153 lines
8.5 KiB
Markdown
153 lines
8.5 KiB
Markdown
# Exploration visual asset report
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Generated on 2026-07-26 and extended on 2026-07-27 with the built-in image
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generation workflow. These are original project assets; no commercial-game
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screenshot, logo, or third-party character artwork is included in the runtime
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files.
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## Runtime assets
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| Role | Project assets | Runtime format |
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| --- | --- | --- |
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| Zhuo village and militia camp | `src/assets/images/exploration/prologue-village.webp`, `prologue-militia-camp.webp` | 1920×1080 opaque WebP |
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| Second-victory northern village and ferry | `src/assets/images/exploration/second-pursuit-village-ferry.webp` | 1920×1080 opaque WebP |
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| Third-victory Guangzong forward sortie camp | `src/assets/images/exploration/third-guangzong-sortie-camp.webp` | 1920×1080 opaque WebP |
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| Xuzhou, Xinye, and Chengdu city stays | `src/assets/images/exploration/city-*-stay.webp` | 1920×1080 opaque WebP |
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| Exploration SD characters | `src/assets/images/exploration/characters/exploration-*.webp` | 3072×768 transparent WebP sprite sheets |
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| First-victory camp Jian Yong | `src/assets/images/exploration/characters/exploration-jian-yong.webp` | 3072×768 transparent WebP sprite sheet |
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| City-stay companions | `exploration-mi-zhu.webp`, `exploration-zhuge-liang.webp`, `exploration-huang-quan.webp` | 3072×768 transparent WebP sprite sheets |
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| Prologue NPC dialogue portraits | `src/assets/images/portraits/zhuo-*-yellow-turban.webp`, `zou-jing-yellow-turban.webp` | 1254×1254 WebP |
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The seven backgrounds reserve the exact top, right, and bottom HUD regions used
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by the 1920×1080 desktop layout. Each playable portion was aligned to the
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existing collision and interaction coordinate system before export.
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Each exploration character sheet contains 192×192 frames: four direction rows
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(`south`, `east`, `north`, `west`) and sixteen columns per row (eight idle
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frames followed by eight walk frames). The SD characters are used only in
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exploration scenes; battle units retain their separate tactical sprites.
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## Final prompt set
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### Exploration backgrounds
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> Premium desktop historical-RPG exploration background, original
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> late-Eastern-Han settlement or militia camp, strict preservation of the
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> supplied road and landmark layout, elevated three-quarter orthographic
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> camera, rich painterly realistic materials, warm natural light, strong
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> small-character readability. No people, characters, text, UI, icons,
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> watermark, logo, modern objects, or copyrighted game screen.
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The village variant required the county office, tavern, recruiting hall,
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notice board, peach orchard, and north gate. The camp variant required the
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north gate, command tent, scout tent, sleeping tent, supply area, training
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area, and central fire.
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The second-victory relief variant used the first exploration background as a
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camera-and-style reference and the second battle map as a spatial reference.
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Its final built-in generation request was:
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> Original late-Eastern-Han riverside village after victory, with a shallow
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> river and ferry to the left, a broad central recovery road and courtyard,
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> damaged farmhouses in the upper-right, a north road toward Guangzong, and a
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> southern camp exit. Leave readable open ground for six small SD actors and
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> the fixed desktop HUD, under clear warm late-afternoon light. No people,
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> text, UI, logo, watermark, modern object, copied character, or copyrighted
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> game design.
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The third-victory variant depicts a forward-deployment camp outside
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Guangzong: a north gate, broad readable crossroads, an operations tent and map
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table on the left, a loaded supply cart in the lower-left, and a rally and
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weapon area on the right. Its final built-in generation request was:
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> Original late-Eastern-Han Guangzong forward-deployment camp for a desktop
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> historical RPG, elevated three-quarter top-down camera, warm dusk light,
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> north gate and clean crossroads, left operations tent with map table,
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> lower-left loaded supply cart, and right rally and weapon area. Preserve
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> dark, low-detail safe zones for the fixed top, right, and bottom HUD. No
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> people, text, UI, logos, modern objects, copied characters, or copyrighted
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> game art.
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The three city-stay variants use one learnable crossroads layout while changing
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their architectural story: Xuzhou is a recently relieved provincial city,
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Xinye is a vulnerable autumn frontier town preparing Zhuge Liang's first
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command, and Chengdu is a wealthier Yi Province capital settling into a new
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administration. Their shared request was:
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> Original premium late-Eastern-Han walkable city-stay environment for a
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> desktop historical RPG, fixed elevated three-quarter top-down camera, broad
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> readable north-south avenue and east-west crossroads, government office at
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> upper-left, market at upper-right, companion residence at lower-right, and a
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> clear bottom-center road back to camp. Preserve the top, right, and bottom
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> fixed-HUD regions as dark low-detail safe zones. Rich painterly realistic
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> materials and strong landmarks. No people, animals, readable text, labels,
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> UI, logo, watermark, modern object, copied architecture, or copyrighted game
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> screen.
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The generated masters were converted to opaque 1920×1080 WebP runtime assets
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with the project background builder or an equivalent loss-controlled FFmpeg
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conversion; only the optimized runtime assets are tracked.
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### Dialogue portraits
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> High-resolution realistic historical painting, late-Eastern-Han clothing,
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> warm dusty Yellow Turban-era palette, square face-and-shoulders composition
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> suitable for a dialogue window, natural skin and worn materials, original
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> identity distinct from the named heroes. No copied face, signature armor,
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> weapon, emblem, text, border, logo, watermark, or extra person.
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Role variants were a lean recruiting clerk, weathered middle-aged villager,
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practical quartermaster, disciplined local commander Zou Jing, and nervous
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young volunteer.
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### Exploration SD characters
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> Production game sprite turnaround for a desktop historical RPG. Create a
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> completely original 2.5-head-tall SD/chibi overworld character with a crisp
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> painterly cel-shaded silhouette. Exactly three equal vertical views:
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> front/south, right/east, back/north. Same identity, costume, scale, and
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> lighting in every view; full body and feet visible; neutral walking-ready
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> stance. Transparent or plain removable background. No floor, cast shadow,
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> scenery, grid, labels, text, logo, watermark, extra characters, duplicate
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> limbs, cropped body, or copyrighted game screen.
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The three hero turnarounds used this project's existing Yellow Turban-era
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portrait only as identity and palette reference. The recruiting clerk,
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villager, quartermaster, and Zou Jing then received dedicated turnarounds
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matched to their new dialogue portraits, so named characters no longer share
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one generic field sprite. The young volunteer uses the original militia
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infantry archetype. The west view is a mirrored side view, and restrained
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idle/walk motion frames were assembled from the turnarounds for consistent
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in-game scale.
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The first-victory camp visit adds Jian Yong with the same built-in image
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generation workflow. Its final request was:
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> Original 2.5-head SD Jian Yong turnaround for a historical desktop RPG,
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> exactly three equal front, right, and back views. Preserve the identity and
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> practical early-campaign scholar-officer costume from the supplied project
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> portrait, match the project's painterly cel-shaded exploration style, show
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> the complete body and feet, and use a flat magenta removable background. No
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> text, logo, watermark, extra character, or copyrighted likeness.
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The generated turnaround was chroma-cleaned and assembled by
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`scripts/build-exploration-character-sheet.py`; only the optimized transparent
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runtime sheet is shipped.
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The Xuzhou, Xinye, and Chengdu stays add dedicated SD turnarounds for Mi Zhu,
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Zhuge Liang, and Huang Quan. Their project portraits were used only as identity
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and palette references. Each final request retained the common three-view,
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flat-magenta-background contract while specifying the character's own robes,
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headwear, age, and silhouette. The same chroma-cleaning and sprite-sheet
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assembly workflow was used, so tactical unit sheets are no longer shown in
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city exploration.
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## Optimization and verification
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- Backgrounds are limited to 2 MiB each and 6 MiB combined.
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- SD sheets use transparent WebP and remain under 0.6 MiB each.
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- New NPC portraits were converted from generated PNG masters to high-quality
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WebP, reducing the five-file total from about 11.6 MiB to about 1.3 MiB.
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- Static verifiers check background dimensions and opacity, sprite-sheet
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dimensions and file coverage, and prologue speaker portrait coverage.
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