Card Illustration Assets
The game expects one independent high-resolution illustration per character and damage stage:
assets/cards/C0001/damage-0.png
assets/cards/C0001/damage-1.png
assets/cards/C0001/damage-2.png
assets/cards/C0001/damage-3.png
assets/cards/C0001/damage-4.png
With 1000 all-female characters and 5 damage stages, final production requires 5000 image files.
damage-0.png: intact armor/clothingdamage-1.png: light outerwear or armor damage with small visible exposuredamage-2.png: moderate armor cracks, torn outer garments, and obvious shoulder/side/abdomen/thigh exposuredamage-3.png: heavy armor destruction, shredded outer layers, and maximum non-sexual battle-damage exposuredamage-4.png: defeated state with broken equipment and maximum permitted adult battle-damage exposure
The game art direction is adult-oriented multi-world pinup:
- Characters should emphasize mature curvy female silhouettes and large-breast armor/clothing design.
- The roster is not limited to medieval fantasy. From
C0004onward, character concepts should deliberately cross eras and worlds: modern university fire mages, water-controlling idols, cyberpunk hackers, space-colony duelists, sports stars, noir detectives, post-apocalyptic racers, mythic fashion priests, and other time/space settings. - Battle scenes should not default to night. Vary time, weather, and lighting across the roster: bright noon, late afternoon, cloudy daytime, rainy day, sunset, dawn, indoor arena lights, stage lights, orbital daylight, and occasional night scenes only when the character concept calls for it.
- Every character should have a distinct appearance DNA: face shape, eye shape, nose, lips, skin tone, hair, body proportions, bust shape, and overall presence. Avoid generating the same default pretty face and same body repeatedly.
- Character identity must stay locked across all five damage stages. Hair color, hairstyle, ear shape, race/species, face structure, skin tone, body proportions, and mature presence must not change as damage escalates. Damage may change clothing, armor, pose, expression, dirt, sweat, and battle reaction, but if a later stage looks like a different person, the card fails and must be regenerated.
- Every character should also have a distinct combat identity and pose language: weapon or equipment handling, stance, posture, balance, hand placement, and silhouette should vary so the 1000-character roster does not feel like one model in different costumes.
- Damage-state art should adapt to the character's world: armor destruction, torn modern clothing, damaged stage outfits, cracked sci-fi suits, broken sports gear, snapped belts, damaged bracers, dust, scorch marks, and defeated poses.
- Damage intensity should be strong and physically convincing. Avoid damage that looks like mild fashion distressing only; from
damage-2onward, show bent plates, snapped straps, split seams, fractured bracers, damaged boots, broken fasteners, disabled weapon parts, and poses that clearly communicate forceful combat impact.damage-4should look like the character can no longer keep fighting, while still avoiding gore and sexual acts. - From
damage-2onward, armor and equipment destruction must clear a hard visual minimum when compared directly against that character'sdamage-0.png.damage-2should show at least 50% of the original protective outfit, armor, straps, plates, weapons, and carried equipment no longer intact;damage-3should show at least 70% destroyed;damage-4should show at least 85% comprehensively wrecked, with only battered opaque remnants and broken supports preserving non-explicit coverage. - Scratches, dirt, soot, thin crack lines, lighting changes, pose changes, background rubble, and floating debris do not count toward the destruction percentage unless the original worn costume, armor, or equipment itself is visibly torn away, bent, detached, disabled, missing, or hanging loose. A character whose bodysuit, boots, chest armor, hip panels, or main silhouette still look mostly intact fails from
damage-2onward even if the image contains many loose fragments. - 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 and should be actively favored, not treated as something to minimize. From
damage-2onward, damaged clothing/gear should visibly reveal shoulders, side torso, abdomen, hips, upper thighs, back, or mature bust silhouette;damage-3anddamage-4should 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.
- Damage must be cumulative across stages. A tear, crack, missing plate, exposed non-intimate area, broken weapon part, or damaged accessory shown in
damage-1must still be present indamage-2,damage-3, anddamage-4, with additional damage layered on top. Later stages must never repair, clean up, replace, or re-cover a previously damaged zone. - Defeated and high-damage stages should show emotional defeat: frustrated tears, resentful grimaces, clenched teeth, wet eyes, and expressions that feel unfair or humiliating rather than calm dignity.
- Medium through defeated stages may show clear combat-pain reactions from abdominal hits: gasping open mouth, hunched posture, labored breathing, tears, and small saliva/drool details. These must read as combat injury reactions, not sexual acts or fetish framing.
- 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.
- Adult erotic posing and pinup body language are encouraged when they remain framed as battle damage, defeat, or damaged-costume card art. Use arched backs, twisted torsos, hip-forward stances, side-back views, exposed-leg kneeling, strained chest/shoulder posture, and defeated poses that emphasize mature curves. Do not depict sex acts, penetration, minors, gore, or explicit genital closeups.
- 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, erotic posing, sensual body language, and exposed body details are allowed and encouraged when framed as battle damage, defeat, or damaged-costume card art. 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:
& 'C:\Users\MD\.cache\codex-runtimes\codex-primary-runtime\dependencies\node\bin\node.exe' .\tools\export-card-assets.mjs
Only completed image files should be listed in available-assets.json; the web app uses that file to decide when to show high-resolution card art instead of the temporary preview sheet.
Worker branches should commit and push generated PNGs only after one complete character set is finished. Finish damage-0.png through damage-4.png for a single C#### directory, inspect the five images together for continuity and style consistency, then make one commit and push that worker branch before moving to the next character.