docs(art): 圣经四批连投——装饰变体纹理级v2.5+世界观对齐甲档回填v2.6+封印术语v2.7+接触带微光v2.8(用户拍板 2026-09-25)
- v2.5 装饰变体纹理级(terrain-walls §八复审):§1.2/§3.2 例子改裂纹/碎石斑、删苔藓;禁物件级(巨石/石堆);约2种破平铺;雷图基准「装饰小立牌=立体档」改本作不采用
- v2.6 世界观对齐扫描:§4.6.4 甲档回填 enemy.tres 实态(bugbear/ogre_chief=light、drider=ward,2026-09-18 甲重配批欠账)——食人魔裸身/卓尔符纹;连带 character-design §5.5、comfyui-prompts v2.8 三卡(熊地精/食人魔/卓尔)、art-assets-checklist 敌种表;§2.2 完美排雷「待GDD定夺」→现行事实;P1–P4/game-concept 悬空引用锚内联
- v2.7 封印术语:插旗动作呈现名=封印(旗=封印印记,机制键全不变)——registry terminology+00-游戏概念专名表+§3.2「旗(封印印记)」条+§2.5;封印特效两件(施印瞬间+印记常显)入 art-assets-checklist §4/art-status-checklist P3
- v2.8 接触带微光:可挖域微光定稿=接触带·空间侧(英雄格周界:正交邻墙整边/斜向邻墙角点+两半边)+蓝族浅一档(清偿 DIG_EDGE 绿相违 §4.2 绿禁则);§2.1/§3.2/§4.2 随批;实现切换归表现批
附注:art-bible/comfyui-prompts/art-assets-checklist 三文件工作区含并行会话此前已完成未提交的 v2.2–v2.4 批内容(效果图标纹样定稿/棋盘小人方向集/§8.5 结构件纪律/真像素硬化),随本批一并入库;art-status-checklist.md 首次入库(2026-09-24 极简状态清单批建文件+后续更新+本批封印行);battle.md 两注记已经并行会话 d832a31 代收。
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| 敌种(enemy_id) | 剪影原型(§5.1) | 护甲类型 | 风格要点 |
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|---|---|---|---|
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| 地精 goblin | 普通怪:近圆墩形,宽≥高,零锐角 | light | Peglin 式胖体量,先读轮廓后读颜色 |
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| 熊地精 bugbear | 普通怪或精英档(加一处垂直延伸:角/冠/棘) | ward | 第一关显示名「熊地精」;**兄弟精 = bugbear 复用显示名**(第二关部族称呼,同剪影换色板,非独立敌种键) |
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| 食人魔酋长 ogre_chief | 精英档:普通怪形+恰一处垂直延伸,底盘不变 | heavy | 第一关关底 Boss;重甲语义走色板不作形状独占 |
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| 熊地精 bugbear | 普通怪或精英档(加一处垂直延伸:角/冠/棘) | light | 第一关显示名「熊地精」;**兄弟精 = bugbear 复用显示名**(第二关部族称呼,同剪影换色板,非独立敌种键) |
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| 食人魔酋长 ogre_chief | 精英档:普通怪形+恰一处垂直延伸,底盘不变 | light | 第一关关底 Boss;轻甲裸身皮条/骨饰(2026-09-25 甲档回填) |
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| 巨蜘蛛 giant_spider | 普通怪(多足轮廓注意凹凸计数控制) | light | 群行 [2,3],同屏最多 3 只,剪影需小体量可辨 |
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| 蛛化卓尔精灵 drider | **Boss:敌类唯一允许锐角与不对称**,体量最大 | heavy | 第二关 Boss;紫赤 `#8F2F6A` 色相独占+形状独占双通道 |
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| 蛛化卓尔精灵 drider | **Boss:敌类唯一允许锐角与不对称**,体量最大 | ward | 第二关 Boss;紫赤 `#8F2F6A` 色相独占+形状独占双通道;魔法甲符纹饰带(2026-09-25 甲档回填) |
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| 灰矮人 duergar | 精英档:垂直延伸,重甲中坚 | heavy | 第三关主力量产型;重甲语义走色板 |
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| 钩爪恐魔 hook_horror | 普通怪(钩爪/多足轮廓注意凹凸计数控制) | light | 第三关群行捕食者,小体量可辨 |
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| 灰矮人石君王 duergar_king | **Boss:锐角与不对称**,体量最大 | heavy | 第三关 Boss;紫赤色相独占+形状独占双通道 |
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@@ -126,7 +126,7 @@
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- **要什么**:HUD 状态槽挂图(敌人血条下小图标),九行键族——**键名录读 art-bible §4.6.1 与 `status_effects.tres`,本文不抄键名**(键名录指路纪律,同 §3.1)。
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- **风格/规格**:♻ 素材站复用优先——通用增益/减益图标包改色为墨族,按 §4.6.1 极性列统一叠极性视觉(有利=金族满框/有害=红族缺框,art-bible §4.6 通道分配全键族通用),过复用闸四道(灰度可辨=色弱冗余通道);⚙ 兜底程序化。一键一纹样、映射按 effect_id 全局恒定禁换图(图标键契约)。
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- **现状**:占位符号在役(2026-09-20 站桩批:状态小图标挂血条下)。
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- **现状**:已接入(2026-09-24,定稿九枚入 HUD 状态槽,合并 71ae51c;色板量化豁免=用户逐键验收的自产件,非外采)。
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### 3.5 营地与元进度件(2026-09-23 新登记,此前清单漏登记)
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@@ -149,6 +149,7 @@
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| 受击反馈 / 死亡表现 / 顺位标记 | 敌人系统登记的资产需求**下限三类** | 死亡=血条归零后**灰化+碎裂退场,禁止瞬间消失**;顺位标记需在敌多时可读 | ⚙/✦ 挂自产精灵——死亡灰化碎裂是语义硬规则,不可整包复用;烟尘碎屑粒子可 ♻ 改色 |
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| 特殊技动画终稿 | 并入 §2.3 三档意图动画,不另起体系 | 攻/防两型旧口径由三档替代 | ✦/⚙ 自产(同 §2.3) |
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| 连锁坍塌显形演出 | 连锁展开触发时的连锁演出 | 与音频方向同批配对登记;「坍塌显形」=连锁展开的玩家可见名 | ♻ 粒子/碎块改色 + ⚙ 坍塌结构自产 |
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| 封印特效(插旗动作) | 插旗的呈现名 = **封印**(2026-09-25 术语批,art-bible §3.2):**施印瞬间特效 + 印记常显形态**两件 | 印记旗面走旗朱 `#C63D22`;特效走运动+色相、明度恒定(§2);现行占位 = 旗朱「旗」字形;印记常显形态可与 §3.3 旗面像素化合并出 | ✦/⚙ 自产(精灵+粒子,烟尘光点可 ♻ 改色) |
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| 弹道/退场等动画密度 | 战斗表现输入清单,方案未定 | 样张锁动画方案后启动 | ♻ 通用弹道/光点/消散粒子改色为主 |
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---
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# 美术圣经(Art Bible)— Dungeon Sweeper
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> 项目:Dungeon Sweeper(扫雷 × 自动战斗 闯关 Roguelike)· 状态:**第 1–9 节定稿**(§6 环境/§7 UI/§8 资产规范/§9 参考与反参考已于 2026-09-23 v1.8 按 D1/D2/D4/D5 框架成文;D3=§5 角色已于 v1.6 落地、v1.7 抽离独立文档;框架 2026-09-22 用户拍板,原登记于中间产物修订指导,经裁决不入库,明细归台账 125);历次修订明细见文末版本历史(现行为 v2.1)
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> 项目:Dungeon Sweeper(扫雷 × 自动战斗 闯关 Roguelike)· 状态:**第 1–9 节定稿**(§6 环境/§7 UI/§8 资产规范/§9 参考与反参考已于 2026-09-23 v1.8 按 D1/D2/D4/D5 框架成文;D3=§5 角色已于 v1.6 落地、v1.7 抽离独立文档;框架 2026-09-22 用户拍板,原登记于中间产物修订指导,经裁决不入库,明细归台账 125);历次修订明细见文末版本历史(现行为 v2.8)
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>
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> **Art Director Sign-Off (AD-ART-BIBLE)**:历次批均 SKIPPED(v1.8 §6–9 补全亦 SKIPPED)— Lean/Solo mode(非 PHASE-GATE;§6–9 已成文,full 门禁签核时机待用户表态)
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> 风格基调(2026-09-10 用户定稿):地牢题材但**非暗黑风**——轻快明亮的幻想冒险风,全年龄;像素风;角色 2~3 头身
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@@ -37,7 +37,7 @@
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格子即地牢地砖:未开 = 覆尘完整砖,已开 = 碎裂裸露,雷 = 被惊动的巢穴(2026-09-12 隐喻换轴——雷格叙事属名 = 惩罚格、首发类型 = 怪物巢穴;旧称"已触发的机关"退役),图类型(board_type)= 同款地砖换色板。图类型与变异格的视觉差异一律先做色板变体,不做新资产;一切危险状态必须"形状 + 颜色"双通道冗余,色弱可辨。像 Moonlighter 之处在砖缝质感与暖色道具,但装饰不得伪装成逻辑差异——玩家须一眼分清"好看"与"有雷"。
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格子同时是**内容舞台**,格与格的美术表达按格内实态分层多样化(画法细则 §3.2):已开格按当格结果整格表达——产资源格嵌对应家族物件纹样(地图战斗资源九类型,§4.6.3)、纯安全格呈现干净裸土、雷格巢穴更凶;未开格在覆尘完整砖之上叠加**装饰变体**(苔藓/裂纹/碎屑等氛围层,随机分布,与雷/安/类型零相关,不得构成可读线索;分布属初始化随机——棋盘生成期落定,禁逐轮重掷);未开格的类型预读 = **角嵌纹样(形状通道)+ 类型常显微光(色彩通道)**双通道(仍只表达类型,不泄雷安——呈现契约见 §4.6.3)。
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格子同时是**内容舞台**,格与格的美术表达按格内实态分层多样化(画法细则 §3.2):已开格按当格结果整格表达——产资源格嵌对应家族物件纹样(地图战斗资源九类型,§4.6.3)、纯安全格呈现干净裸土、雷格巢穴更凶;未开格在覆尘完整砖之上叠加**装饰变体**(裂纹/碎石斑等纹理级氛围层;装饰变体一律为纹理级,禁物件级——巨石/小石堆等读作"格子里有个东西"的元素与"格子=内容舞台"冲突,会跟奖励/旗子抢读;数量保持最少,约 2 种,用途仅为破除大面积同砖平铺的重复感;随机分布,与雷/安/类型零相关,不得构成可读线索;分布属初始化随机——棋盘生成期落定,禁逐轮重掷);未开格的类型预读 = **角嵌纹样(形状通道)+ 类型常显微光(色彩通道)**双通道(仍只表达类型,不泄雷安——呈现契约见 §4.6.3)。
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*设计测试:当新图类型或新变异格需要新视觉时,先换色板加形状,再谈新资产;当格子多样化与"好看/有雷"之辨冲突时,砍装饰,不动逻辑通道。*
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### 1.4 格子样张测试(验收标准,2026-09-13 成文)
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> 对应 game-concept"早期风险登记"第 1 条(扫雷数字可读性 × 暗色氛围的冲突 → 一次格子样张测试定风格)与视觉锚原则 5("具体形态由格子样张测试定稿")。**样张** = 一张按本圣经参数画成的格子风格试验图,是砖面形态的定稿闸——样张通过前,§3.2/§4.1 的一切参数只是候选,通过后冻结为制作标准。
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> 立意(自概念期 brainstorm 内联):扫雷数字可读性 × 暗色氛围的冲突 → 由一次格子样张测试定风格;具体形态由样张测试定稿。**样张** = 一张按本圣经参数画成的格子风格试验图,是砖面形态的定稿闸——样张通过前,§3.2/§4.1 的一切参数只是候选,通过后冻结为制作标准。
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**样张内容清单**(一图齐备,缺项即无效):未开格(覆尘完整砖,含至少两种装饰变体)、已开格(碎裂裸露,含 0 格与 1–8 全档数字)、雷格(被惊动的巢穴)、旗、小人两态(独立占格 + 与数字同格——后者须验"边框高亮不覆盖文本",game-concept 原则 3)、图类型色板变体组(§4.3 四槽换色,至少两套)、数字色牌呈现组(素底/装饰变体底/类型角嵌底至少三种格底上各一组数字)、已开格结果表达组(纯安全格 + 至少两类型物件纹样)、**类型微光呈现组**(至少三个类型的常显微光在角嵌格上呈现,含两两相邻格微光并列)。
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**样张内容清单**(一图齐备,缺项即无效):未开格(覆尘完整砖,含至少两种装饰变体)、已开格(碎裂裸露,含 0 格与 1–8 全档数字)、雷格(被惊动的巢穴)、旗、小人两态(独立占格 + 与数字同格——后者须验"边框高亮不覆盖文本")、图类型色板变体组(§4.3 四槽换色,至少两套)、数字色牌呈现组(素底/装饰变体底/类型角嵌底至少三种格底上各一组数字)、已开格结果表达组(纯安全格 + 至少两类型物件纹样)、**类型微光呈现组**(至少三个类型的常显微光在角嵌格上呈现,含两两相邻格微光并列)。
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**验收项按序判定,第一项不过 = 整张否决(数字可读性定风格,风格服从可读)**:
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@@ -74,11 +74,11 @@
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- **色彩性格**:全作基准明度;暖石色低饱和打底,高饱和只属于数字与旗
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- **氛围形容词**:清爽、井然、可读、耐心
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- **能量**:2/10
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- **承载元素**:悬停格的呼吸微光与准线——画面里唯一在动的,是玩家的思路
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- **承载元素**:可挖域**接触带呼吸微光**——光画在英雄格周界的接触面上(正交邻墙=整条边,斜向邻墙=共享角点+向两侧各延伸半条边,画法 §3.2,蓝族色 §4.2)——画面里唯一在动的,是玩家的思路
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### 2.2 轮末自动战斗结算
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- **主情绪**:延迟兑现的清算爽感——扫雷之因逐行兑现为战果;若 战斗结算/地图战斗资源 落实「完美排雷」类高光兑现(创意风险 #2,待 GDD 定夺),以其为全场喝彩级的最高反馈档
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- **主情绪**:延迟兑现的清算爽感——扫雷之因逐行兑现为战果;完美排雷(零误标且至少标中一面旗——地图战斗资源 GDD 定稿,追加第二份清图兑付、结算带高光行)的高光兑现,以其为全场喝彩级的最高反馈档
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- **色彩性格**:明度不变,色彩转向金橙主导、饱和拉高;数字色转译为弹道色沿行推进
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- **氛围形容词**:酣畅、递进、一气呵成
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- **能量**:7/10,随连击爬升
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- **色彩性格**:明度不变,色相转暖灰掺暮蓝;全作禁血红与黑场,唯此一拍最静
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- **氛围形容词**:惋惜、安静、余温、可再来
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- **能量**:1/10
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- **承载元素**:小人坐在碎砖上摇头掸灰,插过的旗逐面化作光点收回行囊
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- **承载元素**:小人坐在碎砖上摇头掸灰,插过的旗(封印印记)逐面化作光点收回行囊
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### 2.6 Boss 与精英遭遇
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## 3. 形状语言(Shape Language)
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> 规则尾注「←」标注推导源:P1–P4=游戏支柱;原一/二/三=1.2 支撑原则;§2.x=第 2 节条目。本节只定画法;凡涉具体变异、状态种类之处一律待 GDD 定夺,本节只规定"若有,则如何画"。
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> 规则尾注「←」标注推导源:P1–P4=游戏支柱(P1 推理的掌控感/P2 规划的延迟兑现/P3 风险与收益同源/P4 地牢下探隐喻——支柱编号源自概念期 brainstorm,现行 GDD 树不再单列,语义内联于此并见 §1.2 各原则「锚定」注);原一/二/三=1.2 支撑原则;§2.x=第 2 节条目。本节只定画法;凡涉具体变异、状态种类之处一律待 GDD 定夺,本节只规定"若有,则如何画"。
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**总纲|圆角为世,直线为信**:本作形状二分——一切**物件**用圆角方形(地砖、角色体块、UI 面板共用同一圆角率),一切**逻辑信息**用直线直角(数字框、准线、结算光带)。玩家凭"圆还是方"即分清世界与信息。←气质宣言;原一
|
||||
|
||||
@@ -154,11 +154,13 @@
|
||||
|
||||
### 3.2 环境几何
|
||||
|
||||
- **雷图棋盘呈现基准**:战棋地块质感 × 正俯视角——取 ITB 参考图(`references/itb_1.jpg`)的地表质感骨架:地块纹理多样、起伏体块感、岛缘/砖缘厚度、格上装饰小立牌;但相机一律正上方垂直向下,格线屏轴对齐,**禁等距/斜视角与菱形格**;形状语言仍守总纲圆角方形。砖缘厚度与岛缘立体面属形体塑造,不属状态/情绪表达,不受 §2 明度恒定硬规则约束(顶面格底仍守 §4.1 参数域);装饰小立牌 = 装饰变体的立体档,零信息纪律不变。←原二;原三;§2
|
||||
- **雷图棋盘呈现基准**:战棋地块质感 × 正俯视角——取 ITB 参考图(`references/itb_1.jpg`)的地表质感骨架:地块纹理多样、起伏体块感、岛缘/砖缘厚度、格上装饰小立牌;但相机一律正上方垂直向下,格线屏轴对齐,**禁等距/斜视角与菱形格**;形状语言仍守总纲圆角方形。砖缘厚度与岛缘立体面属形体塑造,不属状态/情绪表达,不受 §2 明度恒定硬规则约束(顶面格底仍守 §4.1 参数域);装饰小立牌属 ITB 参考的观感元素,本作不采用——装饰变体一律纹理级(见下方装饰变体条),零信息纪律不变。←原二;原三;§2
|
||||
- **地砖**:一切环境体由同一圆角方形衍生:未开=完整凸砖,已开=同形缺角碎裂,雷=碎裂加巢穴纹(被惊动的巢穴——2026-09-12 换轴,旧称"机关纹"退役);只以"完整度"叙事,不为状态新造形。←原三;P4
|
||||
- **装饰变体(未开格氛围层)**:覆尘完整砖之上叠加苔藓/裂纹/碎屑等低对比装饰,一律残缺、内凹、低对比而自然后退(§3.4);零信息纪律(分布随机、与雷/安/类型零相关、灰度下不得制造新分类特征、分布属初始化随机禁逐轮重掷)以原则三为准,此处不赘。←原三
|
||||
- **装饰变体(未开格氛围层)**:覆尘完整砖之上叠加裂纹/碎石斑等低对比装饰;装饰变体一律为**纹理级**,禁物件级(巨石/小石堆等读作格子内容的元素),数量保持最少(约 2 种,用途仅为破除大面积同砖平铺的重复感),一律残缺、内凹、低对比而自然后退(§3.4);零信息纪律(分布随机、与雷/安/类型零相关、灰度下不得制造新分类特征、分布属初始化随机禁逐轮重掷)以原则三为准,此处不赘。←原三
|
||||
- **结果整格表达(已开格)**:已开格按当格结果整格表达(结果清单见原则三);画法——产资源格的家族物件纹样用 §3.1 道具点剪影语言(直线几何体)角嵌于砖缘,砖心与数字字形占位区留白(已开格仍承载数字);雷格巢穴纹较已开格更凶一档,形状+颜色双通道不变。←原三;P3
|
||||
- **类型角嵌纹样(未开格预读·形状通道)**:未开格四角/边框嵌所属家族类型纹样(九类型键表 §4.6.3),墨族单色,砖心留白予数字/旗/小人;与变异格的砖面内缘纹带分通道互不混用,灰度互辨(§1.4 验收 2)。色彩通道 = **类型常显微光**(色带 §4.2,呈现契约 §4.6.3)——形状与色彩双通道冗余,色弱玩家以本纹样为类型主通道。←原一;原三
|
||||
- **旗(封印印记)**:插旗动作的叙事呈现 = **封印**(玩家可见专名,2026-09-25 用户拍板,registry terminology 登记)——玩家对未开格插旗,即对该格(巢穴)实施封印,旗 = 封印印记;旗朱色(§4.1)与格内优先级栈位(§1.2)不变。封印特效(施印瞬间 + 印记常显形态)待表现批,资产归清单 §4 演出类;现行程序化占位 = 旗朱「旗」字形(棋盘惯例:贴图在位=字形退役)。←原一;P2;术语批 2026-09-25
|
||||
- **可挖域接触带微光(交互反馈层,2026-09-25 用户拍板)**:挖掘期,英雄格周界与可挖墙(8 向相邻未开格)的接触面画呼吸微光——正交邻墙=该侧整条边,斜向邻墙=共享角点+向两侧各延伸半条边;光只画英雄格(空间)一侧、不进墙格(与角嵌纹样/装饰变体零冲突,数字砖心不涉)。世界观口径:未开格=墙、已开格=挖出的空间,微光=空间的灯光边界。色相=蓝族浅一档(§4.2 蓝条;与主角蓝框的分层归样张批);呼吸=§2.1 挖掘期唯一在动元素,减动效停格。角点为斜墙与正交墙共享、不逐格归因,逐格指认=悬停金框(现役)。旧「墙格整框绿相呼吸」随本条退役(实现切换归表现批,`DIG_EDGE` 绿相退役)。←§2.1;§4.2;P1
|
||||
- **墙体**:圆角砌块堆叠,禁尖刺装饰——尖刺专属危险语义,装饰不得伪装逻辑差异。←原三
|
||||
- **变异格形状通道**(双通道之"形",与色无关):底砖圆角外轮廓不变,砖面内缘绘一圈定宽专属几何纹带(纹带形全作不与他类共用),砖心留白予数字与旗;验收标准=**灰度截图下仍可分类**。种类清单 = 地形变异六类型已定稿(地形变异 GDD;荆棘丛/藤蔓缠绕/岩浆/烬覆/落石/矿尘):**纹带形按轴只分两种**——伤害轴(荆棘丛/岩浆/落石)= 刺/缺排斥形,信息轴(藤蔓缠绕/烬覆/矿尘)= 遮蔽/缠绕形;同轴跨图类型只做色板变体(§4.3 `variant_tint` 槽),不做新纹形。样张批增查:岩浆纹带橙红须与危险红、旗朱互辨(变异格不是雷,色相邻近混淆风险);信息轴遮蔽呈现不得侵入数字色牌占位区(§1.4 验收 1 延伸)。←原一(纹理位次第 4,让位于数字/小人/旗);原三
|
||||
|
||||
@@ -174,7 +176,7 @@
|
||||
|
||||
## 4. 色彩系统(Color System)
|
||||
|
||||
> 尾注「←」同第 3 节:P1–P4=支柱;原一/二/三=1.2 支撑原则;§x=对应节。本节只定用色;凡涉具体变异、状态种类之处一律「待 GDD 定夺」,只规定"若有,则如何用色"。
|
||||
> 尾注「←」同第 3 节:P1–P4=支柱(P1 推理的掌控感/P2 规划的延迟兑现/P3 风险与收益同源/P4 地牢下探隐喻,语义见 §1.2「锚定」注);原一/二/三=1.2 支撑原则;§x=对应节。本节只定用色;凡涉具体变异、状态种类之处一律「待 GDD 定夺」,只规定"若有,则如何用色"。
|
||||
|
||||
**总纲|彩为世,墨为信**:逻辑信息(数字、UI 数据、物件轮廓)一律用**近黑暖墨族**;世界与物件(砖、旗面、金、氛围)用彩。墨管可读,彩管气质。←原一/原二;§3.3
|
||||
|
||||
@@ -195,7 +197,7 @@
|
||||
|
||||
- **红只说危险**:旗朱=预告档,危险红=兑现档,同族两档。禁:红不得用于奖励、装饰与常规 UI(微光群伤组除外——其为类型先验色带域,见「类型微光色带」条,色相刻意错开两档语义红)。←原三;P2;§2.1
|
||||
- **金只说收益与兑现**(奖励、结算、胜利)。禁:金不得作危险障碍色、不上格底、不作日常 UI 强调(防通胀;微光通用增益组的芥末黄 = 类型先验色带域,非收益语义金)。←P2;P3;§2.2–2.4
|
||||
- **蓝只说己方与冷静信息**(小人、光标、工具信息)。禁:蓝不得表示敌方危险;暮蓝 `#5A6C8C` 为失败独占(§2.5),只作全屏氛围,不作物件色。←P1;§2.5
|
||||
- **蓝只说己方与冷静信息**(小人、光标、工具信息——含可挖域接触带呼吸微光,蓝族浅一档,2026-09-25 拍板;旧可挖域绿相随接触带方案退役)。禁:蓝不得表示敌方危险;暮蓝 `#5A6C8C` 为失败独占(§2.5),只作全屏氛围,不作物件色。←P1;§2.5
|
||||
- **紫赤只说 Boss 与精英** `#8F2F6A`(色相 323°):郑重来自色相独占,不来自压暗。禁:**HSV 色相 300°–345° 为全场禁入带**,其余资产(含 UI 与粒子、含类型微光)及图类型色板不得落入。←§2.6;原三
|
||||
- **绿只说自然生机**(环境植被;恢复类状态若有则用绿——待增益状态定夺)。**例外:类型微光治疗组**(类型先验色带,见下条)。禁:绿不得承载逻辑状态(微光色带除外),不得与红构成唯一区分对。←原三;T1 裁决 2026-09-22
|
||||
- **类型微光色带 = 格面类型先验专用逻辑色带**(2026-09-22 用户裁决,未开格类型预读的色彩通道):未开格常显类型微光属逻辑信息色彩,五组候选色相——**通用增益组**(attack/defense/weaken/action/gp 五族)芥末黄 `#D6C13A`(≈52°)、**治疗组**(heal)黄绿 `#5CB83A`(≈104°)、**穿刺组**(pierce)青 `#2E9E9E`(≈180°)、**魔法组**(magic)紫罗兰 `#7B5BD6`(≈256°)、**群伤组**(blast)绯红 `#FF2D55`(≈349°,刻意避开危险红/旗朱色相段与 300°–345° 禁入带)——均候选值,样张批(§1.4)冻结终值并抽测组间互辨。分域纪律:微光色相只承载类型先验,不迁移复用为物件/阵营/UI 语义色;微光以色相表达信息,不得以明度增量承载(§2 明度恒定,加色混合不压格底明度档);色弱玩家的类型主通道 = 角嵌纹样形状通道(§3.2/§4.5⑨)。←T1 裁决 2026-09-22;§4.6.3
|
||||
@@ -242,19 +244,21 @@
|
||||
- **格面身份预读 = 角嵌纹样;徽章 = 附属小图标**:格面的类型/奖励身份预读画在格上——类型走角嵌纹样(§3.2),栈位在旗之下、变异纹带之上(§1.2 优先级栈),不得构成格内第二焦点(§3.4);徽章小图标族用于库存条与结算明细。
|
||||
- **未开格预读 = 双通道**(角嵌纹样 = 形状通道,类型常显微光 = 色彩通道;2026-09-22 T1 裁决):角嵌纹样墨族单色不变(§4 总纲"墨为信");微光五组色带见 §4.2「类型微光色带」。两通道都只表达类型、不呈现极性、不泄雷/安(极性提案 R3 约束不变——类型分布即先验,推雷仍是扫雷本征推理);兑付面与库存徽章可用语义族色,终稿归样张批。
|
||||
|
||||
#### 4.6.1 效果图标键(九行 = 增益状态现行实态,2026-09-22 核;键集事实源归增益状态 GDD 与 `status_effects.tres`,本表键名随其修订自动跟随)
|
||||
#### 4.6.1 效果图标键(九行 = 增益状态现行实态,2026-09-24 纹样系统定稿;键集事实源归增益状态 GDD 与 `status_effects.tres`,本表键名随其修订自动跟随)
|
||||
|
||||
| 键(effect_id) | display_name | 纹样语义锚(形状必须让人联想到) | 极性 |
|
||||
| 键(effect_id) | display_name | 纹样描述(2026-09-24 用户定稿) | 极性 |
|
||||
|---|---|---|---|
|
||||
| attack_up | 增伤 | 主角攻击提升——向上的力 | 有利 |
|
||||
| ac_up | 护甲强化 | 主角护甲提升——护盾/壁垒 | 有利 |
|
||||
| alert | 警觉 | 敌方护甲提升——戒备/甲亮 | 有害 |
|
||||
| weaken | 削弱 | 敌方输出被削弱——钝化/蔫软 | 有利 |
|
||||
| enrage | 暴走 | 敌方狂怒增伤——炸毛/赤目 | 有害 |
|
||||
| off_guard | 失衡 | 主角失衡——踉跄/破绽 | 有害 |
|
||||
| sapped | 乏力 | 主角输出被削弱——蔫软(weaken 的镜像) | 有害 |
|
||||
| empower | 蓄力 | 敌方蓄力倍增——凝聚/拉满 | 有害 |
|
||||
| fortify | 硬化 | 敌方防御提升——石化/硬壳 | 有害 |
|
||||
| attack_up | 增伤 | 白色长剑为主体(大,斜向、剑尖朝右上),右下角一枚小绿色向上箭头 | 有利 |
|
||||
| ac_up | 护甲强化 | 正面白色盾牌为主体(大),右下角一枚小绿色向上箭头 | 有利 |
|
||||
| alert | 警觉 | 一只白色眼睛 | 有害 |
|
||||
| weaken | 削弱 | 同 attack_up 白剑主体,右下角一枚小红色向下箭头 | 有利 |
|
||||
| enrage | 暴走 | 与 attack_up 完全同图(同为攻击提升族:攻击提升一档) | 有害 |
|
||||
| off_guard | 失衡 | 同 ac_up 白盾主体,右下角一枚小红色向下箭头 | 有害 |
|
||||
| sapped | 乏力 | 与 weaken 完全同图(同为攻击削弱族:攻击削弱一档) | 有害 |
|
||||
| empower | 蓄力 | 同 attack_up 白剑主体,右下角两枚小绿色向上箭头(叠放:攻击提升两档) | 有害 |
|
||||
| fortify | 硬化 | 与 ac_up 完全同图(同为防御提升族:防御提升一档) | 有害 |
|
||||
|
||||
- **纹样系统(2026-09-24 用户定稿)**:主体符号表达属性轴——白剑=攻击轴、白盾=防御轴、白眼=警觉特例;主体右下角的小箭头表达方向与幅度——绿↑=提升一档、红↓=削弱一档、双绿↑=提升两档(蓄力)。同族键共用同图:attack_up=enrage、weaken=sapped、ac_up=fortify;图标不区分归属方,主角/敌方由 HUD 状态槽挂载位置表达。极性列保留为数据语义;原九行「语义锚」文字描述(向上的力/护盾壁垒/戒备甲亮等)随本批退役。
|
||||
|
||||
- empower/fortify 来源 = 敌方技能施放(蓄力技/硬化技载体);alert = 2026-09-20 八型批换装(旧 ambush 键退役);ac_up = 2026-09-16 换装(旧 defense_up 键退役)。
|
||||
- 呈现位 = HUD 状态槽(增益状态×4①);堆叠层数呈现归 HUD框架/战斗表现,不入本契约。
|
||||
@@ -315,7 +319,7 @@
|
||||
| 预告时序 | 呈现"即将执行的一拍",**挖掘期全程可见**,结算不另设独立意图播片 |
|
||||
| 恒定义务 | enemy_id 键映射跨 run 恒定、禁重掷;精确数值只在结算明细兑现(数字归明细,图像不报数) |
|
||||
|
||||
- **敌种键集 = 八敌种**(registry enemy mvp_content,2026-09-22 核):goblin 地精(light)/ bugbear 熊地精(ward;**兄弟精 = bugbear 复用显示名**,L2 部族称呼,同剪影换色板,非独立键)/ ogre_chief 食人魔酋长(heavy,第一关关底 Boss)/ giant_spider 巨蜘蛛(light,群行 [2,3])/ drider 蛛化卓尔精灵(heavy,第二关 Boss)/ duergar 灰矮人(heavy)/ hook_horror 钩爪恐魔(light,群行)/ duergar_king 灰矮人石君王(heavy,第三关 Boss)。旧键集 {grub, ambusher} 已随 DND 更名批退役。
|
||||
- **敌种键集 = 八敌种**(registry enemy mvp_content,2026-09-25 核):goblin 地精(light)/ bugbear 熊地精(light;**兄弟精 = bugbear 复用显示名**,L2 部族称呼,同剪影换色板,非独立键)/ ogre_chief 食人魔酋长(light,第一关关底 Boss)/ giant_spider 巨蜘蛛(light,群行 [2,3])/ drider 蛛化卓尔精灵(ward,第二关 Boss)/ duergar 灰矮人(heavy)/ hook_horror 钩爪恐魔(light,群行)/ duergar_king 灰矮人石君王(heavy,第三关 Boss)。甲档为 `enemy.tres` armor_type 数据实态(2026-09-25 回填——2026-09-18 甲重配批后 L1 全轻甲、L2 除 drider 外全轻甲、L3 duergar/duergar_king 重甲)。旧键集 {grub, ambusher} 已随 DND 更名批退役。
|
||||
- **资产需求下限三类**(敌人系统登记,呈现归 HUD框架/战斗表现):受击反馈(可共用一组)/ 死亡表现(**灰化+碎裂退场,不得直接消失**)/ 顺位标记(敌多时可读)。
|
||||
- Boss 表现约束:§2.6 紫赤色相独占 + §5.1 Boss 形状独占双通道;键集扩容随内容批入本表。
|
||||
- 剪影通用性:敌不占格,剪影不得借格底色成立(§5.1)——棋盘/结算/任一战斗舞台同一套。
|
||||
@@ -422,6 +426,15 @@
|
||||
### 8.4 帧数规格(候选档,战斗一屏样张批冻结)
|
||||
|
||||
- 待机循环 4 帧(候选);攻击/技能准备 6 帧单次(候选);受击 2 帧(候选);死亡 = 灰化+碎裂退场(§4.6.4 语义硬规则),碎裂序列 4–6 帧(候选);帧时长与结算节拍对齐(预告时序 = 下一拍,§4.6.4)。
|
||||
- **方向集(2026-09-24 用户拍板)**:棋盘小人=**4 向**(下/上/侧,侧向左右镜像共用一份画稿);斜向移动/挖掘按**主导轴吸附最近正交向**呈现,不出 45° 斜向帧(斜向信息由位移轨迹与目标格预告承载,ITB 实态同款)。镜像与「旗面恒画右」纪律(character-design.md 冒险背包条)的相容归属:棋盘小人默认镜像豁免、旗右纪律限立绘侧——**代拟口径,样张批追认**。
|
||||
|
||||
### 8.5 结构件完整性与参考核验(2026-09-24 用户立规)
|
||||
|
||||
> **白话**:格子读感里的立体结构——顶面、缘件、角件、周界轮廓——必须是素材里**画出来的结构件**;素材缺件就停下报缺,拿调色/渐变/滤镜顶替不是变通,是违规。
|
||||
|
||||
- **结构件完整性**:格面立体感(高墙顶面/坡缘/角件/周界轮廓)只能来自**素材本体绘制的结构件拼装**(样例=Necesse 式缘件:专属底色+手绘细节+暗轮廓线的独立贴图);禁止以调色、渐变、明暗滤镜、跨格投影等生成手段伪造素材中不存在的结构。样稿暴露缺件时,正确动作=停下呈报缺口与「换素材/自产缺件」选项,由用户裁决后执行。
|
||||
- **参考核验**:宣称「参考 X 游戏」前,必须取得并实际查看 X 的截图证据(像素级放大核验其实现方式),证据存 `production/mockups/` 或 `design/art/references/`;仅凭文字资料、记忆或宏观印象作出「X 是这样做」的断言无效。
|
||||
- **图底分离**:已开地面的明度须低于未开格墙体,由素材选型承载(选更暗的地板砖),不靠渲染压暗实现。
|
||||
|
||||
---
|
||||
|
||||
@@ -452,6 +465,14 @@
|
||||
|
||||
## 版本历史
|
||||
|
||||
- **v2.8(2026-09-25)可挖域接触带微光定稿批**(用户两拍板:①画法=接触带·空间侧——光画英雄格周界,正交邻墙=整边、斜向邻墙=角点+两半边;②色相=蓝族浅一档,顺路清偿旧 DIG_EDGE 绿相违 §4.2 绿禁则):§3.2 新增「可挖域接触带微光」条(画法/光只住空间一侧/角点不逐格归因、指认=悬停金框/呼吸与减动效守 §2.1/实现切换归表现批);§2.1 承载元素、§4.2 蓝条随批;battle.md 注记随批。背景=用户世界观口径「未开格=墙、已开格=挖出的空间」,微光=空间的灯光边界。
|
||||
- **v2.7(2026-09-25)封印术语批**(用户拍板:Node2D 实现后「插旗」动作等价为**封印**——玩家对未开格插旗即对该格巢穴实施封印,旗 = 封印印记;机制键与规则全不变):§3.2 新增「旗(封印印记)」条——呈现语义/旗朱与栈位不变/封印特效(施印瞬间+印记常显形态)待表现批/现行占位 = 旗朱「旗」字形;§2.5 失败承载元素措辞随批(插过的旗 = 封印印记)。**登记面**——registry terminology 新增「封印」词条、00-游戏概念 术语层级专名表随收;连带同步:battle.md 呈现注记、art-assets-checklist §4 演出类新增封印特效两件(施印特效+印记常显)、art-status-checklist P3 行、character-design.md §5.4 插旗条注记(主角即插旗者)。**关联面**——可挖域接触带微光方案(用户同日提出:微光画英雄格周界接触面,正交整边/斜向角点+两半边)评估可行,实现归表现批,未入本批。
|
||||
- **v2.6(2026-09-25)世界观对齐扫描批(甲档回填 + 完美排雷钩子收口 + 引用锚内联;用户三拍板)**:①**§4.6.4 敌种甲档回填数据实态**——bugbear(ward→light)/ ogre_chief(heavy→light)/ drider(heavy→ward),并注记甲档事实源 = `enemy.tres` armor_type(2026-09-18 甲重配批后 L1 全轻甲、L2 除 drider 外全轻甲、L3 duergar/duergar_king 重甲);连带修订 character-design.md §5.5(熊地精轻甲化/食人魔弃金属甲板改裸身皮条/卓尔改魔法甲符纹)与 comfyui-prompts.md v2.8(熊地精/食人魔/卓尔三卡提示词随改)——食人魔视觉重设计经用户拍板「按最新设定,裸身+魔法甲符纹」。②**§2.2 完美排雷钩子收口**——「若…落实…待 GDD 定夺」改现行事实(零误标且至少标中一面旗→追加第二份清图兑付+结算高光行,地图战斗资源 GDD 已定稿)。③**引用锚内联**——§3/§4 尾注 P1–P4 支柱语义内联(概念期 brainstorm 编号,现行 GDD 树不单列),§1.4 两处 game-concept 编号引用改语义内联。扫描背景=用户发起的圣经×关卡/世界观对齐审计;变异六类型/格面九类/状态九键/奖励 19 键/敌种八键/三柜台钥石/三关色板方向经核对全部一致,零其余不符。
|
||||
|
||||
- **v2.5(2026-09-25)装饰变体纹理级修订批**(地形高墙瓦片批复审发现,见 `candidates/terrain-walls-2026-09-25/0-需求规格与验收闸.md` §八;用户裁定):§1.2 原则三与 §3.2 装饰变体条——例子「苔藓/裂纹/碎屑」改「裂纹/碎石斑等纹理级氛围层」(苔藓在三个现行关卡 dungeon/underdark/灰矮人矿城设定中不存在);新增约束——装饰变体一律为纹理级、禁物件级(巨石/小石堆等读作"格子里有个东西"的元素与"格子=内容舞台"冲突,会跟奖励/旗子抢读),数量保持最少(约 2 种),用途仅为破除大面积同砖平铺的重复感;随机分布/与雷安类型零相关/不得构成可读线索等既有约束不动。§3.2 雷图棋盘呈现基准连带同步——「装饰小立牌=装饰变体的立体档」改「本作不采用立体小立牌档」。§1.4 样张清单「至少两种装饰变体」与约束一致,不动。
|
||||
- **v2.4(2026-09-24)结构件完整性与参考核验纪律批**:新增 §8.5——①格面立体结构(顶面/缘件/角件/周界轮廓)必须来自素材本体绘制的结构件拼装,禁以调色/渐变/滤镜/跨格投影伪造缺失结构,样稿暴露缺件即停报「换素材/自产缺件」由用户裁决;②宣称「参考 X 游戏」前必须取得并像素级查看 X 截图证据并存档,仅凭文字/印象的断言无效;③图底分离由素材选型承载。立规动因=beast-cave 高墙批 G(渐变)/I(阴影)两稿以调色伪造结构、且参考 Necesse 未看截图,被用户两次纠偏返工。
|
||||
- **v2.3(2026-09-24)棋盘小人方向集批**:§8.4 增方向集条款——4 向(下/上/侧,侧向左右镜像共用画稿)+斜向移动/挖掘按主导轴吸附最近正交向,不出 45° 斜向帧(用户拍板;镜像豁免「旗恒画右」纪律为代拟口径、样张批追认)。
|
||||
- **v2.2(2026-09-24)效果图标纹样系统定稿批**:§4.6.1 九行纹样描述由用户逐键口述定稿(主体三轴白剑/白盾/白眼+右下角箭头语言绿↑红↓双绿↑,同族键共用同图);旧语义锚文字退役。
|
||||
- **v2.1(2026-09-23)停点前移批连带同步(批内代拍板②引用,worktree stoppoint-shift-20260923,台账 142)**:§6 开篇与 §7.2 结构行「双舞台四区」改「双舞台三区(B/C/D,字母保持不重编)」、扫雷图区锚点 1036×476→1036×504——战斗屏 A 区进度条随停点前移批退役(战后返回关卡画面,节点链进度由关卡画面选路覆盖层节点态承载),28px 纵向空间归 C/D 底行;裁决权与事实源归属 battle.md/HUD框架 不变,历次版本历史行不动。
|
||||
- **v2.0(2026-09-23)UI 章迁入批 + 画布定档 + 色板方向裁定(用户对 v1.8 代拍板四项逐条表态+五缺口给口径;worktree art-ch69-amend-20260923,台账 138)**:①**§3.3/§4.4 物理迁入 §7**(用户拍板:UI 具体选择须在 UI 章定义,三/四章只留简单定义与方向指导——v1.8 代拍板①「按引用整合」据此推翻):§3.3/§4.4 降为方向指导节(各留一段+指路),细则全文迁 **§7.1 形状语法细则/§7.2 UI 色板细则**;§7 重排号 7.1–7.5(原 7.4 组件库语义并入 7.1,零内容损失);§6.2/§7.3/§7.5 与清单引用随改。②**§8.2 画布基准暂定值**(用户缺口一裁定):主角人设原图=48×72、主角战斗状态图(侧向)=48×72〔v1.9 待决注记「主角立绘档空缺」收口〕、棋盘小人=32×32 二头身独立派生资产(允许更小;36px 板占比摩擦沿「独立小源档」路线样张批定终值)、敌种立绘三档 48/64/96=普通怪(小)/精英(中)/Boss(大)对应关系经确认保留候选;旧「像素基准 32px」通用候选退役;1920 档缩放策略与帧数规格维持待裁决,登记 06-待办清单(表现与支撑/HUD框架节新条目),样张批时提醒。③**§6.3 三关色板方向**(用户裁定):underdark 幽暗地域=**冷调幽暗**(灰白蓝主调+少量紫黑点缀,紫系取紫罗兰域 ≈256° 候选、禁入带 300°–345° 不变)、deep_underdark 灰矮人矿城=**灰黑主调+矿脉金属色点缀**(金属质感族冷银/铜灰候选,奖励金亮金禁上格底 §4.2 不变)——替换 v1.8 苔绿/冷灰岩方向草案。④**§9.1 扩池候选否决**(Forager/杀戮尖塔不入池且撤登记——用户裁定美术参考意义不足;代拍板④收口)。⑤命名规范草案获确认(代拍板②收口)。清单 §0 像素行与风格宪法表指向随批。
|
||||
- **v1.9(2026-09-23)§8.2 待决注记批**(侧会话用户指令「你在这里直接把这件事给做了吧」;worktree art-s82-note-20260923,台账 137):§8.2 增两条待决注记——①**36px 板 × 32px 源摩擦**:32px 源在 45px 格 1× 占 ≈71% 合规、在 36px 格 1× 占 ≈89% 超「≤0.75 格边」红线且禁非整数缩放回退,出路二选一(棋盘小人独立更小源档如 24px 级 vs 两种板各出一版),样张批随格边长终值一并裁决,裁决前棋盘小人源图不排产;②**主角立绘档空缺**:主角 B 区站桩立绘未单独立档(现行 48/64/96px 阶梯按敌种 archetype 写),随战斗一屏样张锁「角色剪影方向/战斗空间」时一并定。头注「现行为」随批 v1.9。
|
||||
|
||||
@@ -0,0 +1,46 @@
|
||||
# 美术素材状态清单(Art Status Checklist)
|
||||
|
||||
> **性质**:纯看板——每条素材只记三件事:**素材名 × 是否完成 × 需求文档指针**。要什么、怎么做、验收标准一概不记:需求规格归 [art-assets-checklist.md](art-assets-checklist.md),风格/规范定义处归各 owner 文档(第三列)。
|
||||
> **更新纪律**:随批只改「状态」列;做完不删行,改 ✅。条目编号与 art-assets-checklist.md 的 P0–P3 一一对应。
|
||||
> **建档**:2026-09-24,状态列为当日快照。
|
||||
|
||||
**状态图例**:⬜ 未开始 | ◐ 占位在役(程序化占位,够试玩不达标) | ◑ 候选已出待审 | ✅ 已交付
|
||||
|
||||
## P0 样张
|
||||
|
||||
| 素材 | 状态 | 需求文档 |
|
||||
|---|---|---|
|
||||
| 格子样张 | ⬜ | [art-bible](art-bible.md) §1.4 |
|
||||
| 战斗一屏样张 | ⬜ | [战斗表现](../gdd/systems/战斗循环/战斗表现.md)(一屏样张验收标准)+ [art-bible](art-bible.md) §5.1 |
|
||||
|
||||
## P1 角色级(样张通过后开工)
|
||||
|
||||
| 素材 | 状态 | 需求文档 |
|
||||
|---|---|---|
|
||||
| 主角战斗小人(待机/攻击/受击三态) | ◐ 棋盘待机/移动两帧+B区立绘已接(2026-09-26 台账 158-162,1.5×/脚锚25%/椭圆影在役);攻击=挥铲三帧已接(归挖掘特效非战斗攻击态);受击态未出 | [character-design](character-design.md) + [comfyui-prompts](comfyui-prompts.md) §2 |
|
||||
| 八敌种形象(兄弟精=熊地精复用,不单列) | ⬜ | [art-bible](art-bible.md) §5 + [comfyui-prompts](comfyui-prompts.md) §3 |
|
||||
| 意图准备动画三档 | ◐ | [art-bible](art-bible.md) §4.6.4 |
|
||||
|
||||
## P2 图标与格面(可与样张并行)
|
||||
|
||||
| 素材 | 状态 | 需求文档 |
|
||||
|---|---|---|
|
||||
| 格面资源徽章 19 枚 | ◐ | [art-bible](art-bible.md) §4.6 |
|
||||
| 关卡节点图图标组 | ◐ | [art-assets-checklist](art-assets-checklist.md) §3.2(正式 UI 设计未成文) |
|
||||
| 雷/旗/数字砖面全套 | ◐ | [art-bible](art-bible.md) §1.4/§3.2(前置:格子样张) |
|
||||
| 增益状态效果图标 9 枚 | ◑ | [art-bible](art-bible.md) §4.6.1(候选:`candidates/status-icons-2026-09-23/`) |
|
||||
| 营地与元进度件 | ◐ | [art-bible](art-bible.md) §4.4 |
|
||||
| 字体(数字像素字 + 中文像素字) | ◐ | [art-bible](art-bible.md) §4.4 |
|
||||
|
||||
## P3 演出类(样张后排期)
|
||||
|
||||
| 素材 | 状态 | 需求文档 |
|
||||
|---|---|---|
|
||||
| 受击反馈 / 死亡表现 / 顺位标记 | ⬜ | [战斗表现](../gdd/systems/战斗循环/战斗表现.md) |
|
||||
| 连锁坍塌显形演出 | ⬜ | [art-assets-checklist](art-assets-checklist.md) §4 |
|
||||
| 封印特效(插旗动作=封印,两件:施印特效+印记常显) | ⬜ | [art-bible](art-bible.md) §3.2 + [art-assets-checklist](art-assets-checklist.md) §4 |
|
||||
| 弹道 / 退场等动画密度 | ⬜ | [art-assets-checklist](art-assets-checklist.md) §4(战斗表现输入清单) |
|
||||
|
||||
---
|
||||
|
||||
**注**:「特殊技动画终稿」并入意图动画三档行,不单列(art-assets-checklist §4 口径)。
|
||||
@@ -39,7 +39,7 @@
|
||||
- **形象锚** = 站姿样张先例(2026-09-16 脚本管线产物)经 2026-09-23 特征批+同日配装修订改定:**蓝兜帽冒险者(兜帽取下披于肩上)、暖米白上衣+深棕工装裤(弃全蓝)、白皙肤色、棕色短发、皮革背带腰带、圆头挖掘铲(待机插地扶柄)、结构式冒险背包插旗朱旗(1.5× 体宽)、额前护目镜、腰挂提灯、半指手套与卷裤脚皮护膝**;三态必须同形象(同 seed 起步只换动作短语,提示词卡承载)。
|
||||
- **兜帽披肩(2026-09-23 用户拍板)**:兜帽**不戴在头上**,取下披于肩上——露出棕色短发与整脸(表情可读),蓝色兜帽披在肩头仍是最近的"己方"识别点;三态同款披肩。
|
||||
- **圆头挖掘铲(武器,2026-09-23 用户拍板)**:持铲不持剑——**铲 = 本作核心动词"挖安全格"的角色化**,挖掘与攻击共用同一动作语义(攻击表现即挥铲,后续攻击类表现优先围绕铲展开)。画法:圆头铲刃 + 木柄(木柄走木色族 `#8A5A34`,铲刃浅铁灰、不做冷灰重甲质感);**待机态 = 铲插立在地上、一只手扶在铲柄顶端**(2026-09-23 修订,原"拄于身侧"退役);攻击/受击态仍为手持。刀光/铲击光效/弹道不进精灵图(归战斗演出批另立资产)。
|
||||
- **冒险背包与插旗(身份件,2026-09-23 用户拍板,同日尺寸修正)**:背负**结构式冒险背包**——翻盖+皮扣带的帆布背包(暖卡其布面,皮革件走木色族),**宽 ≈1.5× 体宽**:双肩背负、两侧各略超出身形一点;**禁圆麻袋化**(措辞弃"鼓胀掳获袋")、**禁特里式 3× 超宽**(反面参照:旷野之息特里;正面参照:合金弹头双主角大背包、超级马里奥奇诺比奥队长)。**旗杆插在背包一侧**(不要求完整可见,**被头部遮挡一部分亦可**),旗子**尺寸大于头部**(2026-09-23 修订,弃"背包顶小旗"旧稿),短杆三角旗旗面 = 圣经 §4.1 旗朱 `#C63D22`——**与棋盘插旗同物同色**,把"插旗宣告"的角色化焊在人设上,主角即插旗者。三条纪律:①旗朱是"旗"的语义色借用,非服饰红(圣经 §4.2"红只说危险"以旗朱条目为准,负向提示词的 `red clothes` 不拦截正向的 `red flag`);②背包+旗 = 主角对 §5.1"对称"的**唯一破例组**(语义配件非装饰),旗面朝向恒定画右、跨素材一致;③轮廓凹凸预算按"背包+旗"整组记账,样张批(圣经 §1.4)验证背负后剪影仍窄、仍可辨、不超格宽。
|
||||
- **冒险背包与插旗(身份件,2026-09-23 用户拍板,同日尺寸修正)**:背负**结构式冒险背包**——翻盖+皮扣带的帆布背包(暖卡其布面,皮革件走木色族),**宽 ≈1.5× 体宽**:双肩背负、两侧各略超出身形一点;**禁圆麻袋化**(措辞弃"鼓胀掳获袋")、**禁特里式 3× 超宽**(反面参照:旷野之息特里;正面参照:合金弹头双主角大背包、超级马里奥奇诺比奥队长)。**旗杆插在背包一侧**(不要求完整可见,**被头部遮挡一部分亦可**),旗子**尺寸大于头部**(2026-09-23 修订,弃"背包顶小旗"旧稿),短杆三角旗旗面 = 圣经 §4.1 旗朱 `#C63D22`——**与棋盘插旗同物同色**,把"插旗宣告"的角色化焊在人设上,主角即插旗者(**插旗动作呈现名 = 封印**,2026-09-25 术语批,见 art-bible §3.2——背包旗 = 封印印记的携带形态)。三条纪律:①旗朱是"旗"的语义色借用,非服饰红(圣经 §4.2"红只说危险"以旗朱条目为准,负向提示词的 `red clothes` 不拦截正向的 `red flag`);②背包+旗 = 主角对 §5.1"对称"的**唯一破例组**(语义配件非装饰),旗面朝向恒定画右、跨素材一致;③轮廓凹凸预算按"背包+旗"整组记账,样张批(圣经 §1.4)验证背负后剪影仍窄、仍可辨、不超格宽。
|
||||
- **护目镜与腰灯(2026-09-23 用户拍板,同日定案)**:**护目镜推在额前**(兜帽披肩后直接戴于额上,不戴眼上——眼睛是表情载体;皮革带+圆镜片,防尘挖掘者的职业信号);**提灯挂腰间,定案不手持**(小号铜色提灯,**不点亮**——守圣经 §2 平涂明度恒定,提灯禁做光源;头部饰品唯一化,头灯方案退役)。
|
||||
- **衣着细节(2026-09-23 用户拍板)**:**棕色半指手套**(挖土护手,露指保灵巧读感)+ **裤脚卷起、棕色皮护膝**(挖掘跪地的工装感)——小件走皮革木色族,不占剪影凹凸预算,不新增语义色。
|
||||
- **三态**:① 待机 = 窄、直立、对称(§5.1 小人原型,含背包、旗与提灯记账);② 攻击 = 允许破对称,整体仍窄、不超格宽;③ 受击 = 无血红、无伤害数字(伤害数字归 HUD 层,不进精灵图)。
|
||||
@@ -49,15 +49,15 @@
|
||||
- **生成顺序口径(2026-09-23 用户确认)**:先人设定稿(本档 §5.4 + 提示词卡待机态),定稿后再逐状态出图——战斗画面的**侧身面向怪物**形象属状态图,随表现层批次另行生成;状态图需侧/背身时,该卡负向提示词中的 `side view / back view` 条目按卡摘除(人设立绘卡仍保留禁侧背)。
|
||||
- **棋盘小人(2026-09-23 用户拍板,原开放项定案)**:棋盘格上的主角小人 = **主角人设图压缩至二头身后的简化版像素小人**——随人设定稿派生(同款装备剪影:铲/背包/旗可辨),二头身在 §5.2 两档内;派生工艺(最近邻降采样+手修简化)归一屏样张批与脚本管线定。
|
||||
|
||||
## 5.5 八敌种逐卡(键集事实源 = registry enemy 表,本表随其修订自动跟随,2026-09-22 核)
|
||||
## 5.5 八敌种逐卡(键集与甲档事实源 = registry/enemy 表 `enemy.tres`,本表随其修订自动跟随,2026-09-25 甲档核对回填)
|
||||
|
||||
| 键(enemy_id) | 显示名 | archetype 档 | 甲档 | 主色域与特征锚 |
|
||||
|---|---|---|---|---|
|
||||
| goblin | 地精 | 普通怪 | 轻甲 | 橄榄绿皮、圆耳墩形,木棒;Peglin 式胖体量,先读轮廓后读颜色 |
|
||||
| bugbear | 熊地精 | 普通/精英两版候选出齐供拍板 | 魔法护甲 | 棕黄蓬毛、獠牙下颚;精英版 = 恰一处垂直冠棘;**兄弟精 = 本键复用显示名**(见下注) |
|
||||
| ogre_chief | 食人魔酋长 | 精英(第一关关底 Boss 战,形状仍守精英档) | 重甲 | 暖褐皮、肚圆顶冠;冷灰金属甲板(重甲语义走色板,§5.3) |
|
||||
| bugbear | 熊地精 | 普通/精英两版候选出齐供拍板 | 轻甲 | 棕黄蓬毛、獠牙下颚;粗陋皮条无甲板无符纹(轻甲语义,§5.3);精英版 = 恰一处垂直冠棘;**兄弟精 = 本键复用显示名**(见下注) |
|
||||
| ogre_chief | 食人魔酋长 | 精英(第一关关底 Boss 战,形状仍守精英档) | 轻甲 | 暖褐皮、肚圆顶冠;甲面覆盖率≈0——皮条/骨饰点缀、裸身为主(轻甲语义,§5.3) |
|
||||
| giant_spider | 巨蜘蛛 | 普通怪(群行 [2,3]) | 轻甲 | 炭棕毛+蜜色腹纹;腿收短收粗,小体量可辨 |
|
||||
| drider | 蛛化卓尔精灵 | Boss(第二关) | 重甲 | 紫赤 `#8F2F6A` 色相独占+形状独占双通道;卓尔刺客上体+蛛腹 |
|
||||
| drider | 蛛化卓尔精灵 | Boss(第二关) | 魔法护甲 | 紫赤 `#8F2F6A` 色相独占+形状独占双通道;卓尔刺客上体+蛛腹;符纹饰带(魔法甲语义,§5.3) |
|
||||
| duergar | 灰矮人 | 精英 | 重甲 | 灰皮灰辫须;冷灰金属甲板+高盔冠(恰一处垂直延伸) |
|
||||
| hook_horror | 钩爪恐魔 | 普通怪(群行) | 轻甲 | 骨灰几丁质、圆钩双爪(圆钩非锐角);小体量可辨 |
|
||||
| duergar_king | 灰矮人石君王 | Boss(第三关) | 重甲 | 紫赤独占+形状独占双通道;岩石板甲+不对称王冠,大地/岩石主题(承载技能语义见敌人系统) |
|
||||
@@ -79,6 +79,7 @@
|
||||
|
||||
## 版本历史
|
||||
|
||||
- **v1.6(2026-09-25)甲档核对回填批**(圣经×关卡/世界观对齐扫描发现;用户拍板「按最新设定」:食人魔裸身、卓尔魔法甲符纹):§5.5 三行甲档回填 `enemy.tres` 数据实态(2026-09-18 甲重配批后未回填的过期账)——bugbear 魔法护甲→轻甲(粗陋皮条无甲板无符纹)、ogre_chief 重甲→轻甲(弃冷灰金属甲板,改甲面覆盖率≈0 的裸身皮条/骨饰)、drider 重甲→魔法护甲(加符纹饰带);§5.5 头注事实源措辞随改;提示词卡 v2.8 熊地精/食人魔/卓尔三卡随批。giant_spider/hook_horror 的几丁质天然甲壳纪律不变(不计甲档,§5.3)。同日封印术语批:§5.4 插旗条附「插旗动作呈现名 = 封印」注记(详见 art-bible v2.7)。
|
||||
- **v1.5(2026-09-23)配装修订批**(用户四拍板:①弃全蓝配色——蓝只保留在兜帽等明显处,上衣改暖米白、长裤改深棕工装,与掩尘棋盘协调;②兜帽不戴头上、取下披于肩上,露棕色短发与脸;③待机姿势改"铲插立地上、一手扶铲柄";④旗子加大到比头大、插在背包一侧,可被头部分遮挡):§5.4 形象锚/配色条/铲条/背包旗条/护目镜条随批;提示词卡 v2.6 三卡随批。线上 API 试生成渠道由用户自跑(本地 ComfyUI 通道同日停用)。
|
||||
- **v1.4(2026-09-23)肤色+定案批**(用户四拍板:①肤色**白皙**(fair skin,弃小麦色);②LoRA 触发词 `Pixel art style.` 加入——执行侧提示词卡 v2.5 全卡正向以触发词开头;③提灯腰挂定案不手持(备选撤销);④棋盘小人定案 = 主角人设图压缩至二头身的简化版像素小人,随人设派生、同款装备剪影):§5.4 形象锚/腰灯条/棋盘小人条随批。
|
||||
- **v1.3(2026-09-23)衣着细节批**(用户拍板:半指手套 + 卷裤脚皮护膝):§5.4 形象锚随批,新增衣着细节条(棕色半指手套/裤脚卷起+棕皮护膝,皮革木色族,不占剪影预算);提示词卡 v2.4 三卡随批。
|
||||
|
||||
@@ -1,20 +1,22 @@
|
||||
# ComfyUI 出图提示词卡(角色级资产)v2.6
|
||||
# 生图提示词卡(角色级资产)v2.8
|
||||
|
||||
> **性质**:美术清单 ComfyUI 通道(✦ 用户自跑)的执行侧文件——每资产一段**自包含完整提示词**:正向 = 通用底座+主体+动作已拼妥、负向 = 通用底座+增补已并妥,整段复制直接贴进工作流即可,**不需要读其他文件、不需要拼装**。人物规格转写自 [character-design.md](character-design.md)(人物设计 v1.0,自 art-bible §5 迁出,圣经 §5 为存根),风格/色彩条款转写自 [art-bible](art-bible.md)(§4.1 主色板 / §4.2 语义色规则);冲突时人物规格以 character-design 为准、色彩以 art-bible 为准。
|
||||
> **边界**:本文件只管 ComfyUI 通道。图标/格面/样张走脚本管线(⚙ 代理出),规格在 art-bible §4.6 与 [art-assets-checklist](art-assets-checklist.md),不需要提示词。意图动画三档是动画资产,等一屏样张锁方案后另立规格卡,本文件不覆盖。
|
||||
> **性质**:美术清单生图通道(✦ 用户自跑,现走线上 API)的执行侧文件——每资产一段**自包含完整提示词**:正向 = 通用底座+主体+动作已拼妥、负向 = 通用底座+增补已并妥,整段复制直接贴进工作流即可,**不需要读其他文件、不需要拼装**。人物规格转写自 [character-design.md](character-design.md)(人物设计 v1.0,自 art-bible §5 迁出,圣经 §5 为存根),风格/色彩条款转写自 [art-bible](art-bible.md)(§4.1 主色板 / §4.2 语义色规则);冲突时人物规格以 character-design 为准、色彩以 art-bible 为准。
|
||||
> **边界**:本文件只管生图通道。图标/格面/样张走脚本管线(⚙ 代理出),规格在 art-bible §4.6 与 [art-assets-checklist](art-assets-checklist.md),不需要提示词。意图动画三档是动画资产,等一屏样张锁方案后另立规格卡,本文件不覆盖。
|
||||
> **前世**:v1.0(2026-09-20,主角三态+六敌种)于 2026-09-22 经裁决移除;本版按「美术圣经 §5 落地后重生成」拍板重写(正序:B 路线),继承 seed 纪律 / 色相禁入带 / `#F2F2F2` 生成底色。**建立**:2026-09-22 · 状态:提示词卡成文,出图未开始
|
||||
|
||||
---
|
||||
|
||||
## 0. 使用流程(五步)
|
||||
|
||||
1. **出图**:按下面卡片把正向/负向提示词粘进 ComfyUI,每个资产出 **2–3 版候选**(建议固定 3 个 seed 连拍,便于横评)。
|
||||
1. **出图**:按下面卡片把正向/负向提示词粘进线上 API 的提示词栏,每个资产出 **2–3 版候选**(建议固定 3 个 seed 连拍,便于横评)。
|
||||
2. **入库**:候选原图(带底)放 `design/art/candidates/<资产名>/`,文件名 `v1.png / v2.png / v3.png`。这个目录只存候选,不进引擎。
|
||||
3. **裁决**:你按 §4 验收速查预筛,挑出每一资产的入围候选拍板。
|
||||
4. **后处理**:喊我一声,脚本管线代跑——去底转透明、最近邻降采样到目标尺寸、色板量化、四联底测试条(掩尘底/裸土底/暗底/灰度)。
|
||||
5. **转正**:终稿从 candidates 转入切片资产目录,随表现层升级批接线;清单状态列改「已交付」。
|
||||
|
||||
**模型适配注**:提示词按 SDXL 系标签风格写(像素 LoRA 或通用模型都能吃)。用 Flux 的话,把「正向提示词」整串改写成两句自然语言即可,语义不变。出图分辨率建议 1024×1024,小图细节靠后处理降采样保像素干净。**现行管线(2026-09-23)** = Z-Image-Turbo(GGUF 量化)+ 像素风 LoRA `pixel_art_style_z_image_turbo`(已挂母版工作流 `production/comfy/art-t2i-master.json`,强度 1.0);LoRA 触发词 `Pixel art style.` **已拍板加入(2026-09-23)——所有正向提示词一律以触发词开头**,已写入下面各卡。
|
||||
**出图通道(2026-09-23 定稿)**:线上 API,用户自跑——本地 ComfyUI 生图路线已经用户拍板**彻底关闭**(母版工作流/像素 LoRA/Z-Image 模型已清退,不留复活预案,本卡不依赖任何本地管线)。
|
||||
|
||||
**模型适配注**:提示词按标签风格写,通用文生图模型都能吃。走自然语言类模型(如 Flux/nano-banana 系)时,把「正向提示词」整串改写成两句自然语言,语义不变——像素约束段改写为 "a true pixel-art sprite drawn on a tiny grid of chunky square pixels, hard edges, no anti-aliasing, no gradients, flat colors from a limited palette, like artwork made in Aseprite"。出图分辨率建议 1024×1024(平台可选小档则选小,像素块更粗),真像素网格靠后处理降采样落定(§0 五步第 4 步)。触发词 `Pixel art style.` **已拍板加入(2026-09-23)——所有正向提示词一律以触发词开头**,已写入下面各卡(线上无像素 LoRA,它作风格提示词用);各卡负向已并入平滑系禁词,API 无负向栏时可整段省略。
|
||||
|
||||
## 1. 通用规格(所有卡片共用)
|
||||
|
||||
@@ -37,13 +39,13 @@
|
||||
- **正向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
Pixel art style. pixel art sprite, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small adventurer with azure blue hood taken off and draped over his shoulders, short brown hair, goggles resting on his forehead, warm cream tunic, dark brown work pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, fair skin, round-bladed digging shovel planted upright in the ground beside him, one hand resting on the top of the shovel handle, structured tan canvas adventurer backpack with leather flap and buckle straps, slightly wider than his body and sticking out a little on both sides, large bright red pennant flag bigger than his head on a short wooden pole planted at one side of the backpack, partially hidden behind his head, small unlit copper lantern hanging from his belt, calm confident standing pose, symmetrical narrow upright silhouette, plain flat light grey background
|
||||
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small adventurer with azure blue hood taken off and draped over his shoulders, short brown hair, goggles resting on his forehead, warm cream tunic, dark brown work pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, fair skin, round-bladed digging shovel planted upright in the ground beside him, one hand resting on the top of the shovel handle, structured tan canvas adventurer backpack with leather flap and buckle straps, slightly wider than his body and sticking out a little on both sides, large bright red pennant flag bigger than his head on a short wooden pole planted at one side of the backpack, partially hidden behind his head, small unlit copper lantern hanging from his belt, calm confident standing pose, symmetrical narrow upright silhouette, plain flat light grey background
|
||||
```
|
||||
|
||||
- **负向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, red clothes, gold armor, purple, magenta
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, smooth lines, anti-aliasing, gradient shading, painterly, glossy, high detail, vector illustration, red clothes, gold armor, purple, magenta
|
||||
```
|
||||
|
||||
- **规格**:剪影窄、直立、对称、轮廓凹凸 ≤2(§5.1 小人原型;背旗为唯一破例件,记账 +1,旗面恒定画右);主角是全作唯一蓝色角色。
|
||||
@@ -53,13 +55,13 @@ realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood
|
||||
- **正向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
Pixel art style. pixel art sprite, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small hooded adventurer, vivid azure blue hooded tunic and pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, small adventurer with azure blue hood taken off and draped over his shoulders, short brown hair, goggles resting on his forehead, warm cream tunic, dark brown work pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, fair skin, simple round-bladed digging shovel gripped in both hands, structured tan canvas adventurer backpack with leather flap and buckle straps, slightly wider than his body and sticking out a little on both sides, large bright red pennant flag bigger than his head on a short wooden pole planted at one side of the backpack, partially hidden behind his head, small unlit copper lantern hanging from his belt, dynamic shovel swing, lunging forward, shovel swung diagonally, hood fabric flapping, determined expression, plain flat light grey background
|
||||
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small hooded adventurer, vivid azure blue hooded tunic and pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, small adventurer with azure blue hood taken off and draped over his shoulders, short brown hair, goggles resting on his forehead, warm cream tunic, dark brown work pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, fair skin, simple round-bladed digging shovel gripped in both hands, structured tan canvas adventurer backpack with leather flap and buckle straps, slightly wider than his body and sticking out a little on both sides, large bright red pennant flag bigger than his head on a short wooden pole planted at one side of the backpack, partially hidden behind his head, small unlit copper lantern hanging from his belt, dynamic shovel swing, lunging forward, shovel swung diagonally, hood fabric flapping, determined expression, plain flat light grey background
|
||||
```
|
||||
|
||||
- **负向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, red clothes, gold armor, purple, magenta, slash effect, energy trail, projectile
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, smooth lines, anti-aliasing, gradient shading, painterly, glossy, high detail, vector illustration, red clothes, gold armor, purple, magenta, slash effect, energy trail, projectile
|
||||
```
|
||||
|
||||
- **规格**:允许破对称,但整体仍窄、不超格宽;**铲击光效/弹道不进精灵图**(归战斗演出批另立资产,已入负向)。
|
||||
@@ -69,13 +71,13 @@ realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood
|
||||
- **正向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
Pixel art style. pixel art sprite, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small hooded adventurer, vivid azure blue hooded tunic and pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, small adventurer with azure blue hood taken off and draped over his shoulders, short brown hair, goggles resting on his forehead, warm cream tunic, dark brown work pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, fair skin, simple round-bladed digging shovel lowered in one hand, structured tan canvas adventurer backpack with leather flap and buckle straps, slightly wider than his body and sticking out a little on both sides, large bright red pennant flag bigger than his head on a short wooden pole planted at one side of the backpack, partially hidden behind his head, small unlit copper lantern hanging from his belt, recoiling backward, arms raised guarding face, eyes squeezed shut, wincing, clothes flared by impact, plain flat light grey background
|
||||
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small hooded adventurer, vivid azure blue hooded tunic and pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, small adventurer with azure blue hood taken off and draped over his shoulders, short brown hair, goggles resting on his forehead, warm cream tunic, dark brown work pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, fair skin, simple round-bladed digging shovel lowered in one hand, structured tan canvas adventurer backpack with leather flap and buckle straps, slightly wider than his body and sticking out a little on both sides, large bright red pennant flag bigger than his head on a short wooden pole planted at one side of the backpack, partially hidden behind his head, small unlit copper lantern hanging from his belt, recoiling backward, arms raised guarding face, eyes squeezed shut, wincing, clothes flared by impact, plain flat light grey background
|
||||
```
|
||||
|
||||
- **负向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, red clothes, gold armor, purple, magenta, red flash, damage numbers
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, smooth lines, anti-aliasing, gradient shading, painterly, glossy, high detail, vector illustration, red clothes, gold armor, purple, magenta, red flash, damage numbers
|
||||
```
|
||||
|
||||
- **规格**:无血红、无伤害数字(伤害数字归 HUD 层,不进精灵图)。
|
||||
@@ -91,87 +93,87 @@ realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood
|
||||
- **正向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
Pixel art style. pixel art sprite, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, chubby little goblin, squat round body wider than tall, big round head with large round ears, olive-green skin, big cute eyes, wide toothy grin, ragged loincloth, bare simple outfit with no armor plates, tiny wooden club raised in one hand, plain flat light grey background
|
||||
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, chubby little goblin, squat round body wider than tall, big round head with large round ears, olive-green skin, big cute eyes, wide toothy grin, ragged loincloth, bare simple outfit with no armor plates, tiny wooden club raised in one hand, plain flat light grey background
|
||||
```
|
||||
|
||||
- **负向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, tall skinny body, sharp angles, muscular, purple, magenta
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, smooth lines, anti-aliasing, gradient shading, painterly, glossy, high detail, vector illustration, tall skinny body, sharp angles, muscular, purple, magenta
|
||||
```
|
||||
|
||||
- **规格**:宽≥高、**零锐角**、近圆墩形;Peglin 式胖体量——先读轮廓后读颜色;轻甲 = 裸装无甲板(§5.3)。
|
||||
|
||||
### 3.2 熊地精 bugbear(普通/精英两版都出 · 魔法护甲)
|
||||
### 3.2 熊地精 bugbear(普通/精英两版都出 · 轻甲)
|
||||
|
||||
- **版本 A(普通档)正向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
Pixel art style. pixel art sprite, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, stocky burly bugbear, round heavy body wider than tall, long shaggy arms, brown-yellow fur, heavy underbite with two small tusks, small beady eyes, crude leather armor with a faint glowing warm-white rune band across the chest, wooden spiked club resting on shoulder, plain flat light grey background
|
||||
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, stocky burly bugbear, round heavy body wider than tall, long shaggy arms, brown-yellow fur, heavy underbite with two small tusks, small beady eyes, crude leather straps and loincloth, bare shaggy fur with no armor plates, wooden spiked club resting on shoulder, plain flat light grey background
|
||||
```
|
||||
|
||||
- **版本 B(精英档)正向提示词(整段可贴)**:版本 A 全文不动,把 `stocky burly bugbear, round heavy body wider than tall` 之后插入一句,完整串如下:
|
||||
|
||||
```
|
||||
Pixel art style. pixel art sprite, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, stocky burly bugbear, round heavy body wider than tall, small fur crest ridge along the head, exactly one vertical crest, long shaggy arms, brown-yellow fur, heavy underbite with two small tusks, small beady eyes, crude leather armor with a faint glowing warm-white rune band across the chest, wooden spiked club resting on shoulder, plain flat light grey background
|
||||
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, stocky burly bugbear, round heavy body wider than tall, small fur crest ridge along the head, exactly one vertical crest, long shaggy arms, brown-yellow fur, heavy underbite with two small tusks, small beady eyes, crude leather straps and loincloth, bare shaggy fur with no armor plates, wooden spiked club resting on shoulder, plain flat light grey background
|
||||
```
|
||||
|
||||
- **两版共用负向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, tall skinny body, sharp angles, purple, magenta
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, smooth lines, anti-aliasing, gradient shading, painterly, glossy, high detail, vector illustration, tall skinny body, sharp angles, purple, magenta
|
||||
```
|
||||
|
||||
- **规格**:精英档 = 普通怪形 + **恰一处**垂直延伸(冠),底盘不变;魔法护甲 = 皮甲上的暖白符纹带(§5.3,不占语义色);两版候选出齐供拍板档位。**同 seed 出 A/B**,只差冠棘一句。
|
||||
- **规格**:精英档 = 普通怪形 + **恰一处**垂直延伸(冠),底盘不变;轻甲 = 粗陋皮条、裸蓬毛、无甲板无符纹(§5.3,2026-09-25 甲档回填);两版候选出齐供拍板档位。**同 seed 出 A/B**,只差冠棘一句。
|
||||
- **显示名**:熊地精(沿用既有译名)。
|
||||
|
||||
### 3.3 食人魔酋长 ogre_chief(精英 · 重甲 · 第一关关底)
|
||||
### 3.3 食人魔酋长 ogre_chief(精英 · 轻甲 · 第一关关底)
|
||||
|
||||
- **正向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
Pixel art style. pixel art sprite, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, huge fat ogre chieftain, massive round belly, squat heavy body wider than tall, small head with heavy underbite tusks, single bone and feather crown on head, exactly one vertical crest, thick leather straps, big cold-grey metal shoulder and chest plates, huge wooden club, stern old face, plain flat light grey background
|
||||
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, huge fat ogre chieftain, massive round belly, squat heavy body wider than tall, small head with heavy underbite tusks, single bone and feather crown on head, exactly one vertical crest, thick leather straps and bone ornaments, bare thick warm skin with no armor plates, huge wooden club, stern old face, plain flat light grey background
|
||||
```
|
||||
|
||||
- **负向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, small body, skinny, sharp angles, purple, magenta
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, smooth lines, anti-aliasing, gradient shading, painterly, glossy, high detail, vector illustration, small body, skinny, sharp angles, purple, magenta
|
||||
```
|
||||
|
||||
- **规格**:精英档——唯一垂直元素是头顶冠(形状仍守精英档,不升 Boss 形);重甲 = 冷灰金属肩胸甲板(§5.3,重甲语义走色板不作形状独占);体量一眼大于地精/熊地精(「大个子多半有重击」体量通道)。
|
||||
- **规格**:精英档——唯一垂直元素是头顶冠(形状仍守精英档,不升 Boss 形);轻甲 = 裸身皮条/骨饰、无甲板(§5.3,2026-09-25 甲档回填——数据实态 light,旧重甲金属甲板描述退役);体量一眼大于地精/熊地精(「大个子多半有重击」体量通道)。
|
||||
|
||||
### 3.4 巨蜘蛛 giant_spider(普通怪 · 轻甲 · 群行)
|
||||
|
||||
- **正向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
Pixel art style. pixel art sprite, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small plump spider monster, round fuzzy body, eight short stubby legs, four big round cute eyes, tiny fangs, charcoal-brown fur with warm honey belly marking, natural fuzz only with no armor plates, plain flat light grey background
|
||||
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small plump spider monster, round fuzzy body, eight short stubby legs, four big round cute eyes, tiny fangs, charcoal-brown fur with warm honey belly marking, natural fuzz only with no armor plates, plain flat light grey background
|
||||
```
|
||||
|
||||
- **负向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, long thin legs, realistic spider, giant size, purple, magenta
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, smooth lines, anti-aliasing, gradient shading, painterly, glossy, high detail, vector illustration, long thin legs, realistic spider, giant size, purple, magenta
|
||||
```
|
||||
|
||||
- **规格**:群行敌种(同屏最多 3 只)——剪影必须小体量仍可辨;多足是轮廓凹凸计数大户,**腿收短收粗**,不做写实细腿;天然绒毛不计甲档(§5.3)。
|
||||
|
||||
### 3.5 蛛化卓尔精灵 drider(Boss · 重甲 · 第二关)
|
||||
### 3.5 蛛化卓尔精灵 drider(Boss · 魔法护甲 · 第二关)
|
||||
|
||||
- **正向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
Pixel art style. pixel art sprite, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, drider boss monster, upper body of a dark elf assassin fused with a giant spider lower body, six sharp blade-like legs, jagged chitin armor plates, asymmetric menacing silhouette, pale violet-grey skin, deep magenta-purple chitin accents, glowing magenta eyes, short white hair, colossal and threatening, plain flat light grey background
|
||||
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, drider boss monster, upper body of a dark elf assassin fused with a giant spider lower body, six sharp blade-like legs, jagged chitin armor plates, faint glowing warm-white arcane rune band across the dark elf torso, asymmetric menacing silhouette, pale violet-grey skin, deep magenta-purple chitin accents, glowing magenta eyes, short white hair, colossal and threatening, plain flat light grey background
|
||||
```
|
||||
|
||||
- **负向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, cute, chubby, round, friendly
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, smooth lines, anti-aliasing, gradient shading, painterly, glossy, high detail, vector illustration, cute, chubby, round, friendly
|
||||
```
|
||||
|
||||
- **规格**:全场**唯二允许锐角与不对称**的角色之一;体量最大档(约 1.8–2 格高,工作假设);紫赤 `#8F2F6A`(色相 323°)为 Boss 独占——「形状独占 + 色相独占」双通道。
|
||||
- **规格**:全场**唯二允许锐角与不对称**的角色之一;体量最大档(约 1.8–2 格高,工作假设);紫赤 `#8F2F6A`(色相 323°)为 Boss 独占——「形状独占 + 色相独占」双通道;魔法甲 = 卓尔上体暖白符纹饰带(§5.3,2026-09-25 甲档回填),蛛腹几丁质属天然甲壳不计甲档。
|
||||
- **注意**:这是全项目仅有的两张**负向里不加 `purple, magenta`、正向里主动要紫赤**的卡之一。出完记得吸色检查:色相 300°–345° 全项目只许两 Boss 出现。
|
||||
- **显示名**:蛛化卓尔精灵。
|
||||
|
||||
@@ -180,13 +182,13 @@ realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood
|
||||
- **正向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
Pixel art style. pixel art sprite, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, stocky grey dwarf duergar warrior, squat round armored body wider than tall, broad shoulders, heavy cold-grey metal plate armor on shoulders and chest, tall ridged helm crest, exactly one vertical crest, long braided grey beard, stern squinting face, huge iron war hammer resting on the ground, plain flat light grey background
|
||||
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, stocky grey dwarf duergar warrior, squat round armored body wider than tall, broad shoulders, heavy cold-grey metal plate armor on shoulders and chest, tall ridged helm crest, exactly one vertical crest, long braided grey beard, stern squinting face, huge iron war hammer resting on the ground, plain flat light grey background
|
||||
```
|
||||
|
||||
- **负向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, tall skinny body, small body, sharp angles, purple, magenta
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, smooth lines, anti-aliasing, gradient shading, painterly, glossy, high detail, vector illustration, tall skinny body, small body, sharp angles, purple, magenta
|
||||
```
|
||||
|
||||
- **规格**:精英档——唯一垂直元素是高盔冠;重甲 = 冷灰金属甲板(§5.3);体量介于普通怪与 Boss 之间(重甲中坚)。
|
||||
@@ -196,13 +198,13 @@ realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood
|
||||
- **正向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
Pixel art style. pixel art sprite, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, chubby hook horror monster, squat round body wider than tall, bird-like beaked head, two big curved hook claws curled forward, rounded hook tips with no sharp angles, pale bone-grey chitin skin with warm tan underbelly, bare natural chitin with no armor plates, small hunched stance, plain flat light grey background
|
||||
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, chubby hook horror monster, squat round body wider than tall, bird-like beaked head, two big curved hook claws curled forward, rounded hook tips with no sharp angles, pale bone-grey chitin skin with warm tan underbelly, bare natural chitin with no armor plates, small hunched stance, plain flat light grey background
|
||||
```
|
||||
|
||||
- **负向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, long thin legs, sharp blades, tall skinny body, realistic insect, purple, magenta
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, smooth lines, anti-aliasing, gradient shading, painterly, glossy, high detail, vector illustration, long thin legs, sharp blades, tall skinny body, realistic insect, purple, magenta
|
||||
```
|
||||
|
||||
- **规格**:群行捕食者——小体量可辨;钩爪走**圆钩**不走锐角(守 §5.1 普通怪零锐角);天然几丁质不计甲档(§5.3)。
|
||||
@@ -212,26 +214,26 @@ realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood
|
||||
- **正向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
Pixel art style. pixel art sprite, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, duergar king boss monster, massive squat dwarf king, jagged asymmetric obsidian crown, heavy stone slab armor with glowing magenta-purple rune veins, one arm fused with a colossal rough stone hammer, asymmetric menacing silhouette, grey skin with deep magenta-purple accents on cape and armor edges, colossal and threatening, plain flat light grey background
|
||||
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, duergar king boss monster, massive squat dwarf king, jagged asymmetric obsidian crown, heavy stone slab armor with glowing magenta-purple rune veins, one arm fused with a colossal rough stone hammer, asymmetric menacing silhouette, grey skin with deep magenta-purple accents on cape and armor edges, colossal and threatening, plain flat light grey background
|
||||
```
|
||||
|
||||
- **负向提示词(整段可贴)**:
|
||||
|
||||
```
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, cute, friendly, small, skinny
|
||||
realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, smooth lines, anti-aliasing, gradient shading, painterly, glossy, high detail, vector illustration, cute, friendly, small, skinny
|
||||
```
|
||||
|
||||
- **规格**:全场**唯二允许锐角与不对称**的角色之一;体量最大档;紫赤独占双通道同 drider;大地/岩石主题(石君王)。
|
||||
- **注意**:与 drider 同款吸色检查——300°–345° 全项目只许两 Boss 出现。
|
||||
- **显示名**:灰矮人石君王。
|
||||
|
||||
### 3.9 兄弟精(熊地精变体,不走 ComfyUI 直出)
|
||||
### 3.9 兄弟精(熊地精变体,不走生图直出)
|
||||
|
||||
- **首选做法**:**不单独出图**。等熊地精候选裁决转正后,脚本管线对终稿做色板替换(换色不换形——原则三"先换色板"的角色侧应用),天然保证剪影与熊地精完全一致。
|
||||
- **备选正向提示词(若你倾向 ComfyUI 直出;整段可贴)**:熊地精版本 A 全文,把配色短语 `brown-yellow fur` 换成 `ash grey fur with dark umber tribe war paint`,完整串如下(**同 seed 出图**):
|
||||
- **备选正向提示词(若你倾向生图直出;整段可贴)**:熊地精版本 A 全文,把配色短语 `brown-yellow fur` 换成 `ash grey fur with dark umber tribe war paint`,完整串如下(**同 seed 出图**):
|
||||
|
||||
```
|
||||
Pixel art style. pixel art sprite, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, stocky burly bugbear, round heavy body wider than tall, long shaggy arms, ash grey fur with dark umber tribe war paint, heavy underbite with two small tusks, small beady eyes, crude leather armor with a faint glowing warm-white rune band across the chest, wooden spiked club resting on shoulder, plain flat light grey background
|
||||
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, stocky burly bugbear, round heavy body wider than tall, long shaggy arms, ash grey fur with dark umber tribe war paint, heavy underbite with two small tusks, small beady eyes, crude leather straps and loincloth, bare shaggy fur with no armor plates, wooden spiked club resting on shoulder, plain flat light grey background
|
||||
```
|
||||
|
||||
- **负向**:同 3.2 版本 A。
|
||||
@@ -258,6 +260,9 @@ Pixel art style. pixel art sprite, full body, front view, centered, single chara
|
||||
|
||||
## 版本历史
|
||||
|
||||
- **v2.8(2026-09-25)敌种甲档回填批**(圣经×关卡/世界观对齐扫描发现,规格上游 character-design.md v1.6 同批;用户拍板「按最新设定」):三卡随 `enemy.tres` 甲档实态修订——①熊地精 3.2 两版(A/B)正向:魔法甲「暖白符纹饰带」措辞退役,改轻甲「粗陋皮条+裸蓬毛无甲板」;②食人魔酋长 3.3:标题重甲→轻甲,正向「冷灰金属肩胸甲板」改「皮条骨饰+裸厚皮无甲板」,规格注随改;③蛛化卓尔精灵 3.5:标题重甲→魔法护甲,正向加「卓尔上体暖白秘法符纹饰带」(蛛腹几丁质保留、属天然甲壳),规格注随改。duergar/duergar_king 重甲卡与数据一致不动。
|
||||
|
||||
- **v2.7(2026-09-23)真像素硬化 + 本地通道清退批**(用户拍板:本地 ComfyUI 生图路线彻底关闭,生图一律线上 API 自跑;gg1 风格诊断后硬化方案随批写入):①全部 13 张正向卡触发词后插入真像素约束段——`true pixel art game sprite / tiny 48x72 pixel canvas / chunky square pixels / strict pixel grid alignment / hard edges / no anti-aliasing / no gradients / limited 16-color palette / aseprite style`;②各卡负向底座并入平滑系禁词——`smooth lines / anti-aliasing / gradient shading / painterly / glossy / high detail / vector illustration`;③§0「现行管线」句(Z-Image-Turbo GGUF + 像素 LoRA + 母版工作流 `art-t2i-master.json`,成因见 v2.1/v2.5)改写为线上 API 口径,自然语言类模型改写指引随批;④「ComfyUI 通道」措辞改「生图通道」(文件名沿用不改)。同日 repo 侧清退:`production/comfy/` 已删、comfy-mcp 注册已移除。
|
||||
- **v2.6(2026-09-23)配装修订批**(用户四拍板:①弃全蓝——蓝只在兜帽,上衣暖米白、长裤深棕工装,与掩尘棋盘协调;②兜帽取下披肩、露棕色短发;③待机姿势改"铲插地+扶柄";④旗加大到比头大、插背包一侧、可被头部分遮挡):主角三卡正向提示词整体重写(形象锚措辞随改,2.2"斗篷飘动"改"兜帽布料飘动");线上 API 试生成由用户自跑,规格上游 character-design.md 同批升 v1.5。
|
||||
- **v2.5(2026-09-23)触发词+肤色批**(用户三拍板:①LoRA 触发词 `Pixel art style.` **加入**——全部正向提示词(主角三卡+八敌种各卡)一律以触发词开头;②肤色改**白皙**(fair skin,弃小麦色),主角三卡随改;③提灯腰挂定案、棋盘小人定案归 character-design.md 同批 v1.4):§0 模型适配注由"待拍板"改"已加入";版本历史承接 v2.4。
|
||||
- **v2.4(2026-09-23)衣着细节批**(用户拍板:半指手套 + 卷裤脚皮护膝):主角三卡正向提示词随批插入 `brown fingerless gloves` 与 `leather knee pads with trouser legs rolled up above them`(皮革族小件,不占剪影预算);§2 形象锚随改;规格上游 character-design.md §5.4 同批升 v1.3。
|
||||
|
||||
@@ -55,6 +55,7 @@
|
||||
| 爆破工兵包 | 行动点 + 探巢的稀有魔法道具 | aux_items |
|
||||
| 地精 / 熊地精 / 食人魔酋长 | 首发三敌种(末者为 Boss) | enemy |
|
||||
| 第一层 · 地精洞窟 | 首关层名 | level_table |
|
||||
| 封印 | 插旗动作的呈现名——对未开格(巢穴)插旗即实施封印,旗 = 封印印记 | terminology(2026-09-25 用户拍板) |
|
||||
|
||||
注意:部分魔法道具的现行效果定义绑定已被移除的地形变异类型,其效果定位待后续内容批重定;名称暂按登记保留,重定时随批修订。
|
||||
|
||||
|
||||
@@ -255,6 +255,7 @@ entities:
|
||||
真视窄域护栏: 替代推理的道具效果(雷位真视)目标域 ≤3×3、全图级仅限恢复推理原料类(显影/预读)——信息层级护栏,防"扫雷退化为路径优化"(魔法道具 Core Rule 3 首次定义,schema 校验强制)
|
||||
渗透率: aux 道具期望件数占奖励池的份额——E[N_aux/板] = |U|×Σw_aux/W_total(魔法道具 F1 首次定义;供给面天然限流,P1 护栏的量化形态)
|
||||
行动: 轮次内挖掘期的原子决策单位——同一事件的三个视角:玩家决策层叫行动、进 排雷玩法 的数据形态叫意图(单意图帧整批提交)、行动经济 计价类别叫动作(action_kind 统一价目);有价行动(挖/插旗;拔旗随插旗不可逆批 2026-09-19 退役)1 AP/次、受每轮 AP 预算约束(现行表值 8),移动/停手免费不计 AP(game-concept 术语层级 2026-09-14 收录)
|
||||
封印: 插旗动作的玩家可见呈现名(2026-09-25 用户拍板)——玩家对未开格插旗,即对该格(巢穴)实施「封印」,旗 = 封印印记;机制键与规则(flag_place/flag_rules/标中旗三向效果)全不变,纯呈现层命名;封印特效(施印瞬间 + 印记常显形态)待表现批,现行程序化占位 = 旗朱「旗」字形(art-bible §3.2 封印条首次定义)
|
||||
节点: 关卡节点地图上的一个格——关卡内移动的步进单位;层名定稿(2026-09-14 用户裁决:节点 胜 遭遇——成员中立 + 关卡节点地图 注册名/切片 node_* 接口零改动 + 遭遇既有语义 = 战斗不挪用);类型分类学与图形态已展开定稿(2026-09-17 关卡节点地图 v1.0:四类封闭枚举 {battle, reward, rest, boss} + 分支节点图〔连线只朝前进方向、唯一入口、Boss 恒唯一终点、无回头路〕;节点编号 = 关卡内唯一定位地址,数据键 node_depth 沿用;2026-09-20 GP+商店房批扩五类 +shop 商店房——每关恰 1、Boss 前一位必经位,兑付 = 商店覆盖层开闭,见商店房词条)
|
||||
商店房: 关卡节点图第五类节点——每关恰 1、关底 Boss 前一位必经位(哈迪斯式"决战前最后一个补给点",必经位由冒烟断言承载、图合法性六检零新增);兑付 = 打开商店覆盖层,用金币(GP)购买三属性 flat 档商品(无刷新无三选一、全陈列),购买即时生效、离开后确认回选路,不携带战斗行(关卡节点地图 首次定义,2026-09-20 GP+商店房批)
|
||||
金币(GP): 冒险内一次性的属性提升货币——战斗掉落(掷定 + 关级加值 + 战斗内缓冲,完成一次战斗后统一到账)与格面金币袋(低概率惊喜获取)进钱包、商店房消费、冒险结束清零;不入存档、不入冒险摘要;玩家侧显示名「金币」,与跨局持久的钥石记账完全分离、永不互兑(冒险结构 首次定义,2026-09-20 GP+商店房批)
|
||||
|
||||
Reference in new issue
Block a user