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Exploration visual asset report

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
Third-victory Guangzong forward sortie camp src/assets/images/exploration/third-guangzong-sortie-camp.webp 1920×1080 opaque WebP
Xuzhou, Xinye, and Chengdu city stays src/assets/images/exploration/city-*-stay.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
City-stay companions exploration-mi-zhu.webp, exploration-zhuge-liang.webp, exploration-huang-quan.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 seven 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 (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.

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 third-victory variant depicts a forward-deployment camp outside Guangzong: a north gate, broad readable crossroads, an operations tent and map table on the left, a loaded supply cart in the lower-left, and a rally and weapon area on the right. Its final built-in generation request was:

Original late-Eastern-Han Guangzong forward-deployment camp for a desktop historical RPG, elevated three-quarter top-down camera, warm dusk light, north gate and clean crossroads, left operations tent with map table, lower-left loaded supply cart, and right rally and weapon area. Preserve dark, low-detail safe zones for the fixed top, right, and bottom HUD. No people, text, UI, logos, modern objects, copied characters, or copyrighted game art.

The three city-stay variants use one learnable crossroads layout while changing their architectural story: Xuzhou is a recently relieved provincial city, Xinye is a vulnerable autumn frontier town preparing Zhuge Liang's first command, and Chengdu is a wealthier Yi Province capital settling into a new administration. Their shared request was:

Original premium late-Eastern-Han walkable city-stay environment for a desktop historical RPG, fixed elevated three-quarter top-down camera, broad readable north-south avenue and east-west crossroads, government office at upper-left, market at upper-right, companion residence at lower-right, and a clear bottom-center road back to camp. Preserve the top, right, and bottom fixed-HUD regions as dark low-detail safe zones. Rich painterly realistic materials and strong landmarks. No people, animals, readable text, labels, UI, logo, watermark, modern object, copied architecture, or copyrighted game screen.

The generated masters were converted to opaque 1920×1080 WebP runtime assets with the project background builder or an equivalent loss-controlled FFmpeg conversion; only the optimized runtime assets are tracked.

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.

The first-victory camp visit adds Jian Yong with the same built-in image generation workflow. Its final request was:

Original 2.5-head SD Jian Yong turnaround for a historical desktop RPG, exactly three equal front, right, and back views. Preserve the identity and practical early-campaign scholar-officer costume from the supplied project portrait, match the project's painterly cel-shaded exploration style, show the complete body and feet, and use a flat magenta removable background. No text, logo, watermark, extra character, or copyrighted likeness.

The generated turnaround was chroma-cleaned and assembled by scripts/build-exploration-character-sheet.py; only the optimized transparent runtime sheet is shipped.

The Xuzhou, Xinye, and Chengdu stays add dedicated SD turnarounds for Mi Zhu, Zhuge Liang, and Huang Quan. Their project portraits were used only as identity and palette references. Each final request retained the common three-view, flat-magenta-background contract while specifying the character's own robes, headwear, age, and silhouette. The same chroma-cleaning and sprite-sheet assembly workflow was used, so tactical unit sheets are no longer shown in city exploration.

Optimization and verification

  • 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.
  • Static verifiers check background dimensions and opacity, sprite-sheet dimensions and file coverage, and prologue speaker portrait coverage.