Files
novafarma/assets/references/buildings/BUILDING_STANDARDS.md
David Kotnik 247e197ff1 🎨 MASSIVE UPDATE: 166 Biome NPCs + 22 Creatures Generated!
 COMPLETE BIOME NPC COVERAGE (166 NPCs):
- Phase 1 Core Biomes: 61 NPCs (Glavni Smetar style)
- Phase 2 Magical Biomes: 80 NPCs (diversos stilov)
- Phase 3 Endgame: 25 NPCs (Atlantis mix + Chernobyl Kai)

 CREATURE GENERATION START (22/109):
- Chernobyl Mutants: 3/10 (Fish, Two-Headed Dog, Rad Cow)
- Farm Animals: 6/10 (Horse, Goat, Duck, Rabbit, Donkey, Llama)
- Wild Animals: 13/15 (Wolf, Bear, Fox, Eagle, etc.)

📚 DOCUMENTATION:
- Updated GAME_BIBLE.md with complete creature catalog (109 total)
- Created CREATURE_BOSS_GENERATION_MASTER_PLAN.md
- Created SESSION_REPORT_2026_01_06_CREATURE_GENERATION.md
- Updated BIOME spreadsheets

📁 ORGANIZATION:
- Created /assets/references/creatures/ structure
- Organized all NPCs by biome
- Reference style strategy defined

🎯 PROGRESS:
- Master References: 188 images generated today
- 68% of total creature/NPC work complete!
- Quota exhausted (resets 22:01) but amazing progress!

Next: Complete remaining creatures (87+) after quota reset
2026-01-06 20:41:38 +01:00

7.3 KiB

🏛️ 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