Files

7.8 KiB

All remaining high-res textures (2026-11-07)

Generated in one go with fal.ai; batch.py holds every prompt, process.py turns the raw pictures into the game's tiles (HD_VARS, HD_DECALS and the reinforced wall's set in src/gfx.rs; the files go to assets/textures/hd/ and assets/textures/reinforced-v*.png).

  • Tiles: fal-ai/flux-2-pro, image_size: square_hd, seed: 4300 (temple, library and altar a second time with seed: 4301 and the prompts now in batch.py: the first ones had a large central motif with a frame). Prompt = the texture's sentence followed by the floor style text (STYLE) or the wall style text (WALL).
  • Objects (treasury heaps, mushrooms, the core shard; upright billboards in the game): fal-ai/nano-banana-pro, aspect_ratio: 1:1, resolution: 1K, the sentence followed by OBJ_STYLE.

Processing (process.py): a margin is cropped off (frames, vignettes; for walls with small stones it also makes the stones bigger), then tools/make_tile.py --variants <cells> gives as many tiles as the kind has atlas cells (one seamless tile for single cells), at 64x64 and 128x128; the objects go through tools/make_decal.py (the shard with --strict: its red is close to the magenta).

Floor style text:

Seamless tileable square texture, viewed straight from above (orthographic top-down, no perspective), flat even lighting, no shadows, no vignette, no border, no text. Hand-painted pixel art style for a dark-fantasy dungeon strategy game: chunky clear shapes, crisp edges, limited muted palette, readable at small size. A uniform all-over pattern evenly spread from edge to edge, no frame, no centre motif; it continues seamlessly across all four edges.

Wall style text:

Seamless tileable square texture of a wall surface seen straight on (orthographic, no perspective), flat even lighting, no shadows, no vignette, no border, no text. Hand-painted pixel art style for a dark-fantasy dungeon strategy game: chunky clear shapes, crisp edges, limited muted palette, readable at small size. A uniform all-over pattern evenly spread from edge to edge; it continues seamlessly across all four edges.

Object style text:

Side view, standing on the bottom edge of the image and filling most of its width, hand-painted pixel art for a dark-fantasy dungeon game, crisp edges, a dark outline. The background is a completely flat pure magenta (#FF00FF) everywhere else - no floor, no shadow on the ground, no frame, no text.

Tiles

name style prompt
reinforced WALL A castle wall of the dungeon master: roughly squared grey stone blocks laid in regular horizontal courses like a medieval castle wall, blocks of varying length in every course, rough chiselled faces with tool marks and slightly chipped edges, thin dark mortar with a faint dark-crimson tint; ordered, solid and heavy, not bricks.
fortwall WALL A holy knights' fortress wall: pale grey-white dressed ashlar stone blocks in neat regular courses with thin blue-grey mortar, clean and orderly.
steel WALL A wall of dark riveted iron plates with rows of round rivets along the seams, a little rust and soot.
obsidian STYLE Cooled lava rock: black and very dark purple volcanic glass with smooth glassy facets and a few thin faintly glowing orange seams.
face WALL A cut vertical face of packed brown earth with small stones and roots, slightly uneven.
treasury STYLE The floor of a treasure vault: a checkerboard of square floor tiles in warm golden-ochre and darker bronze-brown, each tile slightly bevelled and worn, a few small gold coins lying in some joints.
lair STYLE A monster lair floor: packed earth covered with scattered straw, old furs, a few bones and dirty rags.
farm STYLE A mushroom garden floor: brown moist soil covered with large irregular patches of bright green moss, a few tiny pale mushrooms growing in the moss.
training STYLE A training hall floor: worn wooden planks with sawdust, scuff marks and a few dark stains.
library STYLE A repeating herringbone parquet of dark wooden boards, worn, with a few faint scratched arcane symbols and ink stains - no carpet, no large motif, no border.
torture STYLE A torture chamber floor: dark stained flagstones with rusty iron drain grates and a few chain links.
temple STYLE A repeating pattern of small black and dark-red marble mosaic tiles in a simple geometric all-over pattern, with thin faint golden lines between some tiles - no large motif, no circle, no border.
prison STYLE A prison floor: damp dark flagstones with small puddles, rusty drain grates and a little old straw.
graveyard STYLE Graveyard ground: dark loose earth, grave soil, patches of moss, pebbles and a few tiny bones.
guardpost STYLE A guard post floor: heavy grey flagstones with a dark-red painted stripe pattern and boot scuffs.
arena STYLE An arena floor: raked pale sand with dark blood stains and footprints.
altar STYLE A repeating pattern of polished black marble slabs of equal size with thin blood-red veins running through them - no large motif, no border, no frame.
forge STYLE A forge floor: sooty dark flagstones with iron filings, bits of slag and thin faintly glowing orange cracks.
aerie STYLE A giant bird nest floor: straw, twigs and a few large feathers spread over grey stone.
core STYLE The floor around an evil master's soul core: dark obsidian-like stone with thin glowing red veins and fragments of a carved ritual circle.
portal STYLE The floor around a demon portal: dark violet stone with faintly glowing purple runes and magic cracks.
gate STYLE The floor before a holy order's gate: pale white limestone slabs with small inlaid blue-and-gold sun symbols.
hero STYLE The floor of a knights' castle hall: pale grey cut stone slabs, clean and regular, a little worn.
bridge STYLE Wooden bridge planks laid side by side, weathered brown wood with iron nails and small gaps between the planks.
stonebridge STYLE A stone bridge surface: big grey stone slabs with sooty, heat-darkened edges.
grass STYLE Short green meadow grass with a few tiny flowers and clover.
snow STYLE Fresh white snow on the ground with soft drifts, a few footprints and tiny ice crystals.
moss STYLE Dark stones overgrown with teal moss and a few glowing cyan spores.
leaves STYLE Dense tree foliage: many dark and light green leaves, seen close.
bark WALL Rough brown tree bark with deep vertical furrows.
stem WALL The surface of a giant pale mushroom stem: creamy white with soft vertical ribs and fibres.
cap STYLE The surface of a giant violet mushroom cap with round softly glowing pale spots.

Objects

name prompt
coins A heap of gold coins, a dome-shaped pile of shining gold coins with a few gems.
silver A neat pile of shining silver ingots stacked in rows.
ruby A heap of cut red rubies, sparkling.
diamond A heap of cut clear pale-blue diamonds, sparkling.
mushroom A cluster of three edible dungeon mushrooms of different sizes with brown caps and pale stems.
shard A large jagged shard of a glowing red crystal, broken off a soul core, glowing from inside.

The reinforced wall of the pixel-art atlas is drawn in code (T_REINF in gen_atlas: courses of 6, 5 and 5 pixels cut into blocks of 5-9 pixels).

Closer to the pixel art (2026-11-07)

  • Treasury and mushroom garden were made again (seed: 4302, the prompts in the table above) after the pixel-art cells: a golden checkerboard and brown soil with green moss; the first pictures are in old/.
  • The game moves the colours of every generated picture most of the way to those of the 16x16 cells it replaces (mean and contrast per channel, match_colors in src/gfx.rs), so both styles keep the same colours.