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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.