KAZIK/assets/sprites/roulette/prompts.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

10 lines
3 KiB
JSON

{
"gman": {
"asset": "gman-talk-v1.png",
"prompt": "Use case: stylized-concept. Asset type: eight-frame animation sprite sheet for a first-person retro 2.5D game cutscene. An unmistakable G-Man from Half-Life, gaunt mature middle-aged man, pale angular face, distinctive unnatural blue green eyes, short dark combed hair, dark navy business suit, white shirt, dark teal tie. Chest-up centered portrait facing the camera. Create exactly FOUR columns by TWO rows of equal square cells. Each cell is ONE sequential frame of the SAME man and same framing. Frame 1 calm closed mouth, 2 barely opens mouth, 3 lips shape mid sentence, 4 slight eyebrow shift, 5 mouth opens a little more, 6 blink, 7 opens eyes mouth almost closed, 8 returns to frame 1 expression. Subtle restrained speech animation, no extreme expressions, no changes of identity, clothing or proportions. Head and shoulders fully contained inside each cell, 8 percent margins. Dim concrete-gray void background identical for every frame; dramatic cool rim light and subtle warm facial illumination. Detailed late-1990s/early-2000s rendered video game sprite style, clean readable face, not pixelated into large squares. No text, labels, grid lines, borders, scanlines or glitch effects (the game will draw those itself). Equal 4x2 cell grid, square frames, widescreen sprite-sheet output."
},
"revolver": {
"asset": "revolver-actions-v1.png",
"prompt": "Use case: stylized-concept. Production prop animation sprite atlas for a retro casino video game. EXACT FOUR columns by TWO rows of equal square cells, eight fully isolated sprites on a genuinely transparent background. Every object fits within its own cell with generous padding. Detailed classic six-shot silver-steel revolver with wooden brown grip, long visible barrel always pointing LEFT, consistent object identity. Row 1 cell 1: closed revolver, clean full side profile, grip at right, barrel at left, trigger guard and hammer visible. Cell 2: SAME revolver with cylinder swung out for loading, close side profile, no hands. Cell 3: circular close-up FRONT of the detached-view cylinder with SIX empty chamber holes evenly around a center pin, metallic details. Cell 4: single brass cartridge, side profile, horizontal pointing left, clear bullet tip and case rim, large in cell. Row 2 cell 1: SAME closed revolver in an adult right hand gripping brown handle, barrel points left, hand enters from lower-right, side profile. Cell 2: same adult hand and revolver pose with a brief bright muzzle flash at left end, no injured person, no blood, no gore. Cell 3: adult male casino dealer, upper body in emerald waistcoat and white shirt, calm seated neutral pose looking at camera, hands at bottom of cell. Cell 4: same revolver with swung-out cylinder and adult hand approaching it with one brass cartridge; loading pose, barrel left. Rich clean readable semi-realistic game sprites, matching warm casino lighting, consistent scale for all revolver cells. No text, no numbers, no grid, no backgrounds, no shadows outside silhouettes, no cropped barrel or cropped grip."
}
}