EXTENDED SESSION (03:00 - 03:45 CET): 1. ANIMAL GENERATION (assets/slike/animals/generated_steampunk/): ✅ 10 unique assets created: - Farm: Cow, Pig, Chicken, Duck, Goat, Horse, Rabbit, Donkey, Llama - Forest: Fox, Bear, Wolf - Style: Dark Noir Steampunk Chibi 2. REFERENCE ORGANIZATION (assets/slike/glavna_referenca/): ✅ Organized 2,626 files into subfolders ✅ Created comprehensive biome structure (200 folders) ✅ Moved docs to docs/art_guidelines/ SESSION UPDATE: - Total Time: 3h 03min - Files Processed: 5,788+ - Status: SESSION COMPLETE! 🚀
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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)
- Broken Stone:
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)
- Fresh Stone:
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:
- Frame 1: Ruined building (starting state)
- Frame 2: Scaffolding appears, workers visible
- Frame 3: Progress (walls half-repaired)
- Frame 4: Almost complete (90% done)
- Frame 5: VFX:
vfx_building_restorationsparkles - 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:
- Check if ruined or restored state
- Load the building standard reference
- Check biome adaptation needed
- Extract color palette
- Match outline thickness (5px)
- Match shading style (flat cel)
- 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