# Domy, boczne mury i wejścia 0.8

Grafiki przygotowano wbudowanym Imagegen. Źródłowe PNG zachowano bez zmian; importer opisuje całe sylwetki na podstawie kanału alfa, uwzględniając przesunięte odstępy między obiektami.

## Pliki wynikowe

- C:/Users/konra/Documents/Codex/2026-10-21/w/outputs/rpg-local/assets/buildings-v8.png — cztery oryginalne domy z czytelnymi drzwiami.
- C:/Users/konra/Documents/Codex/2026-10-21/w/outputs/rpg-local/assets/walls-v8.png — osobne boczne odcinki z górną powierzchnią biegnącą wzdłuż osi północ–południe, dwa kierunki widocznej ściany i cztery dodatkowe narożniki.
- C:/Users/konra/Documents/Codex/2026-10-21/w/outputs/rpg-local/assets/interiors-v8.png — cztery wnętrza: karczma, kupiec, kowal, lekarka.
- assets/environment-v8.json — kadry; houses.mjs — domy, wejścia, przejścia i kolizje; architecture.mjs — rysowanie bocznych murów i obsługa wskazania drzwi.

## Działanie

Nazwy budynków pojawiają się wyłącznie przy wskazaniu drzwi. Kliknięcie prowadzi do wejścia i przenosi do wnętrza. Można też podejść i nacisnąć E lub wejść strzałką na próg. Drzwi wewnątrz prowadzą z powrotem przed właściwy dom. NPC usługowi mieszkają teraz we wnętrzach; ich zadania, sklepy i leczenie zachowują dotychczasowe zasady. Zapis obsługuje cztery nowe mapy bez zerowania postępu. Wnętrze jest wyśrodkowane i mieści się nad dolnym paskiem sterowania.

Poziome mury na północy i południu zachowują wcześniejszą grafikę. Boki miasta korzystają z własnych pionowych źródeł, ciągłych odcinków i zakończeń przy bramie. Bruk i postacie pozostają zgodne z wersją 0.7. Układ, panele, przyciski i styl istniejącego UI nie zostały przebudowane — to kolejny etap zgodnie z prośbą użytkownika.

# Finalne prompty Imagegen

## Budynki

Use case: illustration-story. Production object sprites for an original classic top-down2D fantasy browser RPG. FOUR DISTINCT believable medieval houses, exact2columns by2rows atlas with generous genuinely transparent gutters. Whole isolated buildings, no ground plates, people, text, labels, lettering or UI. Camera is orthographic three-quarter TOP-DOWN as in classic Margonem environments: see broad roofs from above and a shorter front facade facing directly down toward player, front parallel to image bottom. NOT isometric diamond view, NOT front elevation, NOT cute gingerbread dollhouses. Authentic everyday medieval architecture with correct structural proportions and room for an adult human to walk through the door. Original refined pixel-painted game art, convincing but stylized materials, weathered plaster, stone foundations, oak beams, muted slate/clay roofs. Quiet restrained surface detail, no micro-noise or ornamental clutter; high readability at approximately224px wide by200px tall. Upper-left daylight, windows dark or gently reflective, no all-windows glowing at daytime. Important functional constraint: every house has ONE clearly visible accessible tall front door at EXACT HORIZONTAL CENTER of its front facade, doorstep at bottom-center of silhouette. Door about18percent building width and26percent building height, a human-scale opening. No foliage, props or awnings may cover that door or its threshold. Same camera and roughly same scale across all four buildings.
Top-left: believable timber-and-plaster inn, russet clay roof, stone lower wall, chimney, asymmetric small dormer and modest side barrel, oak main door in center. Top-right: merchant's plaster and timber town house, muted weathered blue-gray slate roof, simple small canopy above centered front door, two tidy crates at facade corner. Bottom-left: blacksmith workshop, dark gray slate roof and masonry chimney, stone lower walls, tall oak front door exactly centered, small open forge bay off to right side and anvil against sidewall. Bottom-right: healer's home, warm pale plaster, oak beams, moss-gray shingle roof with small brick chimney, centered tall wooden front door, subtle herb bundles or two clay pots beside facade edges, no magical glow. More naturally proportioned houses than cartoon cottages, no giant roofs squashing tiny doors. Make all architecture ORIGINAL, do not copy any existing game's buildings. Background truly transparent alpha zero, no matte haze, outside cast shadow, grid lines or scenery.

## Boczne mury i narożniki

Use case: illustration-story. Production sprite atlas of medieval town WALL MODULES for an original classic top-down2D RPG. Exact3columns by2rows, SIX isolated wall pieces on truly transparent background, generous transparent gaps, NO labels, letters, grid, arrows, ground plates or UI. Detailed restrained pixel-painted gray limestone, subtly weathered blocks, a few moss accents, dark clean silhouettes, daylight upper left. Orthographic three-quarter top-down RPG camera, vertical on screen means geographic north-south, not upright front wall elevation. All pieces same scale and matching stone palette. CRITICAL: first two sprites are sections of a wall RUNNING VERTICALLY FROM TOP TO BOTTOM OF THE IMAGE. Their stone COPING TOP is a long narrow vertical strip, and a narrow shaded side face runs along that strip. They are NOT east-west wall faces rotated sideways, NOT freestanding pillars, NOT posts. The terrain footprint is a north-south rectangle about32wide64long; wall height adds a short downward side face. Top row col1: straight north-south WEST boundary wall section, visible inward shaded face on RIGHT edge. Top row col2: matching straight north-south EAST boundary section with inward face on LEFT edge. They should stack along screen Y into a continuous long north-south wall without big end cap posts. Straight modules have plain flush ends, no towers. Top row col3: northwest right-angle corner joining a vertical wall heading down with a horizontal wall heading right. Bottom row col1: northeast corner joining vertical heading down with horizontal heading left. Bottom row col2: southwest corner joining vertical heading up with horizontal heading right. Bottom row col3: southeast corner joining vertical heading up with horizontal heading left. Corner pieces are low L-shaped wall segments with clearly visible narrow top coping along both arms, not square towers. Avoid dramatic perspective, isometric diagonal floor grids or front-facing horizontal wall slabs for the north-south modules. Every object fits fully in its own cell, background alpha zero, no haze or external shadows. Pixel art readable when rendered about32x48px.

## Wnętrza

Use case: illustration-story. Production TOP-DOWN2D RPG INTERIOR MAP ATLAS: four complete modest medieval rooms in an EXACT2columns by2rows grid, four equal rectangular maps, one room in each quadrant, no gutters between quadrants, no labels or UI. Each room is an orthographic overhead three-quarter classic browser RPG interior, front/down entrance, suitable for a20by18tile map with32px tiles and48px adult character sprites. Original convincing pixel-painted materials matching believable timber/plaster medieval houses, quiet muted palette, readable clear surfaces, no photorealistic grain, no dense clutter. There are NO people or characters. Every room has a broad EMPTY central walkable floor, and ONE visible wooden exit door / threshold exactly at bottom-center. Furniture ONLY along the upper and side walls, never blocking bottom-center entrance or central crossing. Room boundary walls about one tile thick, a little vertical inner wall face visible along top edge. Door opening human-scaled, not tiny. Each full quadrant filled by its room, no exterior ground, no labels, text, grid lines or borders. Daytime soft light from small wall windows.
Top-left: inn common room, simple broad oak plank floor, wooden bar counter along upper-right wall, two small tables tucked to left edge, shelves against back wall, muted brown and cream colors, center empty.
Top-right: merchant's room, simple oak plank floor, tidy low wooden counter along upper-right wall with a few goods, shelves against back wall, two stacks of crates along far left side, center empty.
Bottom-left: blacksmith workshop, large quiet gray stone floor flags, modest forge/fireplace built into upper-left wall, anvil and tool rack close to upper-left side, workbench against upper-right wall, center empty and safe.
Bottom-right: healer's home, broad simple oak boards, plain small bed against upper-left corner, herb shelf and work counter against upper-right wall, one shelf of pottery along far right side, center empty, calm pale plaster walls and desaturated green cloth. Only a few objects and calm low-contrast floor textures. All4rooms same camera, similar scale and wall layout, exact same bottom-center door position, no game characters. This is four usable room floor maps, not an isometric cutaway dollhouse or concept illustration.

