick black outlines
- [ ] Generated asset has 1:1 chibi proportions
- [ ] Generated asset has flat cel shading
- [ ] Generated asset has vibrant colors
- [ ] Generated asset has transparent background
- [ ] Visual comparison shows 100% match
- [ ] Asset copied to correct folder
- [ ] Manifest updated
- [ ] User approved visual match
---
## 🎨 REFERENCE LIBRARY
**Main Characters (ALWAYS check these first):**
- Kai: Pink+green dreadlocks, katana, leather jacket
- Ana: Pink hair, friendly face, survivor outfit
- Gronk: Pink dreadlocks, vape, troll features
**NPCs (check specific NPC reference):**
- Ivan Kovač: Blacksmith, beard, piercings
- Pek: Baker, apron, colored hair
- Tehnik: Tech gear, piercings, tools
- Šivilja: Seamstress, neon pink hair, scissors
- Kustos: Museum curator, glasses, artifacts
- Župan: Mayor, formal but punk
- Arborist: Tree planter, nature gear
- Teacher: Educator, books, punk style
- Miro Pravnik: Lawyer, suit but punk
- Glavni Smetar: Sanitation, gray dreads, broom
- Priest: Gray dreads, cross tattoo, torn robes
---
## 🔄 AUTO-REROLL TRIGGERS
**Immediate reroll if:**
- Outlines < 4px or > 6px
- Proportions are NOT 1:1 chibi
- Shading has soft gradients
- Colors are muted/realistic
- Background is NOT transparent
- Style doesn't match Cult of the Lamb aesthetic
**Reroll prompt adjustments:**
- Too realistic → ADD "flat cartoon cel shading"
- Thin outlines → ADD "THICK 5px black outlines"
- Wrong colors → ADD "vibrant neon [color]"
- Wrong proportions → ADD "chibi 1:1, head equals body size"
---
**ACTIVATION:** Type `/strict_reference_mode` before any asset generation session
**STATUS:** Active until explicitly disabled
**PRIORITY:** MAXIMUM - overrides all other generation rules

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@@ -33,3 +33,31 @@ Posodobili smo dokument `docs/GAME_DESIGN_NOTES.md` z naslednjimi koncepti:
--- ---
**Status:** Pripravljeno na implementacijo v Unity/Game Engine. **Status:** Pripravljeno na implementacijo v Unity/Game Engine.
### 4. Zaključna Sinhronizacija (25.01.2026 12:36 CET)
* **MASTER BIBLE in GAME BIBLE usklajena:**
* Potrjenih **20 biomov** (vključno z Witch Forest in Mexican Cenotes).
* 11 Magičnih (Anomalous) biomov.
* 10-Fazna struktura izdajanja.
* **Licence Preverjene:** Najdene so v (Apache, MIT, BSD), kar je pričakovano za Python knjižnice.
* **Koda in Dokumentacija:** Vse posodobljeno in pripravljeno na vnos referenc.
### 5. Priprava Assetov za Fazo 1 (25.01.2026 13:36 CET)
* **Referenčne slike:** Vse prekopirane v (132 datotek).
* **Obdelava:**
* Konvertirano v PNG.
* *Intelligent Resize* (Gronk 512px, Kai 256px, Insekti 96px).
* *Sharpening* (LANCZOS + Unsharp Mask).
* Ohranjena originalna ozadja.
* **Struktura:**
* Ustvarjena mapa .
* Izbrisane stare neurejene podmape.
### 6. Vizualni Demo (25.01.2026 14:30 CET)
* **Implementirano:**
* : Proceduralna vegetacija, vetrovna animacija, megla, cikel dan/noč.
* Popravljene poti v (do in ).
* Strežnik teče na portu 8080.
* **Znana težava:**
* Slike se še ne naložijo (napaka 404), ker je pot v relativna na root, brskalnik pa je v .
* **Rešitev (za naslednjič):** Popraviti poti v (dodati ).

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# Game Design Ideas & Mechanics
## 1. Demo & Monetization Structure
* **Trial Version Badge:** The game displays a "Trial Version" badge. It records the date when the user first downloaded/started the demo.
* **"Purchase Full Game" Trigger:** A UI prompt (badge) appears, encouraging the player to buy the full version.
* **Limited Progression (The "Hook"):**
* **Housing:** In the demo, you can only upgrade from a **Sleeping Bag** to a **Tent**. You *cannot* build the wooden cabin or better houses. This makes the difference between Demo and Full Game very obvious and painful (motivation to buy).
* **Hoarding:** Players CAN hoard materials and loot as much as they want. This is key: "I have so much stuff, I don't want to lose it!"
* **Endless Sandbox Demo:** The demo has **NO time limit**. The player can play forever.
* **The Trap (Hoarding):** Since there is no end, the player can build infinite storage chests and hoard massive amounts of resources. They invest hundreds of hours gathering materials.
* **Restrictions:**
* **No Story:** The plot does not advance.
* **Zombie Limit:** Only ONE basic zombie type appears. It does not level up, evolve, or get harder. It becomes boring/easy eventually.
* **Housing Cap:** Stuck at "Tent" level forever.
* **The Payoff:** When they finally buy the game, they unlock the Story, evolving Zombies, advanced Building, and keep ALL their thousands of gathered resources to instantly jump-start the real game.
* **Day Count Legacy:** If a player grinded for 200 days in the demo, they start the full game on **Day 200**. They keep their "time served," but the game logic treats it as the moment they finally "start living" and expanding beyond the basic survival grind.
* **Achievements (Steam):**
* **"Stubborn Survivor" (Trmasti preživeli):** Awarded if the player reaches Day 200 *within the demo version*.
* **Unique Reward:** A special **Statue** placable in the full game to commemorate their persistence.
## 2. Advanced Zombie Mechanics
* **Camouflage/Disguise:** Zombies can disguise themselves as farmers/NPCs.
* *Visuals:* A zombie wearing farmer clothes.
* *Mechanic:* They appear friendly until the player gets within a certain radius, then they reveal their true nature and attack. This adds tension and paranoia.
## 3. Environmental Hazards: Toxic Fog
* **Nature:** A purple/toxic cloud or explosion event.
* **Mechanic:**
* The fog spreads over time (e.g., expanding daily).
* **Choking Damage:** Entering the fog causes the player to choke (take damage).
* **Counter-play:** The player needs to build/acquire "Fog Sensors" or filtration systems to navigate or clear it.
* **Environmental Expansion:** The fog might block off new biomes or areas. Clearing it or surviving it allows map expansion.
* **Zombie Synergy:** Zombies might be able to spread this fog or be buffed by it.
## 4. UI Enhancements
* **Day Cycle Notification:** A prominent "Day X" text appears in the center of the screen at the start of each new in-game day.
* **Tracking:** Shows the total number of days survived.
## 5. World Building & Navigation
* **Signage:**
* Directional signs pointing to major locations: "Town", "Forest", "Mines", "Biomes".
* Warning signs ("Danger", Skull) for hazardous areas.
* **Infrastructure:**
* Cables/Wires: Used for connecting machinery or sensors (fog sensors?).
* **Obstacles:**
* Thorns/Brambles: Block paths, requiring specific tools (upgraded machete/scythe) to clear.
* **Mines:**
* "Death Valley" (Dolina smrti) mine entrance.
* Progression: Needs better equipment to enter deeper levels.
## 6. Waste Management & Recycling
* **Dumpster/Container:**
* **Placement:** Must be placed away from the main farm (smell/hygiene).
* **Scavenging:** Raccoons raid it for food. Friendly zombies can search it for "smart items" (blueprints, rare parts).
* **Composting:**
* **Structure:** Wooden Compost Bin.
* **Input:** Spoiled food, dead plants, organic waste.
* **Output:** Fertilizer (Manure) to boost crop growth.
## 7. Zombie Housing (Resting Spots)
* **Structure:** Simple open grave (hole in the ground) with a memorial plaque or wooden cross.
* **Mechanic:** Serves as a "spawn point" or resting bed. When a friendly zombie is tired, it retreats into this hole to sleep and recover energy.
* **Construction:** Easy to build just dig a hole and place a marker.

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# Seznam Promptov za Generiranje Slik
Ta datoteka vsebuje natančne "prompte" (opise), ki se uporabljajo za generiranje grafičnih elementov v stilu "Dark Chibi Noir / Farm Survival".
## 1. Paket: UI in Okolje (Dolina Smrti)
### UI - Nakup Igre (Badge)
> **Prompt:** `A detailed golden vector game UI badge, ornate shield shape. A skull wearing a royal crown sits on top. Bold majestic text inside reads "PURCHASE FULL GAME". Dark outlines, cel shaded, shiny gold texture, premium rpg style, white background.`
### VFX - Strupena Megla (Explozija)
> **Prompt:** `A cartoon explosion cloud of toxic gas, purple and pink colors, billowing smoke shapes. Thick black comic book outlines, vector style, flat colors, 2d game asset, isolated on white.`
### UI - Merilnik Zdravja (Critical)
> **Prompt:** `A steampunk rusty metal circular gauge, labeled "HEALTH GAUGE". The glass cover is cracked and shattered. The red needle is pointing to "CRITICAL". Dirty textures, oil stains, thick dark outlines, 2d game ui asset.`
### Okolje - Vhod v Rudnik (Dolina Smrti)
> **Prompt:** `A dark spooky mine entrance built into a rock face. Supported by old rotting wooden beams. A wooden sign above the entrance says "DOLINA SMRTI" in rough hand-carved letters. Dark moody atmosphere, thick lines, vector style.`
### Okolje - Trnje (Ovira)
> **Prompt:** `A dense bush of twisted, sharp black thorns and brambles. Spiky, dangerous looking, dark purple and black tones. 2d game obstacle asset, white background, thick outlines.`
---
## 2. Paket: Znaki in Predmeti
### Znak - Nevarnost (Danger)
> **Prompt:** `A rusty square metal sign nailed to a wooden post. On the sign is a black skull and crossbones symbol and the word "DANGER" in bold black letters. Barbed wire wrapped around the post. Weathered, gritty cartoon style.`
### Predmet - Kolut Žice
> **Prompt:** `A spool of silver industrial wire. Brown plastic reel. A sticker on the side reads "HIGH VOLTAGE". clean vector art, isometric view, game inventory item.`
### Znak - Smerokaz (Mesto/Gozd)
> **Prompt:** `A wooden crossroads signpost. One arrow points left saying "TOWN", one arrow points right saying "FOREST". Moss growing at the base. Cartoon style, thick dark outlines, pleasant wood texture.`
### Znak - Viseča Tabla (Prazna)
> **Prompt:** `A rectangular wooden board hanging by two metal chains. Empty space in the middle for text. A small cute skull icon pinned to the top left corner. Vector game asset, clean lines.`
### UI - Trial Version (Badge)
> **Prompt:** `A dark wooden plank sign with a red ribbon banner at the bottom. A skull with bat wings sits on top. Glowing white text in the center reads "TRIAL VERSION". Gothic rpg ui style, vector, isolated.`
---
## 3. Paket: Kmetija, Gradnja in Nagrade
### Objekt - Gnoj/Kompost (Kup)
> **Prompt:** `A pile of manure and compost. Steaming, flies buzzing around. Mix of brown soil, green plant waste, and animal droppings. Dark Chibi Noir style, gritty farm survival game asset. Thick outlines, flat vector art, white background.`
### Objekt - Kontejner za Smeti
> **Prompt:** `A rusty metal trash dumpster. Green or blue industrial container, slightly overflowing with trash bags and debris. Weathered texture, scratches, isometric view. Dark Chibi Noir style, survival game asset. Thick outlines, white background.`
### Objekt - Strašilo (Creepy)
> **Prompt:** `A creepy scarecrow on a wooden cross. Wearing tattered farmer clothes and a burlap sack hood with stitched eyes. Spooky but cute chibi style. Dark survival atmosphere. Thick black outlines, vector art, isolated on white.`
### Gradnja - Temelj/Zombiji
> **Prompt:** `Construction site foundation. A dug rectangular hole in the ground with a fresh grey concrete slab poured at the bottom. Wooden stakes and string marking the edges. Construction or blueprint phase for a building. Dark Chibi Noir style, isometric view, survival game asset. Thick outlines, white background.`
### Objekt - Kompostnik (Lesen)
> **Prompt:** `A wooden compost bin structure. Slatted wood sides, filled with soil and organic waste. Farm functionality. Dark Chibi Noir style, detailed wood texture, gritty but cute. Isometric view, thick outlines, white background.`
### Objekt - Grob (Zombi Postelja)
> **Prompt:** `An open grave hole dug in the ground, looking like a resting spot or bed. Brown dirt pile on the side. A simple wooden headstone or memorial plaque at the head. Empty inside, ready for a zombie to sleep. Dark Chibi Noir style, isometric view, thick outlines, white background.`
### Nagrada - Kip (200 Dni)
> **Prompt:** `A stone statue reward for a game. A chibi survivor character made of grey stone, leaning tiredly on a shovel but looking proud. Standing on a pedestal with the text '200 DAYS' engraved in gold. Moss growing slightly on the stone. Dark Chibi Noir style, isometric view, thick outlines, white background.`

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