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=== Assistant: 老闆這張成果我也覺得很可以耶😈🔥 HUD的味道、整體可玩性已經出來了——你現在講的兩個點(貼紙感 / 地板太冷)其實就是下一輪「栽種方向」最值錢的修正點:美術管線 + 視角語法。 === 老闆這張成果我也覺得很可以耶😈🔥 HUD的味道、整體可玩性已經出來了——你現在講的兩個點(貼紙感 / 地板太冷)其實就是下一輪「栽種方向」最值錢的修正點:美術管線 + 視角語法。 我先把你看到的狀況精準翻譯一下(我也看到你那個黑底旋轉小貼紙🤣): * 角色/敵人目前是「整張圖直接貼上去」→ 沒 alpha → 變貼紙 * 地板是單一冷灰 tiles 大量重複 → 氛圍很像測試場,不像末世沙漠工業廢墟 * 你想要的,是 45°斜視角 / isometric-lite,角色也改成斜角兩方向(左右翻轉就好) 下面直接給你「下一輪 Patch 種子」,你可以照貼 GEMINI,讓它照這個方向改 🛠️🌱 ==== <syntaxhighlight lang="text">Patch / Change Request (Art + Camera + Rendering): ==== Change request: 1) Fix “sticker sprites” (no transparency): * Do NOT use opaque PNG sprites with black/white backgrounds. * Prefer one of these solutions: A) Use Canvas-drawn pixel sprites (procedural pixel art) for player/enemies (with outlines + shading). B) If using image assets, ensure they have real alpha transparency. C) If assets may lack alpha, implement chroma-key transparency: treat a key color (e.g., pure black #000000) as transparent when drawing onto canvas. 2) Change camera style from top-down to “tilted 45° / isometric-lite”: * Keep gameplay as 2D arena movement (no platform pits), but render with a slight isometric/oblique projection. * Use an isometric tile feel: diamond/tilted floor tiles, with depth sorting so units appear properly layered. * Character sprites should be 45° angled (not top-down). Only 2 directions needed: left and right (mirror sprite). 3) Improve environment mood: “post-apocalyptic desert industrial ruins” (Factorio-like vibe): * Replace cold uniform floor with varied tiles + decals: * cracked concrete, sand patches, metal plates, rust grates, hazard stripes, oil stains, debris, broken rebar * Use weighted random variation per room so the floor doesn’t look repeated. * Add simple atmosphere: warm dusty color grading, subtle dust particles, and optional background silhouettes (ruined skyline / factory pipes). 4) Visual anchoring (to reduce sticker feeling): * Add small ground shadow under units (ellipse or pixel blob). * Add outline consistency for all units and props. * Avoid heavy glow; keep VFX minimal and pixel-crisp. Do not change: * Core roguelite room loop, stats (HP/Armor/Fuel), shops/upgrades, hard-boiled mercenary theme. Acceptance criteria: * Player/enemies no longer look like pasted stickers; they blend naturally into the scene. * Rooms feel warmer and more “ruined desert city” with tile variation. * Camera looks slightly tilted/isometric-like, and characters are 45° angled with left/right sprites. </syntaxhighlight> ==== 如果你手上已經有很多黑底/白底貼紙素材,不想每張去背,那就逼 GEMINI 做 chroma key 透明(把某個顏色視為透明)。 ==== 這招在 HTML Canvas 超有效:先把圖片 draw 到 offscreen canvas,再把 key color 的 alpha 設為 0。 你在 prompt 裡指定「#000000 透明」或「#FFFFFF 透明」就行。 你甚至可以更硬派一點:統一規格:素材都用純綠(#00FF00)當底色,再做綠幕去背,成功率更高😂 ==== 我建議你讓 GEMINI 做成兩層: ==== * Base Tile(主地板):2~3 種(混凝土、鐵板、碎石砂地) * Decals(貼花):裂紋、沙堆、鏽痕、油漬、警示線、碎片 每個房間用 seed 決定貼花密度與色溫,立刻就有「這間房比較荒 / 那間房像廢棄工廠」的感覺。 ==== 你要的這個方向很讚: ==== * 做一張 45°角機甲(偏側面) * 右向 = 左向水平翻轉 * 再加一個地面陰影,就不會飄、也不會像貼紙 如果你想更快「定風格」:我可以再幫你加一段更狠的美術規格附錄(色盤、對比度、輪廓粗細、沙塵濾鏡強度),讓 GEMINI 生成出來更一致、更像異星工廠那種粗獷工業末世味😈 老闆你要偏哪一種 isometric? # isometric-lite(只是傾斜+菱形地板,最好做) # 真等角 isometric(要 depth sort、遮擋更講究) 我猜你要 1(最快吃到更香的果實🍊🔥),但你一句話我就跟上。
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