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=== Assistant: 老闆懂我😭✨ 你這一輪想要的「煙塵+推進器火焰+顆粒感更高的擬 64bit」,再加上「45°斜視角 / isometric」,就是把它從可玩拉到有靈魂的末世傭兵感的關鍵升級包。🔥 === 老闆懂我😭✨ 你這一輪想要的「煙塵+推進器火焰+顆粒感更高的擬 64bit」,再加上「45°斜視角 / isometric」,就是把它從可玩拉到有靈魂的末世傭兵感的關鍵升級包。🔥 下面我先用你要的方式:先給你直覺參考圖(上面那 4 張),再用「人話」把兩種視角差在哪、會影響什麼講清楚,最後附一段你可以直接丟 GEMINI 的 Patch 種子(煙塵+顆粒+斜視角)。 ==== ### ==== 你可以把它想成:玩法還是 2D 平面(上帝視角那套邏輯),但「畫面看起來」像斜斜的、有厚度。 * 地板常用 菱形/斜切磚,視覺馬上從冷冰冰測試場變成“場景”。 * 角色用 45°單張 + 左右翻轉就夠(你說的正是這個路線)。 * 工程上最省:碰撞/AI/路徑基本上照舊(不需要真的跳躍/高度判斷)。 上面輪播圖裡,像 Construct 教學那張就是典型「isometric-lite」的視覺感:仍然很好做,但看起來已經立起來了。 另外那張「Oblique Projection」也是同一家族的概念:本質是平行投影的一種,跟“真等角”差在規則沒那麼嚴格。 你現在這個專案,我強烈建議先走 A。(省成本、迭代快、很適合你要的「先吃果實再修剪」🍊) ===== 這種你會感覺到:整個世界像模型桌,物件遮擋、牆高度、地形層次會更「規則正確」。 ===== * 常見參考就是 Diablo 類型(經典等角 ARPG),畫面那種「立體感」特別穩。 * Bastion 也很代表這種斜視角世界的呈現:場景、角色、遮擋關係非常完整。 但工程上會更吃: * 深度排序(誰蓋住誰)要更精準 * 牆、柱子、遮擋物一多,規則要嚴 * 角色如果要更自然,可能會想做更多方向(雖然你也可以硬做左右翻轉,但視覺會有點“假”) ==== ### ==== * 火焰:短、硬、像素邊緣清楚(避免 glow) * 煙塵:要有「速度感」:移動越快、噴射越久 → 煙塵越密、拖尾越長 * 顆粒:用像素粒子(小方塊/小十字),不要柔焦煙霧 小招:煙塵不要只在腳下,也可以在轉向剎車瞬間爆一小團(硬派機甲味會直接上來😈) ===== 最穩的做法是: ===== * 內部低解析度渲染(例如 320×180 或 400×225) * 再用 nearest-neighbor 放大到全螢幕 * 最後加一層很淡的 dither / noise(像素點狀,不要模糊濾鏡) 這樣你會得到:更粗、更顆粒,但依然清晰。 ==== 你可以直接貼這段: ==== <syntaxhighlight lang="text">Patch / Change Request (Visual Style Upgrade): 1) Camera / Projection: * Switch from pure top-down to "isometric-lite" (tilted 45° / 2.5D oblique look). * Keep gameplay logic as 2D plane (x,y). Only change rendering: * Render floor as diamond/tilted tiles (isometric-lite). * Characters are 45° angled sprites; ONLY two directions needed (right sprite + mirrored left). * Use proper depth sorting so units appear grounded (sort by y or (x+y) depending on projection). 2) Environment mood (post-apocalyptic desert industrial ruins, Factorio-like): * Replace uniform cold floor with warm dusty palette and varied tiles/decals: cracked concrete, sand patches, rust plates, grates, hazard stripes, oil stains, debris. * Use weighted random variation per room so the ground never looks repetitive. * Add subtle ambient dust particles drifting. 3) Movement VFX: * When moving or dashing, show BOTH: * Thruster flame (pixel-crisp, short, no glow) * Dust/smoke trail (pixel particles) that scales with speed. * Add a small burst of dust on quick turns / braking. * Add small ground shadow blob under units to remove "sticker" feeling. 4) Higher “64-bit pixel grain”: * Render the game at a lower internal resolution (e.g., 320x180 or 400x225) and upscale with nearest-neighbor. * Add subtle ordered dithering / pixel noise overlay (very light, not blurry). 5) Sprite transparency / no-sticker: * Do NOT use opaque images with backgrounds. * Prefer Canvas-drawn sprites OR ensure assets have real alpha. * If necessary, implement chroma-key transparency (e.g., treat #00FF00 as transparent). Do not change: * Roguelite room loop, upgrades, stats (HP/Armor/Fuel), hard-boiled mercenary theme. Acceptance criteria: * Visual clearly reads as tilted/isometric-lite (diamond-ish floor). * Units feel grounded (shadows + depth sort) and no longer look like pasted stickers. * Movement produces thruster + dust trail with crunchy pixel grain. </syntaxhighlight> 如果你想更快「讓 GEMINI 一次到位」:我也可以幫你把 色盤與材質詞庫補一段(例如:沙塵偏暖黃、陰影偏冷紫灰、鏽色範圍、警示線頻率…),那種子會更不容易跑偏 😈🎨 你先選一下你要「偏哪個味道」: * ① 更工業(異星工廠:鐵鏽、管線、黃黑警示、油污) * ② 更沙漠城市(荒漠、崩塌混凝土、霧沙、斷牆剪影) 你一句話,我就幫你把下一輪種子調到超準。
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