Files
card_game/assets/cards
..
2026-06-10 02:05:24 +09:00
2026-06-10 02:05:24 +09:00
2026-06-10 13:38:44 +09:00
2026-06-10 15:12:25 +09:00
2026-06-10 21:39:47 +09:00
2026-06-10 21:36:08 +09:00
2026-06-10 21:36:08 +09:00
2026-06-10 21:36:07 +09:00
2026-06-10 21:36:07 +09:00

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 obvious shoulder/side/abdomen/thigh exposure
  • damage-3.png: heavy armor destruction, shredded outer layers, and maximum non-sexual battle-damage exposure
  • damage-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 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.
  • 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 explicit sexual framing.
  • Keep visual noise controlled. Avoid dense tiny sparkles, glitter, particle clutter, micro-shards, and confetti-like debris that make the card tiring to read. Prefer a few larger readable elemental effects, strong silhouettes, and clean focal areas.
  • 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.
  • 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.
  • 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. 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.

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.