KAZIK/assets/sprites/arrival/wake-v2-prompts.json
Игорь Федосеев ca62db53e9 feat: implement native billiards, scratch tickets, first-person dice, and city wake scene
- Billiards: add native Russian Pyramid & American Eight-Ball pool with physics prediction, controls, and regression tests
- Scratch Tickets: add dedicated counter, mat presentation, elliptical coin scraping, 4 ticket types, and payout effects
- First-Person Dice: add native dice scene, hand anchor frames, throwing animation, and table perspective
- City Wake & Weather: add arrival cutscene, alley geometry, weather/rain effects, and lighter/rocker animation
- World Dressing: add hall paintings, furniture packs, hall lighting, and scene regression tests
- Build & Tooling: update build.bat for modern MSVC toolchain, update launcher hash, and refresh shipping binaries
2026-10-16 12:37:40 +03:00

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3.7 KiB
JSON

{
"mode": "built-in",
"actor": "Use case: identity-preserve. Production retro 2.5D game sprite animation atlas. Reference image is the approved scruffy homeless Johnny Silverhand-like rocker: preserve EXACT face, shoulder-length dark hair, dark sunglasses, beard, chrome LEFT arm, dirty black leather long coat, worn dark jeans, brown boots, pixel-art shading and proportions. Create ONE transparent atlas of EXACTLY 32 complete isolated character poses, 4 columns by 8 rows, read left-to-right top-to-bottom, clean generous transparent gutters, consistent ground anchor and common scale (do NOT enlarge crouching poses). First 16 frames form a smooth crouching speaking gesture cycle: tiny gradual head nod, mouth movement, shoulders breathing, extended right hand gradually gestures and returns, left chrome hand on knee. Next 8 frames are one smooth rise from crouch to standing then gradually turn away: frame16 crouched lean forward,17 lift hips,18 half rise,19 nearly straight,20 standing front,21 quarter turn,22 three-quarter back,23 full back. Last 8 frames show a smooth walking-away full-body cycle seen from back with gently swinging coat and chrome left arm. On every turned/back-facing coat clearly show Cyberpunk 2077 SAMURAI's large red horned skull/flame emblem with small SAMURAI lettering across upper back, NOT a generic samurai warrior. No new props, no scenery, no cell outlines, no captions, no watermarks. Same gritty detailed pixel-art style as input, no photorealism. Entire boots visible every frame. Transparent background.",
"sleeve": "Use case: precise-object-edit. Input image is STYLE reference of the approved first-person male lighter-hand sprites, not a request for another hand. Generate ONE isolated LEFT FOREARM IN BLACK WORN LEATHER COAT SLEEVE ONLY, no hand, fingers, lighter or flame. This sleeve extends the cropped left wrist in a retro 2.5D first-person game. Tall 2:3 transparent canvas: top cuff opening at horizontal center (50% width) on the very TOP edge, broad enough to disappear underneath the existing wrist; forearm runs smoothly diagonally down and toward lower-left and extends out of the BOTTOM edge, not a floating amputated sleeve. Three-dimensional tapered cylinder with believable elbow perspective, detailed dark leather folds, stitching, subdued brown-grey highlights. Keep same gritty crisp pixel-art shaded texture and scale as reference, no photorealistic skin, no blur. Solid continuous silhouette from TOP to BOTTOM, transparent around sleeve. No black rectangular matte, no labels, no scenery, no detached objects.",
"alley": "Use case: stylized-concept. Asset type: material atlas for retro 2.5D rain-soaked alley geometry. ONE square image exactly TWO columns and TWO rows of four square opaque game textures, no gaps or borders. Top-left: old dark galvanized ventilation grille with closely spaced horizontal louvers, rusty narrow frame, grimy bolts. Top-right: flat weathered pasted-over concert posters on dirty grey paper, small torn edges layered INSIDE the tile, faded crimson and ivory punk-print graphics, no readable modern advertisements. Bottom-left: battered wooden shipping crate planks with seams, dark wet grain, worn nails and diagonal wooden brace. Bottom-right: rusty dark electrical junction cabinet face, recessed door, hinges, small latch, peeling green-grey paint, NO luminous screen. Detailed gritty Doom/Build-engine pixel-art materials, crisp textured clusters, not photorealism, not vector illustration. All four textures orthographic front-on, no background scenery or perspective scene, no shadows outside tiles, entire canvas opaque, consistent subdued rainy-night palette. Each material must fill its own entire square.",
"logo_reference": "https://www.cyberpunk.net/en/news/30631/pre-order-your-samurai-bomber-jacket-now"
}