Add photorealistic officer portraits

This commit is contained in:
2026-06-18 12:43:19 +09:00
parent c3a09d6577
commit 644bab582e
14 changed files with 61 additions and 7 deletions

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@@ -111,6 +111,7 @@ Godot 4 tactical RPG prototype inspired by classic turn-based Romance of the Thr
- Manual campaign checkpoint save/load.
- Victory and defeat result overlay.
- Dialogue portrait slot with officer default image paths, optional per-line overrides, and speaker-initial fallback.
- Initial AI-generated photorealistic officer portraits for Cao Cao, Xiahou Dun, Xiahou Yuan, Cao Ren, Dian Wei, Guo Jia, and Zhang He.
- Dialogue lines can place the portrait on the left or right side of the dialogue panel.
- Placeholder menu/battle BGM plus UI, movement, attack, tactic, item, victory, and defeat SFX.
- Floating combat text for damage, recovery, misses, support effects, poison ticks, action locks, level-ups, and promotions.
@@ -125,7 +126,7 @@ Godot 4 tactical RPG prototype inspired by classic turn-based Romance of the Thr
2. Open this folder as a Godot project.
3. Run the project. The main scene is `res://scenes/battle_scene.tscn`.
Campaign order and chapter ranges live at `res://data/campaign/campaign.json`. Scenarios live under `res://data/scenarios/`, with reusable officers, classes, items, skills, and terrain definitions under `res://data/defs/`. Placeholder BGM and SFX live under `res://audio/`.
Campaign order and chapter ranges live at `res://data/campaign/campaign.json`. Scenarios live under `res://data/scenarios/`, with reusable officers, classes, items, skills, and terrain definitions under `res://data/defs/`. Generated portrait assets live under `res://art/portraits/`. Placeholder BGM and SFX live under `res://audio/`.
Data files can be checked with `powershell -NoProfile -ExecutionPolicy Bypass -File tools\validate_data.ps1`.
@@ -140,4 +141,4 @@ The project should grow from a small playable battle into a campaign tactics RPG
- Progression, equipment, and class depth third.
- Portraits, cutscenes, and campaign presentation after the core loop is fun.
The code keeps portraits and other visual assets replaceable so generated original assets can be added later without changing battle rules.
The code keeps portraits and other visual assets replaceable so generated original assets can be upgraded without changing battle rules.