Preserve approved pixel tower prototype as development baseline

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2026-09-09 07:51:16 +09:00
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# The Tree メイン画面ビジュアルモック v1 生成プロンプト
Use case: ui-mockup
Asset type: high-fidelity 16:9 desktop gameplay screen mockup for a 2D management simulation
Primary request: Create a shippable-looking main gameplay screen for "The Tree", an isekai RPG fantasy inn management game built inside a colossal living world tree. This is a practical game UI mockup, not standalone concept art.
Scene/backdrop: strict side-on cutaway view of a gigantic ancient world tree. The trunk contains a multi-floor fantasy inn above ground; enormous roots descend into underground chambers. Show the whole vertical relationship clearly.
Subject: Above ground, a welcoming fantasy inn with reception desk, dining hall, kitchen, guest rooms, bath, storage and corridors; adult adventurers, elves, beastfolk and staff moving naturally. Below ground, root-carved night businesses with a tavern, guarded private rooms, magical trade room and service tunnels, mysterious but non-explicit. Clearly imply separate elegant guest corridors and hidden practical staff/service routes.
Style/medium: polished hand-painted 2D fantasy strategy game art with crisp readable silhouettes, slightly stylized proportions, production-quality interface, detailed but not cluttered. Orthographic side view, readable room-by-room management layout.
Composition/framing: central world-tree cutaway occupies about 70 percent of the screen. Compact resource strip along the top, slim fantasy navigation at left, selected-room information panel at right, build palette along the bottom. Preserve a large unobstructed playable world area.
Lighting/mood: upper inn uses warm amber lantern light, hearth glow, sunlit green leaves and welcoming hospitality; underground roots use restrained violet, wine-red and blue magical light with secrecy and risk. Strong but tasteful transition between day business and night business.
Color palette: deep forest green, warm walnut brown, parchment cream, antique brass, amber, muted burgundy, restrained arcane violet.
Materials/textures: ancient bark, carved dark oak, worn stone, brass fittings, parchment, leather, linen, glowing mana crystals.
Text (verbatim): "THE TREE", "DAY 3", "06:00", "GOLD 2,480", "FAITH 36", "HEAT 12"
UI details: carved wood and antique-brass frames, parchment panels, small painted facility icons, fantasy ledger styling, clear pause/x1/x2/x4 controls, selected guest room status, subtle construction grid and room placement highlight.
Constraints: all depicted characters are clearly adults; no sexual activity or nudity; practical readable game interface; coherent room scale; no trademarks; no watermark.
Avoid: modern gray developer dashboard, spreadsheet look, sci-fi panels, neon cyberpunk, mobile-game gacha UI, photorealism, isometric camera, excessive ornate borders, tiny illegible filler text, empty placeholder boxes.
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# The Tree メイン画面ビジュアルモック v2 生成プロンプト
Use case: style-transfer
Asset type: high-fidelity 16:9 desktop gameplay UI mockup
Input images: Image 1 is the edit target and composition reference.
Primary request: Revise Image 1 to reduce its Western PC strategy-game feeling and give it the visual language of an original contemporary Japanese fantasy management simulation. Change the visual style, character rendering, UI materials, typography and color handling while preserving the same game, same room functions and same practical management-screen structure.
Preserve exactly: strict side-on world-tree cutaway composition; upper fantasy inn and underground root facilities; overall room arrangement; top status bar; left navigation; right selected-room panel; bottom construction palette; separate guest and staff/service paths; visible build-placement grid; 16:9 framing.
Style/medium: polished Japanese 2D game illustration with clean anime-influenced linework, softly painted backgrounds, expressive clearly adult character sprites, brighter readable silhouettes, graceful fantasy ornament, warm storybook charm, premium console/PC JRPG-adjacent presentation without imitating any specific existing title.
UI transformation: replace heavy black carved-wood slabs and dense brass borders with lighter layered panels using pale parchment, cream, warm honey wood, muted jade, soft gold trim and small botanical/world-tree motifs. Use cleaner rounded panel corners, more whitespace, colorful hand-painted icons, restrained translucent overlays and an elegant Japanese game UI hierarchy. Keep it a practical management interface, not a mobile gacha screen.
Environment transformation: make the upper inn more colorful, welcoming and luminous with honey-colored timber, ivory plaster, greenery, blue sky and gentle magical particles. Keep the underground mysterious and mature but elegant, using plum, indigo and magenta accents rather than grim darkness. Reduce gritty realism and gothic heaviness.
Character transformation: replace realistic Western tabletop-RPG figures with clearly adult anime-style fantasy inn staff and adventurers, varied silhouettes and costumes, friendly readable poses, no chibi proportions, no school uniforms.
Text (verbatim): "世界樹の宿", "3日目", "06:00", "所持金 2,480", "信仰 36", "警戒 12", "客室", "施設", "設備", "装飾", "従業員", "地下"
Constraints: all characters clearly adults; no nudity or sexual activity; preserve screen usability and room scale; no logos; no watermark; no imitation of a named game or artist.
Avoid: Western CRPG look, Dungeons-and-Dragons rulebook aesthetic, heavy gothic frames, near-black UI, gritty medieval realism, serif-heavy English interface, photorealism, chibi characters, visual-novel-only layout, mobile gacha clutter, sci-fi or cyberpunk.
Invariant: change only the presentation style and localization; keep the core layout, world-tree concept, facilities, paths and management interactions recognizable from Image 1.
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# V3 image-generation prompt
Use case: `ui-mockup`
Create a polished 16:9 main gameplay screen for a Japanese fantasy inn-management simulation. Preserve the central giant world-tree inn cutaway, the bright ground/dark underground contrast, and the warm Japanese anime-fantasy atmosphere of the V2 reference.
Evolve the screen into a practical management interface focused on watching autonomous guests and staff, finding congestion and queues, and directly building or rearranging facilities. Use an original Japanese indie fantasy-management visual language: chunky warm wood, leather and gold frames; cream panels; bold outlined Japanese typography; colorful painted resource icons; rounded tactile buttons. Do not imitate an existing game's exact assets or geometry.
Keep the world-tree inn dominant. Add a dense top HUD for day, time, period, visitors, lodging, funds, food, wood, mana, reputation and alert, with pause/play/x1/x2/x4 near the clock. Add a left rail for 従業員, 施設, 商品, 探索, 投資 and 帳簿. Add a bottom construction palette with illustrated cards, prices, rotation and demolition. Show a translucent green facility preview. Add a right inspector for 食堂 with status, capacity, users, waiting guests, staff, cleanliness, daily revenue and details. Add subtle green/yellow/red routes and queue bubbles, including one red stair bottleneck. Include a compact objective and alert log without covering the inn.
Use warm honey wood, caramel leather, parchment cream and muted gold; emerald for healthy states, amber for warnings, restrained crimson for danger, and violet/indigo underground. Keep adult-oriented areas non-explicit and suggested only through elegant nighttime lounge lighting. No nudity, sexual acts, fetish imagery, copied logos, characters, icons, trademarks, Western gothic realism, mobile-ad clutter or watermark.
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