feat: upgrade prologue exploration presentation
This commit is contained in:
79
docs/visual-asset-prologue-exploration-report.md
Normal file
79
docs/visual-asset-prologue-exploration-report.md
Normal file
@@ -0,0 +1,79 @@
|
||||
# Prologue exploration visual asset report
|
||||
|
||||
Generated on 2026-07-26 with the built-in image generation workflow. These are
|
||||
original project assets; no commercial-game screenshot, logo, or third-party
|
||||
character artwork is included in the runtime files.
|
||||
|
||||
## Runtime assets
|
||||
|
||||
| Role | Project assets | Runtime format |
|
||||
| --- | --- | --- |
|
||||
| Zhuo village and militia camp | `src/assets/images/exploration/prologue-village.webp`, `prologue-militia-camp.webp` | 1920×1080 opaque WebP |
|
||||
| Exploration SD characters | `src/assets/images/exploration/characters/exploration-*.webp` | 3072×768 transparent WebP sprite sheets |
|
||||
| Prologue NPC dialogue portraits | `src/assets/images/portraits/zhuo-*-yellow-turban.webp`, `zou-jing-yellow-turban.webp` | 1254×1254 WebP |
|
||||
|
||||
The two backgrounds reserve the exact top, right, and bottom HUD regions used
|
||||
by the 1920×1080 desktop layout. The playable portion was aligned to the
|
||||
existing collision and interaction coordinate system before export.
|
||||
|
||||
Each exploration character sheet contains 192×192 frames: four direction rows
|
||||
(`south`, `east`, `north`, `west`) and sixteen columns per row (eight idle
|
||||
frames followed by eight walk frames). The SD characters are used only in
|
||||
exploration scenes; battle units retain their separate tactical sprites.
|
||||
|
||||
## Final prompt set
|
||||
|
||||
### Exploration backgrounds
|
||||
|
||||
> Premium desktop historical-RPG exploration background, original
|
||||
> late-Eastern-Han settlement or militia camp, strict preservation of the
|
||||
> supplied road and landmark layout, elevated three-quarter orthographic
|
||||
> camera, rich painterly realistic materials, warm natural light, strong
|
||||
> small-character readability. No people, characters, text, UI, icons,
|
||||
> watermark, logo, modern objects, or copyrighted game screen.
|
||||
|
||||
The village variant required the county office, tavern, recruiting hall,
|
||||
notice board, peach orchard, and north gate. The camp variant required the
|
||||
north gate, command tent, scout tent, sleeping tent, supply area, training
|
||||
area, and central fire.
|
||||
|
||||
### Dialogue portraits
|
||||
|
||||
> High-resolution realistic historical painting, late-Eastern-Han clothing,
|
||||
> warm dusty Yellow Turban-era palette, square face-and-shoulders composition
|
||||
> suitable for a dialogue window, natural skin and worn materials, original
|
||||
> identity distinct from the named heroes. No copied face, signature armor,
|
||||
> weapon, emblem, text, border, logo, watermark, or extra person.
|
||||
|
||||
Role variants were a lean recruiting clerk, weathered middle-aged villager,
|
||||
practical quartermaster, disciplined local commander Zou Jing, and nervous
|
||||
young volunteer.
|
||||
|
||||
### Exploration SD characters
|
||||
|
||||
> Production game sprite turnaround for a desktop historical RPG. Create a
|
||||
> completely original 2.5-head-tall SD/chibi overworld character with a crisp
|
||||
> painterly cel-shaded silhouette. Exactly three equal vertical views:
|
||||
> front/south, right/east, back/north. Same identity, costume, scale, and
|
||||
> lighting in every view; full body and feet visible; neutral walking-ready
|
||||
> stance. Transparent or plain removable background. No floor, cast shadow,
|
||||
> scenery, grid, labels, text, logo, watermark, extra characters, duplicate
|
||||
> limbs, cropped body, or copyrighted game screen.
|
||||
|
||||
The three hero turnarounds used this project's existing Yellow Turban-era
|
||||
portrait only as identity and palette reference. The recruiting clerk,
|
||||
villager, quartermaster, and Zou Jing then received dedicated turnarounds
|
||||
matched to their new dialogue portraits, so named characters no longer share
|
||||
one generic field sprite. The young volunteer uses the original militia
|
||||
infantry archetype. The west view is a mirrored side view, and restrained
|
||||
idle/walk motion frames were assembled from the turnarounds for consistent
|
||||
in-game scale.
|
||||
|
||||
## Optimization and verification
|
||||
|
||||
- Backgrounds are limited to 2 MiB each and 4 MiB combined.
|
||||
- SD sheets use transparent WebP and remain under 0.6 MiB each.
|
||||
- New NPC portraits were converted from generated PNG masters to high-quality
|
||||
WebP, reducing the five-file total from about 11.6 MiB to about 1.3 MiB.
|
||||
- Static verifiers check background dimensions and opacity, sprite-sheet
|
||||
dimensions and file coverage, and prologue speaker portrait coverage.
|
||||
Reference in New Issue
Block a user