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heros_web/docs/visual-asset-prologue-exploration-report.md

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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.