# Grafiki wersji 0.41 — Górne Miasto Elvar

Wszystkie trzy oryginalne grafiki przygotowano wbudowanym Imagegen. Pliki PNG zachowano bez zmian; renderer wyznacza kadry i skaluje je do siatki gry 32 × 32 px. Projekty nie kopiują grafiki z Margonem.

## Ratusz Elvar

Zapisany plik: [assets/townhall-v41.png](assets/townhall-v41.png). Kadry są zapisane w assets/environment-v41.json.

Finalny prompt:

```text
Use case: stylized-concept. Asset type: ORIGINAL transparent building sprite for Questoria, a polished classic 2D browser MMORPG, north-up orthographic three-quarter overhead view. One magnificent large CITY HALL for the upper district of ELVAR. This is a civic palace, not a fortress or church. Extremely broad two-storey limestone facade with a central ornamental CLOCK turret, long asymmetric side wings, steep dark slate-blue tiled roofs, sculpted gables, warm timber details, arched ground-floor galleries, a broad central ceremonial doorway exactly at 50% of the total sprite width, short entrance steps, elegant upper windows, stone balcony and two restrained burgundy banners bearing a pale-gold uppercase serif E. A mature medieval fantasy city hall with an unmistakable clock face and proud civic character, richer and more monumental than neighboring houses. Keep the silhouette WIDE: the entire building about 1800 pixels wide and 1000 pixels tall including its clock turret, approximately 1.8:1 aspect. Two functional storeys, clock turret is an ornamental rooftop feature. Rich but clearly readable hand-painted pixel-art clusters and dark fine contours, restrained stone colors, natural texture, light from upper left. Same overhead perspective as classic north-up tile RPG buildings; front facade faces straight south, both side wings remain horizontal, no isometric diamond orientation. All parts fully visible with generous transparent margins. Genuine transparent alpha around the complete building and through any detached space. No rectangular ground, lawn, plaza, surrounding houses, people, labels, building-name text, UI, watermark, glossy 3D or toy proportions. Only lettering allowed is E on the two banners and simple clock marks.
```

## Taras i schody Górnego Miasta

Zapisany plik: [assets/terrace-v41.png](assets/terrace-v41.png). Kadry są zapisane w assets/environment-v41.json.

Finalny prompt:

```text
Use case: stylized-concept. Asset type: original FOUR-SPRITE architecture atlas on genuine transparent alpha for a raised upper town in a polished classic 2D north-up medieval fantasy RPG. Exactly a 2 by 2 grid, one fully isolated object per cell, generous transparent gaps and margins, no overlap. Mature readable hand-painted pixel clusters, dark fine contours, muted gray dressed limestone, moss restrained, light upper left. TOP LEFT: a long straight EAST-WEST low stone terrace RETAINING WALL with a carved cap ledge and four courses of stone below, no battlements, no fence, flat matching left/right cut edges for seamless horizontal repetition, about 600 wide by 150 tall. TOP RIGHT: a BROAD STONE STAIRCASE ascending NORTH away from viewer to the raised town, exactly five clearly visible broad stone treads, chunky low masonry cheeks at the two sides, a wide clear top landing; entire flight low, about 500 wide by 250 tall, not a tall staircase or ladder. BOTTOM LEFT: matching stone stair flight ascending WEST from the EAST, for a north-south terrace edge; five treads whose long edges run vertically on the screen, tall narrow footprint about 280 wide by 500 tall, small stone side cheeks at its north and south ends; it must be correctly drawn for a west-east crossing, NOT a rotated photograph of the other staircase. BOTTOM RIGHT: a straight NORTH-SOUTH low terrace edge, parallel vertical long edges, narrow visible stone side face and cap, flat top/bottom cut edges for vertical repetition, about 180 wide by 500 tall. No ground rectangles, grass, surrounding buildings, people, arrows, text, labels, UI, roofs, turrets, decorative gates, or glossy 3D. Every object complete, fully transparent space between all four assets.
```

## Drobny bruk

Zapisany plik: [assets/pavers-v41.png](assets/pavers-v41.png). Kadry są zapisane w assets/environment-v41.json i assets/pavers-v41.json.

Finalny prompt:

```text
Use case: stylized-concept. Asset type: six reusable individual cobblestone sprites for Questoria's finely paved medieval town streets, on genuine transparent alpha. Exactly 3 columns by 2 rows, six completely isolated stones with large transparent gaps. Every stone is a single small dressed granite SETT seen from directly overhead, low flat top, approximately 1.7:1 width-to-height ratio, roughly rectangular with gently worn rounded corners, very thin darker edge and restrained bevel. Subtle cool neutral gray, a little muted warm variation between six stones, fine grain and sparse wear, no heavy cracks or moss. Crisp mature hand-painted pixel art with readable 2D game clusters, not photorealistic stones, not glossy 3D. These will be scaled to about 12 by 7 game pixels, so use simple clean silhouettes and quiet texture rather than busy detail. Same north-up camera, soft light upper-left, tiny self-shadow contained within each stone. No paving assembled into a floor, no mortar background, no ground tile, no grass, no scenery, no text, no labels. Only six complete separated flat gray stones, consistent shapes and palette, transparent everywhere between them, no external cast shadows.
```

