KAZIK/assets/sprites/buckshot/prompts-v3.json
Artvasil09 3ad5bf4c9d Develop assembly-only casino scenes and native games
Add native Durak, poker, blackjack, roulette, Buckshot and billiards scenes with animation assets and regression tests. Improve arrival, city, hall, profiles, shops, audio and exit handling; remove the portable C game core and refresh shipping executables.
2026-10-08 22:39:19 +03:00

7 lines
5.7 KiB
JSON

{
"mode": "built-in image_gen",
"self_view": "Use case: stylized-concept. Asset type: transparent 8-pose first-person weapon animation atlas for a FICTIONAL retro pixel-art casino game. EXACT 4 columns x 2 rows equal cells, transparent, no text or borders. Same scratched short pump-action shotgun with walnut attached stock, adult male bare hands and charcoal cuffs as reference. Draw from viewpoint of the person HOLDING the weapon, looking DOWN at his own hands. The weapon is now VERTICAL, barrel pointing UP from lower screen toward the camera/viewpoint, so the bore of ONE shotgun barrel is visible at center. Do not depict another person aiming at viewer and do not draw a face, injury or firing. Stages row-major: 1 hands hold shotgun horizontally low; 2 right hand rotates receiver as left supports pump; 3 stock drops low out of frame and barrel rises upright; 4 circular muzzle approaches center, viewer can look into dark barrel; 5 stabilized close muzzle center with hands lower on receiver, visibly foreshortened barrel; 6 same pose with index finger squeezing visible trigger; 7 hands release trigger and weapon rolls away; 8 barrel lowers back to ordinary ready hold. Exact body/weapon consistency, single bore above magazine tube cap, correct mechanical geometry, varied coherent transitional poses, muzzle gets visually larger as it approaches viewpoint. No explosions, no injuries, no blood, no other people. Richly shaded crisp 1990s pixels, 8% transparent margins except forearms exiting bottom. This is a weapon handling sprite sheet.",
"death": "Use case: stylized-concept. Asset type: fictional retro video-game death VFX animation atlas, transparent, exactly 12 equal cells 4 columns x 3 rows, no text/grid. Use reference only for character identity: same bald adult casino dealer, white shirt sleeves, charcoal waistcoat, red tie, shown seated waist-up at fixed scale and baseline. Crisp clearly artificial 1990s pixel art, not a photograph. Animate an exaggerated arcade-style head burst and collapse: cell1 startled dealer; cell2 sharp red impact puff across forehead; cell3 head silhouette breaks into small abstract red and dark pixel fragments; cell4 red pixel splash expands outward; cell5 fragments arc left/right and fall; cell6 body leans back with abstract red cloud where head was; cell7 arms fall as torso slumps; cell8 red particles descend; cell9 torso collapsed forward; cell10 fewer drifting particles; cell11 exhausted collapsed pose; cell12 same settled body. Blood as stylized red pixel droplets, no exposed organs, no realistic wounds or anatomical dissection, no weapons, no new characters, no background or room. Preserve hands, shirt and vest consistent, torso visible all cells. Each silhouette comfortably within its cell 8% margins with transparent gutters. A fictional arcade game animation, intentionally pixelated and stylized.",
"medical": "Use case: stylized-concept. Asset type: fictional retro casino game medical resurrection machine animation sprite atlas. Exactly 16 equal cells, 4 columns x 4 rows, fully transparent background, no captions/grid/borders. Detailed crisp 1990s Doom/Build-style pixels matching steel gun and wooden casino style. A LARGE industrial sci-fi medical apparatus with an overhead chrome arch, articulated mechanical arms, pistons, hydraulic hoses, amber and cyan indicator lamps, small ECG monitor, padded mechanical clamps, glowing scanner ring and electrical paddles; multiple mechanical hands, not an ordinary hospital bed. No people, bodies, faces, blood, injury or weapons. First 8 cells are frontal view positioned to surround a seated person (keep a transparent central opening): 1 arms folded overhead; 2 robot lowered; 3 left and right arms unfold; 4 four articulated hands extend into center; 5 scanning ring glows cyan; 6 two paddles close into center, white/cyan spark; 7 mechanical hands withdraw; 8 arch lifts and folds back. Last 8 cells are FIRST-PERSON view of the machine approaching the camera: 9 arms enter from upper-left and upper-right; 10 large mechanical hands close toward camera; 11 circular scanner centered with open transparent bore; 12 cyan lights pulse; 13 paddles approach from lower corners; 14 brief bright central white/cyan pulse; 15 mechanical arms move outward; 16 retreat overhead. Clear progression, consistent machine design/lighting/scale, each complete frame within cell 6% margins. Rich small mechanical detail but readable silhouette. Do not fill the transparent center with backdrop. Coherent physical joints, cables connected throughout.",
"blood": "Use case: stylized-concept. Asset type: transparent full-screen stylized red blood/screen-damage VFX sprite atlas for FICTIONAL pixel-art video game. Exactly 8 equal landscape 4:3 cells arranged 4 columns x 2 rows, transparent background, no labels/grid. Crisp artificial 1990s pixel art. Every cell is ONLY red blood droplets, red pixel splash streaks and thin dark red peripheral smear, with large transparent center; no human, body parts, wounds, face, firearm or scenery. Animate a brief first-person screen splatter: 1 few droplets at lower edges; 2 red droplet splash enters from left/right/bottom; 3 stronger droplets expand inward; 4 splash peaks with irregular red patches near edges and scattered specks center; 5 droplets begin sliding down; 6 smears sink toward bottom; 7 fewer thinning drops; 8 almost clear edges. Clean transparent alpha, no white or gray rectangle, no simulated checkerboard. Entire VFX contained in its respective cell with gutters, no cropped neighboring cell fragments. Do not obscure whole screen: keep central 50% mostly transparent. Color palette dark crimson/bright red in small pixel clusters. Graphic of game effects, intentionally stylized, not photorealistic."
}