docs(ui): lock Japanese battle direction
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# Phase 6 UI And Asset Production Plan
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Date: 2026-08-12
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Visual baseline: `UI06-05`
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Stage: `FORMAL_UI_MASTERS`
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## Decision
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Create formal UI masters before the final asset library. In parallel, define
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the asset contracts and prove one bounded animation slice. Do not generate the
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complete content library until page composition, play-size scale and motion
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anchors are stable.
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This order prevents three expensive failure modes:
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1. attractive sprites that are unreadable at the final camera scale;
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2. UI chrome that cannot hold Simplified Chinese, 130% text or touch targets;
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3. hundreds of assets whose camera, outline, pivot, light or palette no longer
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match the approved game surface.
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## Phase A — Formal UI Masters
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Create and review these master compositions:
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| Master | Covers |
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|---|---|
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| Title and Continue | `SYS-003/004`, accessibility entry and safe-run summary |
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| New Run and Recruit choice | `SYS-005/006`, four offers, choose two, no recommendation |
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| Integrated Market | `HUB-001`, `SHP-001..003`, Company, offers, inventory and modes |
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| Party Line and Equipment | `PTY-001/002`, `EQP-001/002`, order, relations and item delta |
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| Result, Death and Recovery | `OUT-001..006`, causal result, permanent loss and legal exits |
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| Guild, Dialogue and Settings | hub notices, contract briefing, system dialogue, modal and settings grammar |
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| UI component board | windows, rails, tabs, buttons, states, bars, icons, receipts and empty/error/loading patterns |
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The approved battle master `UI06-05` remains the battle family baseline. After
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the masters pass, apply their components to all 50 page/state definitions in
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the HTML Gallery with real engine-style Chinese and English text.
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## What AI Generates And What UI Code Owns
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AI-generated raster candidates may own:
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- environment masters and parallax source layers;
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- character/enemy identity anchors and compatible action rows;
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- physical equipment, artifacts, props and semantic icon candidates;
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- texture-bearing frame corners, tabs, rails, seals and decorative chrome;
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- dialogue portraits and major outcome illustrations where the screen contract
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requires them.
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Runtime UI must own:
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- all text, numbers, costs, tooltips and localization;
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- layout, scrolling, safe areas, focus, selection and touch targets;
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- progress/health bars, disabled/locked/pending/complete states;
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- button hit regions, input semantics, responsive tracks and accessibility;
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- nine-slice assembly, palette/state tinting and receipt timing.
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No generated screenshot becomes a single flattened production screen.
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## Phase B — Motion Pipeline Proof
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Prove exactly three canonical runtime subjects before content expansion:
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1. one base-Profession generated Recruit at `120-165px` play height;
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2. one ordinary enemy in the same camera and light; and
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3. one boss at `260-320px` play height.
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Required state families:
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| Subject | Required states |
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|---|---|
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| Recruit | idle/breathe, advance, basic attack, Profession action, hit, guard/mitigate, death, victory |
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| Ordinary enemy | idle, advance, attack/telegraph, hit, stagger, death |
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| Boss | idle loop, anticipation, attack, impact recovery, phase change, stagger, death |
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Generate one compatible action row at a time through `sprite-gen`; never use a
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one-shot mixed animation sheet as a final atlas. Lock the accepted idle identity
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first. Keep feet/baseline, body size, facing, camera and light stable. Generate
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detached VFX separately so effects cannot alter body extraction or imply an
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uncommitted result.
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Every row is chroma-processed, component-extracted, anchored and inspected as a
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moving loop. Contact sheets alone do not pass motion. Review at actual battle
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scale with ten allies and a busy enemy group before accepting the pipeline.
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## Phase C — Final Asset Library
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### Generated Recruits
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Use modular presentation rather than a unique hand-authored sprite set per
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random Recruit:
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- shared adult body/pose families;
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- skin, face, hair and survival-mark layers;
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- Profession-owned silhouette, garment, tool/weapon and action vocabulary;
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- equipment overlays only where the item must visibly change combat read;
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- semantic palette variants that preserve profession and state contrast.
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The 12 base, 24 advanced and 6 hidden Professions require 42 readable identities,
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but compatible weapon/action families should share validated motion grammar.
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### Enemies And Bosses
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Group the 100 ordinary/elite enemies into compatible regional rig families only
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when body plan, camera, anchor and motion truly match. Never recolor one body and
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call it a mechanically distinct enemy. The 16 bosses receive dedicated anchors,
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phase silhouettes and attack telegraphs.
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### Equipment, Artifacts And UI Icons
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- Batch compatible small assets in regular `3x3` or `4x3` 2K sheets.
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- Keep every cell complete with a shared camera, light and removable background.
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- Slice deterministically, inspect edge contamination and export actual-size
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`128px`/`256px` variants.
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- The 320 equipment items and 60 Artifacts are produced by category sheets, not
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one call per object and not one unreviewable giant sheet.
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- UI icons use a separate simpler silhouette family from painted inventory art.
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### Environments
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Create one 16:9 master battle scene for each of eight Regions before layer
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production. After approval, derive sky, far environment, midground, ground and
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foreground layers from that master. Keep mobile runtime textures at or below
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`4096px` per layer and extend long stages through controlled outpaint chains,
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not independently generated segments.
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## Dialogue And Windows
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Aetherbound does not add relationship or fixed-protagonist story systems.
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Dialogue presentation is reserved for contract briefing, guild notices,
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tutorial explanation, enemy discovery and short generated-Recruit remarks.
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- Use one edge-attached speaker portrait or small full figure, not a gacha card.
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- Keep speaker, concise message, history/log, advance and skip visible.
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- Use two response choices only when the product contract defines a real state
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difference; routine dialogue is not fake choice.
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- Confirmation windows state target, before/after, cost, consequence and undo
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policy. Generated art never contains final text.
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## Evidence States
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Track every asset independently as:
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`source -> processed -> imported -> integrated -> runtime_seen -> agent_visual_reviewed -> human_reviewed -> device_verified -> release_accepted`
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Formal UI images and sprite rows begin as `source` or `concept_direction` only.
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# Phase 6 Formal UI Direction
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Date: 2026-08-12
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Status: `BATTLE_STYLE_AND_SCALE_OWNER_APPROVED`
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Product baseline: `b13a026e52cfb1b1bade77c658eba1302745cf6e`
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## Purpose
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Phase 6 turns the verified interaction prototype into a production-facing visual
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system before engine development. Batch 01 is a direction gate, not final art.
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It contains four review images:
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1. live automatic battle;
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2. integrated Market;
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3. Party Line and equipment planning; and
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4. generated-Recruit, enemy, equipment and UI-component language.
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The battle is reviewed first because it must communicate the product fantasy in
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three seconds. Market and Party Line then prove that repeated planning decisions
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belong to the same game. The element board proves that the direction can expand
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beyond one attractive screenshot.
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## Visual Identity
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**A practical Japanese hand-drawn fantasy guild assembles a changing line of
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ordinary adventurers at the edge of a bright, unstable world.**
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- World and actors occupy the main surface; UI attaches to field ledgers,
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enamel plates, canvas straps, tool rails and screen edges.
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- Recruits are generated, replaceable run participants. No figure is presented
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as a permanent protagonist or narrative lead.
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- Actors use mature five-and-a-half to six-head proportions, readable tools,
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strong profession silhouettes and restrained cel shading over painted space.
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- Materials combine chalk-white ceramic, charcoal ink, repaired canvas,
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weathered brass, enamel color plates and mineral pigments.
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- The semantic palette is multihue: paper white, charcoal, aether cyan, repair
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gold, danger coral, safe green and focus cobalt. Region art may add local
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colors but cannot replace semantic state cues.
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- UI corners remain square or lightly rounded. Repeated offers and inventory
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cells may be bounded; the screen must never become a nested card wall.
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- Text, numbers and final icons remain engine-rendered. Generated direction
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images may show text-safe rails and blank label lines, but their pseudo-text
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is not product copy or implementation authority.
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## Batch 01 Focal Contracts
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| Asset | First read | Second read | Third read |
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|---|---|---|---|
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| `UI06-01` Battle | imminent enemy event and affected front Recruit | one ordered Company line and profession actions | objective plus pause/speed/inspect edge tools |
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| `UI06-02` Market | three materially different Recruit offers | current Company and open line capacity | inventory, Coin, refresh, lock and review consequence |
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| `UI06-03` Party Line | protected rear-left to exposed front-right order | selected Recruit and changed protection/reach | equipment comparison and Save Order |
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| `UI06-04` Element board | generated Recruit variety | profession-readable enemies | reusable windows, controls, equipment and state language |
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## Generation Contract
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- Provider/model: API Mart GPT-Image-2 through the installed `image-gen` skill.
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- Call ceiling: exactly four accepted paid outputs and total provider cost
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ceiling USD 5 equivalent under the workspace standing authorization. Owner
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decision on 2026-08-12 authorizes retrying transient image-service failures.
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A transport failure with no task ID may be resubmitted after reachability
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returns; a known task ID must be resumed rather than submitted again.
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- Full-screen concepts: `2048x1152`, opaque PNG, `16:9`.
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- Element board: `2048x2048`, opaque PNG, regular `2x2` review grid.
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- Existing Aetherbound images control only original line/material/color
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direction. Existing HTML captures control only information topology. Neither
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is copied as a final layout.
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- No third-party commercial screenshot, art, audio, code, name or prose is used
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as an image reference or stored in this batch.
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- Preserve prompt, task ID, cost response, output SHA-256 and agent/Owner review
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status. All four outputs begin as `concept_direction`.
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## Hard Rejections
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- fixed named hero cast, relationship framing or gacha rarity presentation;
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- tiny actors, portrait-card walls, generic dark dashboards or floating glass;
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- manual attack/skill buttons that contradict automatic battle;
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- multi-lane or grid combat that contradicts the single horizontal Party Line;
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- copied commercial layout, recognizable third-party character or logo;
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- illegible pseudo-text treated as final UI, text baked into production assets;
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- photorealism, 3D render, chibi proportions, pixel art, beige parchment
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monoculture, neon-purple wash, excessive bloom, bokeh or decorative orbs.
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## Gate
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Batch 01 advances only after the Owner selects or rejects the visual direction
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for all four images. Approval authorizes applying the system to the 50-page
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prototype; it does not authorize engine development or bulk final asset
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production.
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## Owner Review 01
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Owner review on 2026-08-12 rejected `UI06-01` and `UI06-02` as visual
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direction. Both outputs remain provenance history only.
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- The rendering reads as Western cel-shaded steampunk illustration rather than
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the required light 2D Japanese hand-drawn game presentation.
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- Ordinary allied figures occupy roughly `28-35%` of screen height. Reference
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gameplay evidence supports approximately `10-15%` for ordinary units so a
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full ten-member Company and large enemy group remain legible together.
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- `UI06-01` behaves like a six-hero showcase rather than a continuous small-unit
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battle line. The repaired target is eight to ten visible allied units, room
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for materially larger enemy groups, and stronger horizontal travel space.
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- `UI06-02` also inherits the superseded fixed-character identities from its
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old concept-board reference. Its integrated Market topology may inform later
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layout, but its people and art style are rejected.
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The next paid output is one corrected battle calibration image. No other page
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expands until the Owner accepts its unit scale and Japanese 2D rendering.
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## Owner Review 02
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Owner review on 2026-08-12 accepted `UI06-05` as the formal visual and battle
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scale baseline. It is the only accepted image from Batch 01.
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- Japanese 2D thin-line, cel-color actor rendering and softly painted
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environment are approved.
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- Ordinary unit height of approximately `10-14%` of the landscape canvas is
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approved.
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- A complete ten-member Company, materially larger enemy group, continuous
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horizontal entry space and compact top/bottom HUD are approved.
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- `UI06-01` and `UI06-02` remain rejected and may not be used as style or
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character identity references.
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The next stage is formal UI master composition, followed by one bounded
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character/enemy/boss animation-pipeline proof. Bulk final asset production
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remains frozen until both are reviewed.
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# Phase 6 UI Direction Generation Attempts
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## Attempt 01 — `INVALID_NETWORK_ENVIRONMENT`
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- UTC: `2026-08-11T16:30:26Z`
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- Provider/model: API Mart / `gpt-image-2`
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- Intended outputs: `UI06-01..04`
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- Result: all four commands stopped during TLS connection establishment with
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`LibreSSL SSL_connect: SSL_ERROR_SYSCALL`.
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- Provider task IDs: none returned.
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- Output/report files: none created.
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- Paid-generation claim: none; no submitted task or charge can be confirmed.
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- Product/art judgment: none.
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Owner subsequently authorized retrying transient image-generation failures.
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Retry must use the same provider, prompts and references. Wait for a successful
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no-cost reachability check before resubmission; if a later attempt exposes a
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task ID, resume that task rather than creating a duplicate.
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## Attempt 02 — `INVALID_INTERRUPTED_NO_TERMINAL`
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- API reachability had recovered (`HTTP 404` from the service root).
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- The `UI06-01` command lost its controlling execution turn before retaining
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stdout, an output image or a report.
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- Provider task ID: unknown; submission cannot be proved.
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- Product/art judgment: none.
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- Recovery: the installed image CLI was minimally repaired to persist and
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print `task_id` immediately after a successful POST, before polling. Future
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interruption can therefore resume a known task without blind resubmission.
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# Phase 6 UI Direction Batch 01
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This batch is visual-direction evidence only. It is not final art, a sprite
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sheet, runtime UI, animation evidence or human acceptance.
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| ID | Output | Task ID | Cost | SHA-256 | Status |
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|---|---|---|---:|---|---|
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| `UI06-01` | `outputs/01_battle_ui.png` | `task_01KZRVBA2KK7HHCZV3EYSPKY0K` | USD 0.014 / 0.14 credits | `bb002500e3f1897e6fc9a1b997bcbbd9322a2217667d3a132b555172ebb4e958` | `OWNER_REJECTED_STYLE_AND_SCALE` |
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| `UI06-02` | `outputs/02_market_ui.png` | `task_01KZRVK5N103GBFGYX43TCZX70` | USD 0.014 / 0.14 credits | `4499a0030a79d653fe5c2d84ee99bf64d553194d7f765ba358b0ee4ce43756b3` | `OWNER_REJECTED_STYLE_AND_FIXED_IDENTITY` |
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| `UI06-05` | `outputs/05_battle_ui_japanese_scale.png` | `task_01KZRW0K4H7K238ZYE6VF8D8RS` | USD 0.014 / 0.14 credits | `74c98f8270990168026633abebf046253892fca93068ddcd6cff9953977097db` | `OWNER_APPROVED_STYLE_AND_SCALE` |
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Known accepted provider cost so far is USD 0.042 / 0.42 credits across three
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completed tasks. Attempt 01 never reached submission. Attempt 02 produced no
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retained task ID and remains unproven rather than counted as a product result.
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`UI06-05` is the accepted calibration image. It targets ordinary unit height of
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`10-14%` of the 2048x1152 canvas, a complete ten-member Company, materially
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larger enemy groups, continuous horizontal entry space and a Japanese 2D
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sprite-like presentation. It authorizes formal UI master exploration, not
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engine development or bulk final asset production.
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Binary file not shown.
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After Width: | Height: | Size: 3.9 MiB |
@@ -0,0 +1,19 @@
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{
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"mode": "execute",
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"model": "gpt-image-2",
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"size": "16:9",
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"resolution": "2k",
|
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"output": "docs/prototype/generation/phase6_ui_direction_01/outputs/01_battle_ui.png",
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"local_references": [
|
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"docs/prototype/generation/01_ch01_battle.png",
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"prototype/gallery/evidence/r8-phase5-attempt05/desktop-battle.png"
|
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],
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"remote_reference_count": 0,
|
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"prompt_chars": 3368,
|
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"task_id": "task_01KZRVBA2KK7HHCZV3EYSPKY0K",
|
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"status": "completed",
|
||||
"bytes": 4137015,
|
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"sha256": "bb002500e3f1897e6fc9a1b997bcbbd9322a2217667d3a132b555172ebb4e958",
|
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"cost": 0.014,
|
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"credits_cost": 0.14
|
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}
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Binary file not shown.
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After Width: | Height: | Size: 3.6 MiB |
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{
|
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"mode": "execute",
|
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"model": "gpt-image-2",
|
||||
"size": "16:9",
|
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"resolution": "2k",
|
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"output": "docs/prototype/generation/phase6_ui_direction_01/outputs/02_market_ui.png",
|
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"local_references": [
|
||||
"docs/prototype/generation/04_elements_board.png",
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"prototype/gallery/evidence/r8-phase5-attempt05/desktop-market.png"
|
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],
|
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"remote_reference_count": 0,
|
||||
"prompt_chars": 3295,
|
||||
"task_id": "task_01KZRVK5N103GBFGYX43TCZX70",
|
||||
"status": "completed",
|
||||
"bytes": 3797621,
|
||||
"sha256": "4499a0030a79d653fe5c2d84ee99bf64d553194d7f765ba358b0ee4ce43756b3",
|
||||
"cost": 0.014,
|
||||
"credits_cost": 0.14
|
||||
}
|
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+10
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{
|
||||
"mode": "dry-run",
|
||||
"model": "gpt-image-2",
|
||||
"size": "16:9",
|
||||
"resolution": "2k",
|
||||
"output": "docs/prototype/generation/phase6_ui_direction_01/outputs/05_battle_ui_japanese_scale.png",
|
||||
"local_references": [],
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"remote_reference_count": 0,
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"prompt_chars": 4603
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}
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BIN
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After Width: | Height: | Size: 3.6 MiB |
+16
@@ -0,0 +1,16 @@
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{
|
||||
"mode": "execute",
|
||||
"model": "gpt-image-2",
|
||||
"size": "16:9",
|
||||
"resolution": "2k",
|
||||
"output": "docs/prototype/generation/phase6_ui_direction_01/outputs/05_battle_ui_japanese_scale.png",
|
||||
"local_references": [],
|
||||
"remote_reference_count": 0,
|
||||
"prompt_chars": 4603,
|
||||
"task_id": "task_01KZRW0K4H7K238ZYE6VF8D8RS",
|
||||
"status": "completed",
|
||||
"bytes": 3768490,
|
||||
"sha256": "74c98f8270990168026633abebf046253892fca93068ddcd6cff9953977097db",
|
||||
"cost": 0.014,
|
||||
"credits_cost": 0.14
|
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}
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@@ -0,0 +1,13 @@
|
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Create one original 16:9 landscape FORMAL GAME UI CONCEPT for Aetherbound Guild, a premium 2D Japanese hand-drawn fantasy auto-battler. It must look like an actual polished in-game battle screen, not key art, not a web dashboard, not a marketing mockup.
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||||
|
||||
The supplied battle-art reference controls only the original hand-drawn line quality, bright mineral palette, weathered ceramic/brass/canvas materials, shallow side-view camera and windmill-valley atmosphere. The supplied prototype reference controls only the information topology: one horizontal Company line, urgent event at upper left, pause/speed/inspect at upper right, causal event rail near the lower edge. Do not copy exact geometry, names, text, or placeholder circles.
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GAME WORLD: a bright unstable fantasy relay valley with windmills, field guild equipment and a clean shallow three-quarter side camera. The world occupies at least 70 percent of the screen. Six generated adult Recruits form ONE continuous horizontal line from protected rear-left to exposed front-right. They are replaceable run participants, not named protagonists: different bodies, faces, hair and repaired field clothing. Their fixed professions are readable through silhouette and tools: back-line channeler, healer, archer, polearm controller, shield guard, front-line duelist. Mature 5.5-to-6-head proportions, practical poses, no glamour lineup, no chibi.
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ENEMIES: on the right, an original large ceramic wind-beast boss and three smaller civic-machinery creatures. The boss is winding up a coral danger projection toward the exposed front Recruit. The Company is visibly executing an automatic action chain: shield interception, healing thread and aether projectile. No manual attack buttons.
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UI: original game chrome attached to screen edges and in-world guild tools. Chalk-white ceramic plates, charcoal ink strokes, repaired canvas tabs, weathered brass fasteners, small enamel color accents. Upper left: compact objective plate and one urgent-event strip. Upper right: icon buttons for pause, 1x/2x/4x speed and inspect, each with clear physical affordance. Each actor has a compact anchored health/condition marker using shape plus color. Bottom edge: a thin causal timeline with three event receipts and a separate unobtrusive retreat entry only inside a pause/tool zone. Show one coral target connector, one cyan protection connector and one gold committed-result marker. Controls are square or lightly rounded, never pill clouds. Keep safe margins and 48-point touch scale.
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FOCAL ORDER: first the imminent coral attack and exposed front Recruit; second the complete ordered Company line and their automatic responses; third objective and playback/inspect tools. High readability at phone landscape size. Multi-hue semantic palette: paper white, charcoal, cyan, gold, coral, safe green, focus cobalt.
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No readable prose, no fake Chinese, no gibberish typography, no logo, no watermark. Use empty label lines, short neutral bars, icons and numerals only; final text will be engine-rendered. No copied commercial layout, no dwarves, no fixed hero cast, no card wall, no three lanes, no square combat grid, no manual skill bar, no portrait-card roster, no dark dashboard, no photorealism, no 3D render, no western mobile gloss, no gacha rarity frames, no pixel art, no excessive particles, no bokeh, no gradient orbs.
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Create one original 16:9 landscape FORMAL GAME UI CONCEPT for Aetherbound Guild, a premium 2D Japanese hand-drawn fantasy auto-battler. It must look like an actual polished integrated Market screen used repeatedly between battles, not a web shop, card wall, tavern menu or marketing mockup.
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The supplied element-board reference controls only original hand-drawn line quality, mature practical people, repaired canvas, ceramic, enamel and weathered brass materials. Ignore its fixed named identities: this game uses generated replaceable Recruits. The supplied prototype reference controls only required information topology: Company bench, three Recruit offers, 12-slot run inventory, Recruit/Equipment/Risk/Sell modes, refresh, lock and one review action. Redesign the composition as game-world UI; do not copy its exact rectangles, names or text.
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SETTING: a sunlit field-guild requisition hall open to an unstable fantasy route. A painted world remains visible through the workshop threshold. A long physical muster bench and requisition counter organize the screen. World and full/half-body figures occupy at least 62 percent of the usable surface.
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COMPANY: a shallow upper-left bench shows two currently owned generated Recruits and two clearly open line-capacity positions. The owned figures are distinct adults with practical silhouettes and small profession tools. Capacity and Company are different visual facts.
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OFFERS: three equally weighted generated Recruit offers stand at the counter as full or three-quarter figures, not portrait cards. Each has a profession emblem, one two-sided Trait seal, a compact stat-shape cluster, Coin price plate and one physical comparison tab. One offer is focused with a white-and-cobalt double contour, but none is labeled best. The player can inspect before committing.
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INVENTORY AND MODES: a low 12-slot equipment tray spans the bottom, containing four readable physical objects and eight empty sockets. A compact vertical tool rail switches Recruit, Equipment, Risk and Sell modes using icon plus text-safe line. Refresh cost, next escalation, two lock pins, Coin and Replacement Credit appear as secondary edge tools. The only strong gold action is Review Focused Offer; purchase is not committed on first focus.
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UI MATERIAL: chalk-white enamel, charcoal ink, repaired deep-green canvas, brass fasteners, small coral/cyan/gold/cobalt state accents. Square or 4-8px corner equivalents, restrained shadows, no floating glass. Use connected rails, trays and one attached inspect ledger rather than nested cards.
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FOCAL ORDER: first the three materially different Recruit offers; second current Company and open capacity; third inventory, Coin, refresh/lock consequence and review action. Readable at phone landscape size with generous safe margins.
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No readable prose, no fake Chinese, no gibberish typography, no logo, no watermark. Use empty label lines, short neutral bars, recognizable icons and numerals only; final text will be engine-rendered. No copied commercial layout, no dwarves, no fixed protagonist, no anime gacha portraits, no rarity glow, no portrait-card wall, no tavern cliche, no dark dashboard, no beige parchment monoculture, no rounded pill cloud, no photorealism, no 3D render, no pixel art, no bokeh or gradient orbs.
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||||
Create one original 16:9 landscape FORMAL GAMEPLAY UI CONCEPT for Aetherbound Guild, a premium 2D Japanese hand-drawn fantasy auto-battler. This image is specifically a correction of two rejected directions. It must look like a real side-view 2D game running at full-party scale, not a hero illustration, not key art, not a web dashboard.
|
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|
||||
ART STYLE — STRICT: clean Japanese 2D game illustration with thin confident ink lines, simplified four-to-five-head stylized adult proportions, flat cel-color shapes, restrained two-step shading, small selective highlights, and a softly painted gouache/watercolor environment behind crisp sprite-like actors. Bright readable fantasy colors, airy daylight and clear silhouettes. Characters are designed to animate as layered 2D cutout/sprite actors. The finish should feel like a polished Japanese console strategy RPG, not Western comic art. Avoid heavy black outlines, gritty leather realism, detailed pores, painterly oil rendering, bulky realistic anatomy, steampunk concept-art rendering, photorealism and 3D.
|
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||||
UNIT SCALE — STRICT: canvas 2048x1152. Ordinary allied and ordinary enemy figures must be only 120-165 pixels tall, approximately 10-14 percent of total screen height. A boss may be 260-320 pixels tall. Do not enlarge a hero for emphasis. Show a COMPLETE TEN-MEMBER generated Company at once. All ten allies remain individually readable through hair shape, color block, weapon/tool and profession silhouette, but faces do not need portrait detail at this scale.
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||||
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||||
BATTLEFIELD: one long continuous horizontal ground strip across a luminous aether meadow and ruined relay shrine. The camera is a clean side view with gentle depth layers, similar to a stage rather than a shallow cinematic hero lineup. Ten generated adult guild recruits travel from left toward right in one compact horizontal formation. Professions include shield guard, spear guard, duelist, archer, healer, mage, summoner, artificer, monk and beast warden. They are replaceable recruits, not named leads. On the right and center-right, show twelve ordinary magical enemies arriving in two readable clusters plus one larger wind spirit boss farther right. Leave visible entry space at both horizontal edges so more units could continuously enter. A few bodies overlap naturally in combat, but silhouettes and health markers remain distinguishable.
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||||
AUTOMATIC ACTION: no manual skill buttons. Show the line fighting automatically: one shield block, one small healing ribbon, one arrow volley and one enemy spell telegraph. Effects are compact and cannot hide units. The player reads preparation paying off rather than controlling attacks.
|
||||
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||||
UI SCALE AND TOPOLOGY: world occupies about 72 percent of the frame. A slim top rail uses original enamel-and-cloth fantasy UI, with allied count/progress at left and enemy count/progress at right, plus small pause, speed and inspect icon tools between or at the edge. Bottom area uses a low 18-20 percent roster/status rail with ten compact member markers arranged in two tidy rows of five or one dense row where readable. Each marker shows a tiny profession portrait/silhouette, health/mana/condition bars and one status shape. Keep the battlefield visible behind or above the rail. Timer at lower left; retreat only as a small separated flag tool; no giant cards. Square or lightly rounded controls, 48-point touch targets, no pill cloud.
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||||
COLOR AND MATERIAL: lively Japanese fantasy palette rather than brown steampunk — sky blue, spring green, ivory, charcoal, vermilion danger, turquoise magic, leaf green recovery, warm gold commitment and cobalt focus. UI may use cloth tabs, pale lacquer, simple brass pins and dark ink, but brass/leather must not dominate.
|
||||
|
||||
FOCAL ORDER: first the dense clash between the ten-member Company and incoming enemy group; second the readable small-unit professions and current dangerous telegraph; third the compact allied/enemy counts and roster health state. The overall read must be a scalable army-building auto-battle, not six large heroes posing.
|
||||
|
||||
No readable prose, no fake Chinese, no gibberish text, no logos, no watermark. Use icons, bars, numerals and empty label space only. No copied commercial layout or assets, no dwarves, no fixed protagonist, no relationship framing, no card wall, no multiple lanes, no grid, no manual attack or skill bar, no gacha portraits, no huge allied figures, no dark cave, no Western comic rendering, no gritty steampunk, no photorealism, no 3D, no pixel art, no chibi baby proportions, no excessive bloom, particles, bokeh, gradient orbs or cinematic depth blur.
|
||||
Reference in New Issue
Block a user