# Budynki i animacje 0.58

Wbudowany Imagegen; oryginały zachowują przezroczystość i pozostają niezmienione. Renderer kadruje źródła i skaluje proporcjonalnie. Wspólnym odniesieniem do perspektywy jest pierwszy atlas domów `assets/buildings-v8.png` (kadr `work/old-house-reference.png` z pierwszego domu służył wyłącznie jako referencja do generowania).

## Zapisane źródła

- `assets/city-services-v58.png`: stajnia i dom kartografa; wpisy piekarni i krawca z atlasu zastępują dwa finalne źródła poniżej.
- `assets/civic-houses-v58.png`: gildia, alchemik, ogrodniczka, biblioteka.
- `assets/townhall-v58.png`: ratusz.
- `assets/depot-v58.png`: depozyt.
- `assets/bakery-v58.png`: finalna piekarnia, wygenerowana od nowa z perspektywą starego domu i użytkowym poddaszem.
- `assets/tailor-v58.png`: finalny dom krawcowej z użytkowym poddaszem.
- `assets/environment-v58.json`: kadry oraz punkty kominów i palenisk.

Pierwsze cztery domy pozostają odniesieniem do wspólnego kąta. Wszystkie czternaście budynków zachowuje kondygnacje; wnętrza i przejścia działają jak wcześniej. Dym, płomienie, żar, kręgi na wodzie i liście są osobnymi efektami silnika, bez przemalowywania sprite'ów. Proceduralne tekstury małych cząstek powstają raz w rendererze. Jednocześnie animowanych jest maksymalnie 6 źródeł dymu, 8 źródeł ognia, 3 źródła kręgów i 8 liści w pobliżu kadru. Obiekty są ponownie używane; klatki nie tworzą nowych cząstek. Preferencja systemowa ograniczonego ruchu zatrzymuje ruch efektów.

## Finalny prompt: services

Referencje: `assets/city-services-v57.png`, `work/old-house-reference.png`.

Use case: precise-object-edit. First image is the edit target: four service buildings. Last image is the exact camera reference.
Match the CAMERA PROJECTION of the LAST reference image exactly. This is an elevated orthographic 2D RPG view from the south, looking down at the roof: big, deep visible pitched roof planes, receding side edges and a high rear ridge; vertical front walls below the eaves. Reference roof planes cover roughly 50–60% of ordinary house height (excluding chimneys), not the shallow upper 25–30% of a street-level frontal facade. The entire building must be reprojected coherently: windows, chimney tops, eaves, steps and roof share the same viewpoint. Keep front vertical edges vertical, front horizontal baseline horizontal; no isometric diamond rotation, no vanishing-point distortion, no flattened floor plan. The old reference house is the camera and textured fantasy RPG style reference only, NOT a target to copy architecturally. Keep each target building recognizable with its original floor count, colors, materials and purpose. Crisp readable details at 32px game tiles, no blur.
Redraw ALL FOUR target buildings in this same elevated view. The bakery and tailor currently have too little visible roof and look like flat frontal elevations; fix them decisively. Top left: wide SINGLE-storey timber stable, four open stall bays, central walk-in door, pitched dark wooden roof, no loft floor. Top right: TWO-storey cream bakery with deep red clay roof, central-left front door, hanging loaf sign, a side brick oven on the RIGHT connected to a chimney. Bottom left: narrow TWO-storey blue timber tailor with grey-green roof, centered front door, scissors sign on the right. Bottom right: SINGLE-storey ochre cartographer cottage, deep brown hipped roof, door towards right of front facade, scroll sign. Maintain different widths and shapes. Clean 2x2 atlas: each building in its own equal-sized cell, centered; leave at least 50px transparent space between buildings and around ALL silhouettes, NO overlapping or cut-off assets. Do not add a fifth building.
True transparent alpha background, no scenery or ground slab, no smoke, flames, people, shadows outside the building silhouette, UI, watermark or extra lettering. Complete whole sprites, generous transparent margins. Animated smoke and flames will be added separately by the engine.

## Finalny prompt: civic-houses

Referencje: `assets/guildhall-v36.png`, `assets/alchemist-v36.png`, `assets/gardener-v38.png`, `assets/library-v38.png`, `work/old-house-reference.png`.

Use case: precise-object-edit. Images 1–4 are four target buildings to unify in a 2x2 transparent sprite atlas. The LAST reference is the exact elevated game camera.
Match the CAMERA PROJECTION of the LAST reference image exactly. This is an elevated orthographic 2D RPG view from the south, looking down at the roof: big, deep visible pitched roof planes, receding side edges and a high rear ridge; vertical front walls below the eaves. Reference roof planes cover roughly 50–60% of ordinary house height (excluding chimneys), not the shallow upper 25–30% of a street-level frontal facade. The entire building must be reprojected coherently: windows, chimney tops, eaves, steps and roof share the same viewpoint. Keep front vertical edges vertical, front horizontal baseline horizontal; no isometric diamond rotation, no vanishing-point distortion, no flattened floor plan. The old reference house is the camera and textured fantasy RPG style reference only, NOT a target to copy architecturally. Keep each target building recognizable with its original floor count, colors, materials and purpose. Crisp readable details at 32px game tiles, no blur.
Top left: image1 TWO-storey wide guildhall, blue slate roofs, long side wing, timber and stone, blue guild banner, front door about32% across facade. Top right: image2 TWO-storey alchemist's house with a taller pointed turret, muted burgundy and green roofs, apothecary shelves, green round hanging sign, door on right about75% across. Bottom left: image3 TWO-storey gardener's cottage with visible attic windows, deep thatched roof, small greenhouse attached to right, flowers, front door nearcenter49%. Bottom right: image4 TWO-storey pale stone municipal library, deep green-grey gabled roof, small round verdigris-roof turret on right, arched windows, front door near65% across. Preserve each building's silhouette, identity and number of visible floors; extend/reproject the roof planes to match the final reference. All four use the same camera and light. Each entire sprite inside its own equal 2x2 grid cell, NO overlap, leave at least50px transparent gutters and a full transparent margin. No duplicated reference house.
True transparent alpha background, no scenery or ground slab, no smoke, flames, people, shadows outside the building silhouette, UI, watermark or extra lettering. Complete whole sprites, generous transparent margins. Animated smoke and flames will be added separately by the engine.

## Finalny prompt: townhall

Referencje: `assets/townhall-v41.png`, `work/old-house-reference.png`.

Use case: precise-object-edit. Image1 is the edit target: Elvar town hall. LAST reference is the exact game camera.
Match the CAMERA PROJECTION of the LAST reference image exactly. This is an elevated orthographic 2D RPG view from the south, looking down at the roof: big, deep visible pitched roof planes, receding side edges and a high rear ridge; vertical front walls below the eaves. Reference roof planes cover roughly 50–60% of ordinary house height (excluding chimneys), not the shallow upper 25–30% of a street-level frontal facade. The entire building must be reprojected coherently: windows, chimney tops, eaves, steps and roof share the same viewpoint. Keep front vertical edges vertical, front horizontal baseline horizontal; no isometric diamond rotation, no vanishing-point distortion, no flattened floor plan. The old reference house is the camera and textured fantasy RPG style reference only, NOT a target to copy architecturally. Keep each target building recognizable with its original floor count, colors, materials and purpose. Crisp readable details at 32px game tiles, no blur.
Redraw the entire town hall at this elevated angle, preserve its broad 18-tile public-building identity, two main storeys plus central clock tower, pale carved stone, dark blue slate roofs, asymmetrical side wings and corner turrets. Reveal much deeper roof surfaces on the wings and tower, with clear receding eaves, while keeping the vertical front facade. Central entrance approximately53% fromleft. Keep the two burgundy heraldic banners with ONLY the gold letter E. Keep doorsteps short and integrated. Whole building single asset, no crops, around2:1 width/height overall, no excessive tall towers. Keep the clock face on the central tower.
True transparent alpha background, no scenery or ground slab, no smoke, flames, people, shadows outside the building silhouette, UI, watermark or extra lettering. Complete whole sprites, generous transparent margins. Animated smoke and flames will be added separately by the engine.

## Finalny prompt: depot

Referencje: `assets/depot-v57.png`, `work/old-house-reference.png`.

Use case: precise-object-edit. Image1 is the edit target: Elvar's large stone depot bank. LAST reference is the exact elevated game camera.
Match the CAMERA PROJECTION of the LAST reference image exactly. This is an elevated orthographic 2D RPG view from the south, looking down at the roof: big, deep visible pitched roof planes, receding side edges and a high rear ridge; vertical front walls below the eaves. Reference roof planes cover roughly 50–60% of ordinary house height (excluding chimneys), not the shallow upper 25–30% of a street-level frontal facade. The entire building must be reprojected coherently: windows, chimney tops, eaves, steps and roof share the same viewpoint. Keep front vertical edges vertical, front horizontal baseline horizontal; no isometric diamond rotation, no vanishing-point distortion, no flattened floor plan. The old reference house is the camera and textured fantasy RPG style reference only, NOT a target to copy architecturally. Keep each target building recognizable with its original floor count, colors, materials and purpose. Crisp readable details at 32px game tiles, no blur.
Reproject the whole depot, keeping the broad symmetrical granite bank, TWO main storeys in the front facade, central verdigris copper dome, lower side wings with dark slate pitched roofs and two gold E letters on burgundy banners. Reveal deeper sloping wing roof planes and the dome seen more from above, consistent with the last reference. Main double door at exact horizontal center, no stairs extending outwards. Broad stable silhouette, about1.6:1 width/height. Do not turn it into a Tudor cottage or a church. Whole single building, centered with generous transparent margin.
True transparent alpha background, no scenery or ground slab, no smoke, flames, people, shadows outside the building silhouette, UI, watermark or extra lettering. Complete whole sprites, generous transparent margins. Animated smoke and flames will be added separately by the engine.

## Finalny prompt: bakery-final

Referencje: `work/old-house-reference.png`.

Use case: stylized-concept. Create a NEW original game building sprite using the attached old Questoria house as the EXACT camera projection and roof-to-wall massing reference. Match its elevated 2D orthographic RPG view, looking DOWN onto the broad front roof slope and shallow side roof slope, with the rear ridge well behind the front eaves. Broad roof surfaces occupy the upper 55–60% of the silhouette. This is a ground floor plus a full usable UPPER FLOOR WITHIN THE STEEP ROOF, whose windows appear in front gables/dormers like the reference. Do not draw two tall fully exposed facade storeys under a tiny roof. Front walls are vertical, the front base horizontal. No street-level frontal elevation, no isometric diamond orientation. Same readable textured medieval fantasy style as the reference, muted colors, crisp details and restrained highlights. Whole building, generous true transparent-alpha margin, no scenery, ground tile, people, smoke, flames, UI, writing or watermark. Subject: a distinctive bakery for Elvar, cream plaster and dark timber over a grey stone foundation, substantial deep terracotta-tiled roof with a broad central front gable, two upper-floor windows in dormers and one small lower-floor window, oak front door slightly LEFT of center at about41% width. Hanging round bread-loaf sign beside the doorway, a compact brick bread oven attached to the RIGHT side and its chimney rises above the roof. The side oven must remain a small annex, not an additional house. Keep proportions around1.15:1 width/height. Upper-floor access exists inside; no extra floors. The building should share the reference's sense of a steep, thick roof covering a deep standing house.

## Finalny prompt: tailor-final

Referencje: `work/old-house-reference.png`.

Use case: stylized-concept. Create a NEW original game building sprite using the attached old Questoria house as the EXACT camera projection and roof-to-wall massing reference. Match its elevated 2D orthographic RPG view, looking DOWN onto the broad front roof slope and shallow side roof slope, with the rear ridge well behind the front eaves. Broad roof surfaces occupy the upper 55–60% of the silhouette. This is a ground floor plus a full usable UPPER FLOOR WITHIN THE STEEP ROOF, whose windows appear in front gables/dormers like the reference. Do not draw two tall fully exposed facade storeys under a tiny roof. Front walls are vertical, the front base horizontal. No street-level frontal elevation, no isometric diamond orientation. Same readable textured medieval fantasy style as the reference, muted colors, crisp details and restrained highlights. Whole building, generous true transparent-alpha margin, no scenery, ground tile, people, smoke, flames, UI, writing or watermark. Subject: a narrow tailor's house in Elvar, muted blue plaster and dark timber, grey-green slate steep roof with one broad central front gable and a small dormer so the upstairs lives within the roof. Weathered oak front door slightly right of center at about58% width, small hanging scissors sign to the right, one small lower-floor window, flower box under a gable window, a stone-and-brick chimney on the LEFT side. Compact ground-floor workshop plus one upper floor inside the substantial roof, no third floor or tower. Preserve narrow proportions about .95:1 width/height. Use the same elevated roof view and geometric volume as the reference.
