refactor: 目录三层重构落文——artwork/=在途图像唯一工作区(候选/像素稿/样张/截图全归一,gitignore 随迁),design/ 与 production/ 禁图,终稿=game/assets/art;pixelize 默认路径随迁;用户裁定=高内聚/就近原则,审图只看一处

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DKChan committed 2026-09-27 03:58:16 +08:00
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commit 94ed833bef
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@@ -38,7 +38,7 @@ Thumbs.db
*.tmp
.zcode/plans/
# === 美术素材候选(2026-09-23 用户裁定不入库:大体积二进制素材;文本指引仍入库留痕)===
design/art/candidates/**
!design/art/candidates/**/*.md
!design/art/candidates/**/
# === 在途图像素材(2026-09-27 目录三层重构:artwork/=唯一图像工作区,图不入库;文本指引仍入库留痕)===
artwork/**
!artwork/**/*.md
!artwork/**/
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@@ -29,8 +29,10 @@
- `design/gdd/` — 现行设计文档树(根索引 `02-系统清单.md`;文档增删必须同步它)
- `design/archive/gdd-2026-09-14/` — 旧版 GDD 归档(只读参考,不作事实引用)
- `design/registry/` — 跨系统事实登记(术语规范名、已锁数值)
- `design/art/` — 美术区三分:定稿规范 md(圣经/清单/提示词卡)|`candidates/` 待审候选素材每批一个子目录(图不入 git)|`references/` 参考池;评估/调研 md 一律 `design/research/`
- `production/` — 过程产物区:stage、session-state、roadmap、gate-checks、qa、mockups(渲染/截图等当前批次图像证据,收口归档 `archive/`)、执行工单;判据=给设计决策看的进 design,生产过程跑出来的进 production
- `design/art/` — 美术**纯文档**:定稿规范 md(圣经/清单/提示词卡)+ `references/` 参考池;评估/调研 md 一律 `design/research/`;**不放任何图片**
- `artwork/` — **在途图像素材唯一工作区**(2026-09-27 用户三层裁定:文档归文档/在途图归一处/终稿归游戏):生图候选批次(每批一目录+每资产一目录+vN 命名)、像素稿、样张渲染、实机截图全在这里;图不入 git(md 指引例外);收口归档 `archive/`
- `production/` — 过程产物区:stage、session-state、roadmap、gate-checks、qa、执行工单;**不放图片**
- `game/assets/art/` — 已验收终稿(入包被游戏加载)
- `game/` — 游戏工程本体(垂直切片转正 2026-09-24 结构批;概念 demo 已删,验证报告留档 `docs/prototype-report-minesweeper-battle-concept.md`)
- `docs/` — 规范与参考文档(权威清单见下方导航)
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@@ -359,4 +359,4 @@ def main(root):
print("总览 -> 0-像素化预览.png")
if __name__ == "__main__":
main(sys.argv[1] if len(sys.argv) > 1 else "design/art/candidates/remote-gen-2026-09-26")
main(sys.argv[1] if len(sys.argv) > 1 else "artwork/remote-gen-2026-09-26")