feat: add second-victory relief exploration

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2026-07-27 10:53:20 +09:00
parent e9fcd27611
commit f07a45c62b
24 changed files with 4583 additions and 282 deletions

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# Prologue exploration visual asset report
# 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.
Generated on 2026-07-26 and extended on 2026-07-27 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 |
| Second-victory northern village and ferry | `src/assets/images/exploration/second-pursuit-village-ferry.webp` | 1920×1080 opaque WebP |
| Exploration SD characters | `src/assets/images/exploration/characters/exploration-*.webp` | 3072×768 transparent WebP sprite sheets |
| First-victory camp Jian Yong | `src/assets/images/exploration/characters/exploration-jian-yong.webp` | 3072×768 transparent WebP sprite sheet |
| 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
The three backgrounds reserve the exact top, right, and bottom HUD regions used
by the 1920×1080 desktop layout. Each 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
@@ -38,6 +40,22 @@ 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.
The second-victory relief variant used the first exploration background as a
camera-and-style reference and the second battle map as a spatial reference.
Its final built-in generation request was:
> Original late-Eastern-Han riverside village after victory, with a shallow
> river and ferry to the left, a broad central recovery road and courtyard,
> damaged farmhouses in the upper-right, a north road toward Guangzong, and a
> southern camp exit. Leave readable open ground for six small SD actors and
> the fixed desktop HUD, under clear warm late-afternoon light. No people,
> text, UI, logo, watermark, modern object, copied character, or copyrighted
> game design.
The generated master was converted to an opaque 1920×1080 WebP with
`scripts/build-exploration-background.py`; only the optimized runtime asset is
tracked.
### Dialogue portraits
> High-resolution realistic historical painting, late-Eastern-Han clothing,
@@ -86,7 +104,7 @@ runtime sheet is shipped.
## Optimization and verification
- Backgrounds are limited to 2 MiB each and 4 MiB combined.
- Backgrounds are limited to 2 MiB each and 6 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.