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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/clothing
  • damage-1.png: light outerwear or armor damage with small visible exposure
  • damage-2.png: moderate armor cracks, torn outer garments, and unmistakable adult shoulder/side/abdomen/hip/thigh exposure without clean re-covering layers
  • damage-3.png: heavy armor destruction, large cut-open outer panels, and adult-only damaged-costume pinup presentation with only battered opaque remnants preserving coverage
  • damage-4.png: defeated state with broken equipment and maximum non-explicit adult damaged-costume battle presentation

The game art direction is adult-oriented multi-world pinup:

  • Characters should emphasize mature curvy female silhouettes and adult armor/clothing design.
  • The roster is not limited to medieval fantasy. From C0004 onward, 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-2 onward, 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-4 should look like the character can no longer keep fighting, while still avoiding gore and sexual acts.
  • Destruction should look like it came from readable weapon impacts, not from vines, webs, or thread-like tearing. Prefer a few large directional cuts, diagonal slash paths, sheared armor plates, split seams following the weapon angle, missing costume panels, broken buckles, and big hanging cloth sections. Avoid dozens of tiny parallel rips, lace-like shredding, net patterns, wire tangles, vine-shaped cuts, spiderweb cracks, glittering filaments, and uniformly shredded edges across the whole outfit.
  • If the damaged outfit mostly reads as many fine cracks, tiny scratches, lace frays, thorny threads, or vine-like tendrils, the card fails even when the adult exposure level is high. Each major damaged zone should include at least one large missing panel, wide split seam, snapped fastener, sheared plate, or heavy hanging remnant that reads clearly at card size.
  • Each damaged stage should have clear impact logic. A blade hit should create one or two coherent slash directions that continue across nearby cloth, straps, and armor edges; a blunt hit should crush or bend plates around one impact zone; an energy hit should burn away broad panels. Do not scatter identical micro-tears over every body zone just to increase the damage level.
  • From damage-2 onward, armor and equipment destruction must clear a hard visual minimum when compared directly against that character's damage-0.png. damage-2 should show at least 50% of the original protective outfit, armor, straps, plates, weapons, and carried equipment no longer intact; damage-3 should show at least 70% destroyed; damage-4 should 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-2 onward 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 cut-open 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. High-damage art dominated by thin marks or decorative shredding fails even if it looks detailed.
  • Adult damage presentation is a core reward and should be aggressively favored, not treated as something to minimize. From damage-2 onward, large opened clothing/gear panels should clearly reveal non-sensitive areas such as shoulders, side torso, abdomen, hips, upper thighs, back, and mature upper-body silhouette whenever the outfit allows it. damage-3 and damage-4 should be composed as adult-only damaged-costume pinup art: only battered opaque remnants, torn straps, broken armor fragments, damaged support pieces, hair, pose, or equipment should preserve required coverage. A high-damage card that looks modest, teen-safe, fully re-covered, or protected by clean replacement underlayers fails even if it has scratches or debris.
  • High-damage stages should choose poses and camera angles that reveal the damage instead of hiding it: side-back, rear three-quarter, twisted torso, hip-forward stance, exposed-leg kneeling, sitting defeat, torn-cloak back view, or arched wounded posture. A straight front pose that lets intact fabric, a skirt, or a bodysuit hide most of the adult body exposure fails for damage-3 and damage-4.
  • Do not solve coverage by adding a new safe outfit. Clean replacement underlayers, pristine wraps, censorship effects, strategically convenient hair curtains, or unbroken new coverage panels are not acceptable high-damage coverage. Coverage must look like damaged remnants of the original costume, damaged armor fragments, or battle-worn support pieces.
  • Damage should be distributed across the whole outfit and armor system, but not as identical small tears everywhere. 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, with each zone affected by the same readable impact direction or material-specific failure. Group destruction around a few clear impact paths rather than peppering every zone with tiny cuts. 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 torso or rear-body gear. Bust armor, bodice panels, torso straps, side 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 display, and opaque remnants must still preserve required coverage.
  • Do not leave inner coverage pristine after the outer outfit is destroyed. Support layers, suit liners, lower wraps, and coverage panels should also show scuffs, torn edges, stretched seams, snapped trim, dirt, soot, deformation, or overlap from broken armor remnants as damage escalates. In damage-3 and damage-4, these layers should be reduced to visibly damaged opaque remnants rather than clean replacement coverage. They 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-1 must still be present in damage-2, damage-3, and damage-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. Strong adult damaged-costume presentation should be used wherever possible, and the composition should be built to show it clearly.
  • Adult pinup body language is strongly encouraged when it remains 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, damaged-costume torso silhouettes, and defeated poses that emphasize mature curves. Do not depict intimate acts, penetration, minors, gore, or explicit 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. Intimate acts, penetration, childlike characters, and gore are out of scope; adult-only damaged-costume presentation, adult pinup posing, mature body language, and visible non-sensitive body areas 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; high-damage cards should read unmistakably as adult-only card art while remaining non-explicit.

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.