diff --git a/assets/cards/C0278/damage-0.png b/assets/cards/C0278/damage-0.png new file mode 100644 index 0000000..1156587 Binary files /dev/null and b/assets/cards/C0278/damage-0.png differ diff --git a/assets/cards/C0278/damage-1.png b/assets/cards/C0278/damage-1.png new file mode 100644 index 0000000..7ad5d0f Binary files /dev/null and b/assets/cards/C0278/damage-1.png differ diff --git a/assets/cards/C0278/damage-2.png b/assets/cards/C0278/damage-2.png new file mode 100644 index 0000000..4ed658c Binary files /dev/null and b/assets/cards/C0278/damage-2.png differ diff --git a/assets/cards/C0278/damage-3.png b/assets/cards/C0278/damage-3.png new file mode 100644 index 0000000..c13c0c5 Binary files /dev/null and b/assets/cards/C0278/damage-3.png differ diff --git a/assets/cards/C0278/damage-4.png b/assets/cards/C0278/damage-4.png new file mode 100644 index 0000000..60da565 Binary files /dev/null and b/assets/cards/C0278/damage-4.png differ diff --git a/assets/cards/C0547/damage-0.png b/assets/cards/C0547/damage-0.png new file mode 100644 index 0000000..d1b6d0e Binary files /dev/null and b/assets/cards/C0547/damage-0.png differ diff --git a/assets/cards/C0547/damage-1.png b/assets/cards/C0547/damage-1.png new file mode 100644 index 0000000..0f219e8 Binary files /dev/null and b/assets/cards/C0547/damage-1.png differ diff --git a/assets/cards/C0547/damage-2.png b/assets/cards/C0547/damage-2.png new file mode 100644 index 0000000..a00008f Binary files /dev/null and b/assets/cards/C0547/damage-2.png differ diff --git a/assets/cards/C0547/damage-3.png b/assets/cards/C0547/damage-3.png new file mode 100644 index 0000000..5fbafd3 Binary files /dev/null and b/assets/cards/C0547/damage-3.png differ diff --git a/assets/cards/C0547/damage-4.png b/assets/cards/C0547/damage-4.png new file mode 100644 index 0000000..9e2ddef Binary files /dev/null and b/assets/cards/C0547/damage-4.png differ diff --git a/assets/cards/README.md b/assets/cards/README.md index 74c2729..aeafc5b 100644 --- a/assets/cards/README.md +++ b/assets/cards/README.md @@ -33,7 +33,7 @@ The game art direction is adult-oriented multi-world pinup: - Apply material-aware damage pacing. Cloth, capes, ribbons, skirts, bodysuit edges, thin leather, and straps should fail quickly through tearing, fraying, snapped seams, missing panels, and hanging remnants. Metal armor, rigid sci-fi plates, helmets, drones, weapons, and mechanical joints should resist longer, but escalating stages must show dents, warped plates, cracked joins, broken rivets, detached sections, disabled mechanisms, crushed edges, and eventually large fallen chunks. Metal should not vanish like fabric, and fabric should not remain pristine like metal. - Use the manager-preferred clean card style established by the C0007 baseline approach: large silhouette first, crisp costume/equipment detail, clean focal areas, broad elemental or gravity shapes, and backgrounds that support the character instead of competing with her. - Keep visual noise extremely controlled. Do not fill images with tiny sparkles, glitter dust, particle clouds, micro-shards, confetti debris, random luminous specks, hairline glowing filigree, spiderweb crack networks, or glittering wire/vine nets. Show damage through large readable torn panels, bent armor plates, broken equipment pieces, broad impact arcs, and a few bold elemental shapes, with negative space around the face, torso, weapon, and main silhouette so the card reads cleanly at game size. -- Exposure is a core adult-game reward. From `damage-2` onward, damaged clothing/gear should visibly reveal shoulders, side torso, abdomen, hips, upper thighs, back, or mature bust silhouette; `damage-3` and `damage-4` should push to the maximum permitted non-sexual battle-damage exposure for that character's outfit and world. +- Exposure is a core adult-game reward and should be actively favored, not treated as something to minimize. From `damage-2` onward, damaged clothing/gear should visibly reveal shoulders, side torso, abdomen, hips, upper thighs, back, or mature bust silhouette; `damage-3` and `damage-4` should push to the maximum permitted non-sexual battle-damage exposure for that character's outfit and world. A high-damage card that looks overly modest, fully re-covered, or protected by clean replacement underlayers fails even if it has scratches or debris. - Damage should be distributed across the whole outfit and armor system. High-damage and defeated cards should show damage on headgear or hair accessories, shoulders, chest armor or bodice, back or cloak, sleeves, gloves, abdomen, waist, hips, thighs, knees, boots, and weapon accessories as appropriate. Do not leave a major region pristine while only one area is destroyed; keep opaque remnants over intimate areas so the image stays combat-damage focused. - Do not selectively protect chest or rear-body gear. Bust armor, bodice panels, under-bust straps, side-bust armor edges, hip plates, rear waist plates, rear skirt or coat panels, and seat armor should show the same level of dents, tears, broken straps, missing trim, and deformation as the rest of the outfit. These areas should read as damaged equipment/clothing, not explicit sexual display, and opaque remnants must still cover intimate areas. - Do not leave inner coverage pristine after the outer outfit is destroyed. Bra-shaped support tops, bodysuit liners, compression shorts, hip wraps, brief-like lower covers, and modesty panels should also show scuffs, torn edges, stretched seams, snapped trim, dirt, soot, deformation, or overlap from broken armor remnants as damage escalates. These layers should preserve non-explicit opaque coverage where needed, but they must share the same battle history as the rest of the outfit. @@ -43,7 +43,7 @@ The game art direction is adult-oriented multi-world pinup: - High-damage stages should make the combat feel intense through missing or destroyed hand, foot, shoulder, abdomen, hip, and torso armor/clothing. Adult nudity or body exposure may be used as part of the battle-damage presentation. - Do not keep every card as a straight front shot. Use camera variety across stages: front/three-quarter for baseline, side or twisted side for abdomen impacts, and rear three-quarter or side-back views for heavy damage and defeated art when it helps show shoulder, back, cloak, and armor destruction. -All damage-state art must use adult characters only. Sexual acts, penetration, childlike characters, and gore are out of scope; adult nudity or exposed body details are allowed when framed as battle damage, defeat, or damaged-costume card art. +All damage-state art must use adult characters only. Sexual acts, penetration, childlike characters, and gore are out of scope; adult nudity or exposed body details are allowed and encouraged when framed as battle damage, defeat, or damaged-costume card art. Avoid explicit sexual display, but do not make the roster feel like a teen-safe or modest game. Run this from the project root to regenerate the production manifest and prompts: diff --git a/assets/cards/available-assets.json b/assets/cards/available-assets.json index 443b0aa..ed93701 100644 --- a/assets/cards/available-assets.json +++ b/assets/cards/available-assets.json @@ -1,9 +1,9 @@ { "schemaVersion": 1, - "generatedAt": "2026-06-11T02:26:27.083Z", + "generatedAt": "2026-06-11T03:30:29.505Z", "expectedImageCount": 5000, - "completedImageCount": 130, - "completedCharacterCount": 26, + "completedImageCount": 140, + "completedCharacterCount": 28, "assets": [ { "characterId": "C0001", @@ -285,6 +285,41 @@ "bytes": 3328439, "updatedAt": "2026-06-11T01:04:38.038Z" }, + { + "characterId": "C0278", + "damageStage": 0, + "path": "assets/cards/C0278/damage-0.png", + "bytes": 3031587, + "updatedAt": "2026-06-11T03:30:26.208Z" + }, + { + "characterId": "C0278", + "damageStage": 1, + "path": "assets/cards/C0278/damage-1.png", + "bytes": 2999750, + "updatedAt": "2026-06-11T03:30:26.236Z" + }, + { + "characterId": "C0278", + "damageStage": 2, + "path": "assets/cards/C0278/damage-2.png", + "bytes": 3315839, + "updatedAt": "2026-06-11T03:30:26.264Z" + }, + { + "characterId": "C0278", + "damageStage": 3, + "path": "assets/cards/C0278/damage-3.png", + "bytes": 3126209, + "updatedAt": "2026-06-11T03:30:26.303Z" + }, + { + "characterId": "C0278", + "damageStage": 4, + "path": "assets/cards/C0278/damage-4.png", + "bytes": 3396421, + "updatedAt": "2026-06-11T03:30:26.339Z" + }, { "characterId": "C0366", "damageStage": 0, @@ -530,6 +565,41 @@ "bytes": 2829801, "updatedAt": "2026-06-10T20:29:00.854Z" }, + { + "characterId": "C0547", + "damageStage": 0, + "path": "assets/cards/C0547/damage-0.png", + "bytes": 3189323, + "updatedAt": "2026-06-11T03:30:26.373Z" + }, + { + "characterId": "C0547", + "damageStage": 1, + "path": "assets/cards/C0547/damage-1.png", + "bytes": 3205320, + "updatedAt": "2026-06-11T03:30:26.409Z" + }, + { + "characterId": "C0547", + "damageStage": 2, + "path": "assets/cards/C0547/damage-2.png", + "bytes": 3323319, + "updatedAt": "2026-06-11T03:30:26.439Z" + }, + { + "characterId": "C0547", + "damageStage": 3, + "path": "assets/cards/C0547/damage-3.png", + "bytes": 3422237, + "updatedAt": "2026-06-11T03:30:26.470Z" + }, + { + "characterId": "C0547", + "damageStage": 4, + "path": "assets/cards/C0547/damage-4.png", + "bytes": 3363673, + "updatedAt": "2026-06-11T03:30:26.503Z" + }, { "characterId": "C0548", "damageStage": 0,