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@@ -44,12 +44,13 @@ Style reference: the attached images are this game's own finished pixel art and
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### 2.1 背景层(`scene_camp_bg`,不可点,不透明全幅)
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### 2.1 背景层(`scene_camp_bg`,不可点,不透明全幅)
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**出图画布**:2560×1600(终稿 1280×800 的 2 倍,保证整数倍降采样)
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**出图画布**:2560×1600(终稿 1280×800 的 2 倍,保证整数倍降采样)
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**地平线**:出图 y734(终稿 y367)——山脚到此为止,其下全是地面。山脚轮廓必须起伏错落、与地面顶部的明度接近,**不可读成一条平直的横向色带**(旧稿在 y321/y551 出现两条 1px 硬切分带,判红)
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**地平线**:出图 y734(终稿 y367,画面高度 45.9%)——山脚到此为止,其下全是地面。山脚轮廓必须起伏错落、与地面顶部的明度接近,**不可读成一条平直的横向色带**(旧稿在 y321/y551 出现两条 1px 硬切分带,判红)
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**地面明度**:中段档 30%–45%(比天空暗、比黑带明显浅),禁整片压暗
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**画什么**:天空、远山、整片有细节的地面、一条从画面底贯通门洞再向远方收窄的小路
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**画什么**:天空、远山、整片有细节的地面、一条从画面底贯通门洞再向远方收窄的小路
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**不画什么**:木围墙、门柱、门扇、七个物件、角色、接地阴影——围墙与门柱是 §2.2 的独立层,门洞是它的透明缺口;小路在本层画好、透出来即可
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**不画什么**:木围墙、门柱、门扇、七个物件、角色、接地阴影——围墙与门柱是 §2.2 的独立层,门洞是它的透明缺口;小路在本层画好、透出来即可
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```
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```
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Pixel art style. True pixel art game background layer drawn with chunky square pixels, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, a limited palette of about 24 colors, retro 16-bit look, Aseprite style, all ages, flat side view, orthographic, no perspective distortion. Wide horizontal composition, 16:10 aspect ratio. This is the FAR BACKGROUND LAYER ONLY of a small adventurer camp: sky, distant hills and the whole ground. It must contain no palisade wall, no gate posts, no camp objects, no gate leaves, no characters and no drop shadows, because all of those are drawn as separate transparent layers on top of this one. COLOR SCRIPT — cool recedes, warm advances: the sky, the hills and the ground are all COOL, pale, desaturated and low in contrast; there is no warm accent anywhere in this layer, warm color belongs only to the separate object layers drawn on top. ATMOSPHERIC DEPTH: every plane that is farther away is lighter, closer to the value of the sky, cooler, lower in contrast and simpler in detail, while the nearest plane is the darkest and highest in contrast. SKY (top of frame): the lightest thing in the picture, flat pale cool off-white with a faint blue-grey tint, no yellow or cream tone, no sun anywhere; the very top strip of the frame, about one sixteenth of the frame height, stays completely calm and empty, reserved as clear space with nothing in it; at most one or two extremely simple flat low-contrast clouds. FAR DISTANCE: two or three layers of low rolling hill silhouettes in pale cool blue-grey, each farther layer lighter, cooler and lower in contrast than the one in front, fading towards the value of the sky, no trees, no individual foliage. The hills sit in the upper middle of the frame: their lowest foot lands at 46 percent of the frame height measured from the top edge (y=734 of 1600), and their peaks stay well below the reserved empty top strip. The hill foot must be IRREGULAR — rolling bumps of unequal width, some reaching lower than others — so the boundary never reads as one straight horizontal line. HILLS TO GROUND: at y=734 of 1600 the hills end and the ground begins, and the two must join invisibly — the ground takes the same pale cool tone as the hill foot where they meet, then darkens slowly and evenly towards the bottom of the frame. There must be NO separate horizontal stripe, NO flat band of a third colour, NO hard one-pixel colour step anywhere: a viewer must not be able to point at a straight line and call it the horizon. GATE PATH: one clearly visible dirt path runs the FULL height of the ground, from the very bottom edge of the frame (y=1600) straight up to the gate opening between x=1040 and x=1520 and on into the distance between the hills, where it narrows and vanishes. Perspective is correct: WIDE at the bottom of the frame, NARROW at the top, and exactly as wide as the gate opening where it passes through it. The path must be continuous end to end — no break, no gap, no missing section — painted in a muted desaturated grey-brown earth tone, never golden or warm yellow; it shows through the empty gate opening of the wall layer above. FOREGROUND GROUND: dry packed earth in a neutral desaturated grey-brown, medium in value — clearly lighter than a dark muddy version, never near-black, never golden, amber or warm yellow. It carries readable DETAIL in hard-edged pixel clusters: sparse flat grass tufts a few pixels wide, scattered pebbles and small stones, wheel ruts, dragged footprints and beaten patches of trodden earth, denser towards the bottom edge and leaving the middle of the frame calm. A few tones only; no gradient, no dithering. The foreground ground is completely empty apart from the dirt path: no objects, no icons, no badges, no markers, no decorations of any kind. Do not add any of the following: realistic, photorealistic or 3D rendering; painterly brushwork, smooth anti-aliased lines, gradient or dithered shading, glossy highlights; black or heavy dark outlines; drop shadows, contact shadows or any shadow band; blur or compression artifacts; a vignette, dark corners, or any mood darkening; night, dusk, moon, stars, sunset or sunrise light; a sun or any light source drawn in the sky; a visible horizon line, a separate horizontal distant ground band or any distant grass strip below the hills; trees, forests or foliage in the distance; a dense carpet of plants, a lawn, or vegetation covering the whole foreground; any plant detail taller than a few pixels; a palisade wall, wooden fence, fence posts, gate posts or any wall structure; any warm, golden, amber or yellow cast on the sky, on the hills or on the ground; any camp object, furniture, crate, barrel, fire, tent or tool; any gate leaf, door panel or hinge; any purple or magenta anywhere; any text, letters, numbers, watermark, signature or logo; any frame, border, panel, arrow or UI element; any icon, badge, item tile, emblem, sign, marker or symbol Line truncated
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Pixel art style. True pixel art game background layer drawn with chunky square pixels, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, a limited palette of about 24 colors, retro 16-bit look, Aseprite style, all ages, flat side view, orthographic, no perspective distortion. Wide horizontal composition, 16:10 aspect ratio. This is the FAR BACKGROUND LAYER ONLY of a small adventurer camp: sky, distant hills and the whole ground. It must contain no palisade wall, no gate posts, no camp objects, no gate leaves, no characters and no drop shadows, because all of those are drawn as separate transparent layers on top of this one. COLOR SCRIPT — cool recedes, warm advances: the sky, the hills and the ground are all COOL, pale, desaturated and low in contrast; there is no warm accent anywhere in this layer, warm color belongs only to the separate object layers drawn on top. ATMOSPHERIC DEPTH: every plane that is farther away is lighter, closer to the value of the sky, cooler, lower in contrast and simpler in detail, while the nearest plane is the darkest and highest in contrast. SKY (top of frame): the lightest thing in the picture, flat pale cool off-white with a faint blue-grey tint, no yellow or cream tone, no sun anywhere; the very top strip of the frame, about one sixteenth of the frame height, stays completely calm and empty, reserved as clear space with nothing in it; at most one or two extremely simple flat low-contrast clouds. FAR DISTANCE: two or three layers of low rolling hill silhouettes in pale cool blue-grey, each farther layer lighter, cooler and lower in contrast than the one in front, fading towards the value of the sky, no trees, no individual foliage. The hills sit in the upper middle of the frame: their lowest foot lands at y=734 of 1600, which is 45.9 percent of the frame height measured from the top edge, and their peaks stay well below the reserved empty top strip. The hill foot must be IRREGULAR — rolling bumps of unequal width, some reaching lower than others — so the boundary never reads as one straight horizontal line. HILLS TO GROUND: at y=734 of 1600 the hills end and the ground begins, and the two must join invisibly — the ground takes the same pale cool tone as the hill foot where they meet, then darkens slowly and evenly towards the bottom of the frame. There must be NO separate horizontal stripe, NO flat band of a third colour, NO hard one-pixel colour step anywhere: a viewer must not be able to point at a straight line and call it the horizon. GATE PATH: one clearly visible dirt path runs the FULL height of the ground, from the very bottom edge of the frame (y=1600) straight up to the gate opening between x=1040 and x=1520 and on into the distance between the hills, where it narrows and vanishes. Perspective is correct: WIDE at the bottom of the frame, NARROW at the top, and exactly as wide as the gate opening where it passes through it. The path must be continuous end to end — no break, no gap, no missing section — painted in a muted desaturated grey-brown earth tone, never golden or warm yellow; it shows through the empty gate opening of the wall layer above. FOREGROUND GROUND: dry packed earth in a neutral desaturated grey-brown, medium in value — keep it in a mid range of roughly 30 to 45 percent luminance, darker than the sky but clearly lighter than a near-black band, never muddy, never golden, amber or warm yellow. It carries readable DETAIL in hard-edged pixel clusters: sparse flat grass tufts a few pixels wide, scattered pebbles and small stones, wheel ruts, dragged footprints and beaten patches of trodden earth, denser towards the bottom edge and leaving the middle of the frame calm. A few tones only; no gradient, no dithering. The foreground ground is completely empty apart from the dirt path: no objects, no icons, no badges, no markers, no decorations of any kind. Do not add any of the following: realistic, photorealistic or 3D rendering; painterly brushwork, smooth anti-aliased lines, gradient or dithered shading, glossy highlights; black or heavy dark outlines; drop shadows, contact shadows or any shadow band; blur or compression artifacts; a vignette, dark corners, or any mood darkening; night, dusk, moon, stars, sunset or sunrise light; a sun or any light source drawn in the sky; a visible horizon line, a separate horizontal distant ground band or any distant grass strip below the hills; trees, forests or foliage in the distance; a dense carpet of plants, a lawn, or vegetation covering the whole foreground; any plant detail taller than a few pixels; a palisade wall, wooden fence, fence posts, gate posts or any wall structure; any warm, golden, amber or yellow cast on the sky, on the hills or on the ground; any camp object, furniture, crate, barrel, fire, tent or tool; any gate leaf, door panel or hinge; any purple or magenta anywhere; any text, letters, numbers, watermark, signature or logo; any frame, border,Line truncated
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```
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```
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### 2.2 围墙层(`scene_camp_wall`,不可点,透明底)
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### 2.2 围墙层(`scene_camp_wall`,不可点,透明底)
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@@ -156,7 +157,9 @@ A campfire made of a ring of grey stones around crossed stacked logs with a warm
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**背景层 `scene_camp_bg`**
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**背景层 `scene_camp_bg`**
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- 黄度 =(R+G)/2−B 分区取样:天空 ≤20、远山 ≤20、地面 ≤35
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- 黄度 =(R+G)/2−B 分区取样:天空 ≤20、远山 ≤20、地面 ≤35
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- 明度:地面中段域 **L 0.30–0.45**(相对亮度);整片低于 0.30 即判红(旧稿偏暗、观感发闷)
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- 冷色像素占比 ≥55%;本层不应出现任何暖色高饱和像素
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- 冷色像素占比 ≥55%;本层不应出现任何暖色高饱和像素
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- 机检:y734 上下各 8px 窄带的行均色差 ≤6/255——山脚接地面处禁出现 1px 阶跃(旧稿 y321 处行均色差约 37/255)
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- 目检:顶部约 1/16 完全空旷;**地面自出图 y734 起**,山脚轮廓起伏错落、与地面顶部明度衔接——**禁出现平直的横向色带分界**(旧稿 y321/y551 两条 1px 硬切即判红);不含围墙、门柱、门扇、物件、角色
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- 目检:顶部约 1/16 完全空旷;**地面自出图 y734 起**,山脚轮廓起伏错落、与地面顶部明度衔接——**禁出现平直的横向色带分界**(旧稿 y321/y551 两条 1px 硬切即判红);不含围墙、门柱、门扇、物件、角色
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- 目检:地面**有可辨细节**(稀疏草簇、石子、车辙、脚印),中段留白;不能是一整片平色
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- 目检:地面**有可辨细节**(稀疏草簇、石子、车辙、脚印),中段留白;不能是一整片平色
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- 目检/机检:门洞 x1040–1520 处土路**从画面底 y1600 连续贯通到门洞**(非断成两截、非纯色块),底宽顶窄、透视正确
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- 目检/机检:门洞 x1040–1520 处土路**从画面底 y1600 连续贯通到门洞**(非断成两截、非纯色块),底宽顶窄、透视正确
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