KAZIK/assets/sprites/arrival/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

21 lines
5.3 KiB
JSON

{
"tool": "built-in image_gen",
"assets": [
{
"file": "casino-street-v1.png",
"prompt": "Production game background, stylized-concept, detailed painted late-1990s adventure game realism with crisp readable shapes, for a native 640x480 2.5D casino. Landscape 4:3 image. First-person eye-level view down a rainy European city sidewalk toward an elegant illuminated casino entrance at night. The casino occupies the central half of the image, its closed symmetrical brass and glass double doors centered at x=50% y=50%, clear warm lamps, carved stone facade, a small canopy, glowing sign saying only CASINO. Side buildings, street lights, wet pavement reflecting crimson signage and golden windows. Door opening roughly spans x=40%-60%, y=30%-70%; perspective pavement extends to bottom of frame. Background architecture only, NO PEOPLE anywhere, no guard, no cars blocking view, no UI or border. Texture and architectural details remain crisp when resized, no blur, no bokeh, no grain. Warm amber windows balanced with neutral charcoal stone, deep red canopy, teal city reflections. Camera looks straight ahead, perfectly stable, facade and sidewalk highly visible, not dark atmospheric obscurity."
},
{
"file": "guard-poses-v1.png",
"prompt": "stylized-concept production animation SPRITE SHEET on true transparent background. EXACT uniform 4 columns by 2 rows, 8 equal cells, no gutters or captions. Each cell contains the SAME adult male casino doorman, medium build, short black hair, black suit, white shirt, narrow red tie, tiny gold lapel pin, no hat, standing facing camera, FULL BODY shoes to head visible. Detailed crisp painted adventure-game realism, readable realistic anatomy and hands, amber light on left side, teal rim on right. Same scale: head near 8% cell height and shoe soles near 94%, fixed feet, centered body, clear transparent 8% padding around every body. Row-major consecutive poses: 1 arms down neutral; 2 right forearm lifted halfway toward viewer; 3 right arm forward with open palm toward viewer making stop gesture; 4 same stop gesture held with small head tilt; 5 right arm lowers halfway; 6 right elbow opens out toward doorway at his left (image right), palm up inviting; 7 right arm fully extended sideways inviting entry, head turned slightly toward doorway; 8 right arm returns halfway toward torso. No objects, no scenery, no symbols, no text, no borders, NO duplicate men in a cell. Need actual anatomical pose changes, not same pose translated."
},
{
"file": "sidorovich-poses-v1.png",
"prompt": "stylized-concept production game animation sprite sheet, TRUE transparent background. Exactly 3 columns x 2 rows, six equal cells, NO captions or dividing lines. SAME Sidorovich trader from original S.T.A.L.K.E.R. Shadow of Chernobyl: recognizable stocky older bald man, deeply receded/bald crown with dark short hair at sides, rounded heavy weathered face, short dark grey moustache and stubble, thick neck, olive green short-sleeved shirt over white vest, stern sardonic expression. Camera front eye level, seated waist-up, head top at 8% cell height, torso centered, hands visible above waist, identical proportions, no scenery or table. Detailed crisp painterly retro PC adventure realism. Each pose different, frames consistent identity and anchor: 1 arms resting, looking at player mouth closed; 2 one eyebrow lifted mouth slightly open speaking; 3 right hand lifting with pinched fingers showing a small emerald clover talisman; 4 hand extended towards visitor holding that charm, left hand palm-up; 5 leans a little forward, charm lowered, left hand indicating merchandise at his side; 6 hands returned to waist, smile and eyes closed in a brief blink. All fingers natural, strong silhouette. No backdrop, no gradients, no halo, no labels, no HUD. Transparent 8% padding at cell sides, every body fits its cell without overlap."
},
{
"file": "hall-props-v1.png",
"prompt": "stylized-concept production retro 2.5D game PROP SPRITE SHEET, TRUE transparent background, exactly 3 columns x 3 rows, nine equal square cells, no text labels or borders. Front view slight top visibility, every separate prop entirely within its cell with 5% transparent margins, feet/base same baseline, crisp detailed painted realism matching a luxurious casino, warm light. Nine DISTINCT silhouettes, row-major: 1 green felt blackjack kidney-shaped table, red leather padded rail, two small card hands on felt and tall brass dealer lamp; 2 wide dark red octagonal poker table, ivory chips, dealer chair; 3 wood European roulette table with unmistakable gold/red/black roulette wheel on its left and green number felt on right; 4 narrow high dice/craps table with teal felt and two white dice; 5 brass-and-glass cabinet filled with ornate playing card boxes, a small green-shaded desk lamp and dark oak trader counter; 6 small cabaret cocktail bar with red stools, bottles and piano corner; 7 dim industrial reaction/skill-check kiosk, vertical red illuminated gauge and mechanical hook above; 8 grey steel revolver backroom table with red chair, polished handgun resting on table, dramatically different from card tables; 9 ornate closed casino double doors with burgundy velvet and brass frame. No humans, no scenery, no floor platform, no gradients, no words, no blurry textures. Props must be readable at 128x128 each and materially distinct."
}
]
}