Files
mazegame/projects/kissaten_yugure/docs/ART.md
T
jurjen.ladeniusandClaude Opus 5 25a098e6af Add art brief and palette references for the PixelLab pipeline
Resolves decision 8: art is generated in PixelLab from written prompts.
docs/ART.md carries the palette spec, the sky/wood slot rule, per-asset
sizes and return format, and prompts for Aki (needed for M3), the rest of
the cast, and the shop background.

art/palette.png (16x1, one pixel per entry) and art/palette_ref.png
(512x64 swatch strip) are generated from g_Palette so the generator and
the build cannot drift apart.

Flags a constraint the palette had hidden: only one literal skin entry, so
portraits use 6 -> 14 -> 4 as a hue-compatible skin ramp.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 22:34:05 +02:00

7.5 KiB
Raw Blame History

Kissaten Yūgure — Art brief

Pipeline: you generate in PixelLab from the prompts below, drop the PNGs in art/, and I convert them to SCREEN 5 data. I'll write the converter (tools/convert_art.py) once the first real images land — there's working precedent in projects/mazegame/convert_screens.py.


1. The palette — read this before generating anything

Everything in the game shares one 16-colour palette. It is already in kissaten.c as g_Palette and is what the current build renders with.

  • art/palette.png — 16×1 px, one pixel per entry. Machine-readable; use it wherever PixelLab accepts a palette image.
  • art/palette_ref.png — 512×64 swatch strip, same order, for eyeballing.
# Hex Role Notes
0 #000000 transparent Never paint with this. It is the transparent index.
1 #242424 outline near-black; outlines, dark hair
2 #492424 dark wood deep shadow, dark brown hair
3 #924924 mid wood wall panels, doors, deep skin shadow
4 #B66D49 light wood counter top, skin shadow
5 #FFB649 lamp glow warm light
6 #FFDB92 cream glassware, skin highlight
7 #6D4949 muted wall upper wall, muted cloth
8 #492492 dusk deep sky only
9 #9249B6 dusk violet sky only
10 #DB6D6D dusk rose sky only
11 #FF9249 horizon amber sky only
12 #6D2400 coffee coffee, dark red-brown cloth
13 #496DB6 coat blue uniforms, coats
14 #FFB692 skin skin base
15 #FFFFDB warm white highlights, cup rims, eye whites

The one non-negotiable rule

Slots 811 are sky. Slots 47 are wood and warm interior. Nothing else may use 811.

This is what makes seasons and time-of-day free: the background bitmap is authored once, and each season/hour is a 32-byte palette swap. If a character's jacket is painted in slot 9, that jacket changes colour every time the sun moves. Getting this wrong is not a cosmetic issue — it silently destroys the whole seasonal system, and you don't find out until M7.

Skin, specifically

There is only one literal "skin" entry, which is too thin for a face. Use these three as a ramp — they're hue-compatible:

  • highlight #FFDB92 (6) → base #FFB692 (14) → shadow #B66D49 (4)
  • deepest shadow / hair: #924924 (3), #492424 (2), #242424 (1)

2. What I need back

Asset Size Count
Character portrait 48×48 3 per character (neutral / happy / troubled)
Shop background 256×212 1
Customer sprite 16×16 2 layers per character (fill + outline)

PNG, generated natively at the target size — do not downscale a larger image. Downscaling pixel art produces half-pixels and anti-aliased edges that cannot be quantised cleanly.

No anti-aliasing, no gradients, no dithering unless it's deliberate hard checkerboard. If PixelLab can be constrained to the 16 colours, do that; if not, generate close and I'll quantise — but the sky/wood slot rule above still has to hold visually or the quantiser can't fix it.

48×48 is very small — roughly 6 pixels of eye. Faces need a strong silhouette and simplified features. Detail that reads at 200×200 will turn to mud. If a generation looks great zoomed out and illegible at 1:1, it's wrong.


3. Prompts — Aki (needed now, for M3)

Hoshino Aki, 17, studying for Tokyo entrance exams, cream soda drinker. Character notes in SCRIPT.md §1. Written as a girl there; that's one word to change if you'd rather — the dialogue beats themselves use no gendered pronouns.

Common style stem — prepend to all three:

48x48 pixel art portrait, 1987 Japanese anime style as drawn for MSX2 or PC-88 games, head and shoulders, three-quarter view, hard-edged pixels, no anti-aliasing, limited 16 colour palette of warm browns oranges and creams, flat cel shading, dark navy school uniform, simple readable silhouette, plain dark background

Aki — neutral

...17 year old Japanese high school student, straight dark bob-length hair, tired but polite expression, calm eyes, slight shadows under the eyes, looking slightly off to one side

Aki — happy

...17 year old Japanese high school student, straight dark bob-length hair, small genuine smile, eyes softened and slightly narrowed, faint blush, looking toward the viewer

Aki — troubled

...17 year old Japanese high school student, straight dark bob-length hair, eyes cast downward, faint frown, tense mouth, weary


4. Prompts — the rest of the cast (M8, not urgent)

Same style stem, swapping the uniform line.

Ōta-san — retired stationmaster, ~70, black coffee, punctual.

elderly Japanese man in his seventies, close-cropped grey hair, deeply lined face, upright bearing, plain dark jacket buttoned to the collar

  • neutral: composed, formal · happy: faint dignified smile, eyes crinkled
  • troubled: jaw set, looking past the viewer

Fujimoto — manga artist, ~30, exhausted, funny about it.

Japanese manga artist in their thirties, messy shoulder-length hair, heavy shadows under the eyes, round glasses, rumpled shirt with sleeves pushed up

  • neutral: wired, sleepless · happy: crooked grin, animated
  • troubled: hollow stare, hand near face

Nakajima-san — widow, ~65, orders two coffees.

Japanese woman in her mid-sixties, silver hair pinned back neatly, soft composed face, high-collared blouse under a plain cardigan, small pearl earrings

  • neutral: serene, self-possessed · happy: warm gentle smile
  • troubled: distant, looking at something not in the room

5. Prompt — the shop background (M6, longest lead time)

256×212. This one carries the game's whole look and is the hardest to redo, so it's worth several attempts.

Composition is fixed by the code — see DESIGN.md §4 and DrawScene():

  • Top 16px is the status bar (drawn over) — keep it empty/dark.
  • y=16148 is the shop scene.
  • Bottom 64px is the dialogue window (drawn over) — keep it empty/dark.
  • Window on the left (~x1688), showing dusk sky in slots 811 only.
  • Door on the right (~x208244).
  • Counter running horizontally at y≈98, its top edge level.
  • Hanging lamp above the counter, centre.
  • Siphon coffee rig sits on the counter left of centre — I can keep drawing this procedurally if it's easier to leave out.

256x212 pixel art interior of a small 1987 Japanese kissaten coffee shop at dusk, viewed straight on, static single-screen game background, wooden counter running across the lower third, tall window on the left showing a violet and amber dusk sky, wooden door on the right, hanging lamp with warm glow above the counter, wood panelling, shelves with glassware, cosy and quiet, 1987 MSX2 game art, hard-edged pixels, no anti-aliasing, flat cel shading, warm brown and orange interior with the sky in violet and amber

The sky through that window must use only slots 811. Everything else in the room must avoid them. That's the whole seasonal system riding on one rule.


6. Sprites (M6)

16×16, two layers per customer: a fill layer and an outline layer that is the same silhouette dilated by one pixel, drawn behind. Sprite mode 2, so each layer is a single colour — these are shapes, not shaded art. Current placeholders are in kissaten.c as g_SprCustFill / g_SprCustLine.

Worth doing by hand rather than generating; a 16×16 single-colour silhouette is faster to draw than to prompt for.