KAZIK/assets/sprites/hall/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

6 lines
3.8 KiB
JSON

{
"mode": "built-in imagegen",
"traderArchitecture": "Use case: stylized-concept. Asset type: modular game texture atlas for a detailed painted-pixel-art late 1990s 2.5D FPS. Exactly 4 columns by 3 rows, twelve opaque square texture faces, edge-to-edge, front orthographic, no perspective rooms, no text. Coherent hand-painted pixel art with crisp medium-sized marks, restrained shadows. This is a cramped underground casino trader's den inspired by the tiled, cluttered bunker atmosphere of Sidorovich in STALKER, NOT an industrial repair workshop. He sells playing card decks and lucky magical talismans. Row 1 left to right: dirty faded green glazed tile wall with upper cracked plaster; cracked pale bunker vault plaster; worn small grey floor tiles; wooden shelves behind dark coarse security mesh containing many card deck boxes, brass lucky charms, crystal pendants, horseshoe, clover brooches, dice and chips, NO tools or guns. Row 2: antique wooden merchant desk front with drawers and paper labels, no metal industrial drawers; aged dark wooden desktop surface; battered painted green bunker steel door panel; small glass-front wooden display cabinet containing individually distinct talismans and deck boxes. Row 3: luxurious woven casino carpet with burgundy red, deep teal and small ivory/gold floral motifs, not flat marble; pale ivory casino ceiling plaster with restrained moulding around the edges, NO light fixtures and NO dense repeated grid; jade green and walnut low partition panel with brass trim for casino table areas; fine stone arcade/moulding face in muted warm grey. Each occupies exactly one square in the atlas. No sofas, people, electrical tools, welding, vehicle parts, exterior windows, garage elements or photorealistic finish.",
"props": "Use case: stylized-concept. Asset type: modular transparent prop sprite atlas, matching crisp detailed painted pixel art of a late-1990s 2.5D first-person casino game. Exactly 3 columns x 2 rows, six isolated assets with generous transparent gutters, no floor or room backgrounds. Row 1: a short elegant brass casino chandelier with three warm lamps, front view, full object including the ceiling attachment; a rusty old wall street lantern with ornate metal bracket, front view; a projecting late-Victorian brick building bay window, front view, side thickness subtly visible, dark green carved frame, illuminated upper windows, slate cap and stone sill, full architectural module not a building. Row 2: a small wooden glass display case containing playing-card decks, chips and bright lucky charms (clover, horseshoe, amethyst, golden cat), front view; a worn tabletop trader desk collection containing a small green-screen CRT monitor, small incandescent desk lamp, paper ledger and two card decks, NO tools, NO mechanical repair items, front view; an ornate gambling-room sign on dark glass panel between two small stone posts saying exactly 'TABLE GAMES' in clear ivory lettering, no additional text. Cohesive pixel art, not photorealism, no people, each asset completely contained in its cell with true transparent background. Keep small details readable, no fake checkerboard.",
"alphaCleanup": "Background extraction edit. Preserve these exact six game props, their pixel-art appearance, arrangement, silhouettes and TABLE GAMES text. Remove ONLY all surrounding brown/grey background, gradients, projected light bloom and glow outside the actual object silhouettes. Make the background and gaps perfectly transparent RGBA. Lamps stay lit inside their glass, but there must be NO opaque or translucent halo outside the lamp bodies. Give each prop a small transparent margin inside its original cell, with clearly separate transparent gutters between all three columns and both rows. Do not crop off chandelier chain or bay-window finial. No redesign."
}