Generated gear parts (helmet, shoulder pieces, crown, cape, horns, plume) instead of drawn shapes

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Richard ZinkandClaude Opus 5.5 committed 2026-11-08 00:11:47 +01:00
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# The gear parts laid over the detailed sprites (src/gfx.rs GEAR_*), 2026-11-08: one sheet,
# light neutral grey so the game tints them (bronze, steel, gold; the cape red or blue).
PROMPT = ("A sheet of six separate equipment pieces for a dark-fantasy pixel-art game, arranged in a grid of 3 columns and 2 rows, each piece centred "
"in its own cell and filling most of it, all in the same style: hand-painted pixel art, crisp edges, a dark near-black outline, shading lit "
"from the upper left, and every piece in LIGHT NEUTRAL GREY tones only (no other colours), so it can be tinted later. The background is a "
"completely flat pure magenta (#FF00FF) everywhere - no frames, no grid lines, no text. The pieces, in reading order: "
"1. a round metal helmet seen from the front, a dome with a riveted rim, no face, no visor; "
"2. a single rounded shoulder plate (pauldron) seen from the front, with two rivets; "
"3. a crown with three pointed spikes and small round gems; "
"4. a long cape seen from behind, hanging down, wider at the hem, with folds; "
"5. a single curved horn pointing up, slightly bent to the right; "
"6. a feather plume, a tall bushy crest.")