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dungeoncraft/art/generated/textures/floors/PROMPTS.md
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The masters' claimed floors (high-res)

Generated on 2026-11-07 with fal.ai. The same grey, worn-smooth castle flagstones for every master; every tile has a polished inlay in the master's colour with a light engraving of their own, so ownership shows on every tile (HD_FLOORS in src/gfx.rs).

Earlier versions: v1/ (regular coloured slabs with thick grout, too even), v2/ (roughly hewn stones fully in the master's colour, too glaring).

  1. The player's sheet: fal-ai/nano-banana-pro, aspect_ratio: 3:2, resolution: 2K; six tiles in a 3x2 grid on magenta, the prompt below with the player's inlay and engraving.
  2. The other masters: fal-ai/nano-banana-pro/edit with the player's sheet as the reference, so the grey stones stay exactly the same and only the inlays change.

Prompt for the player's sheet ({inlay}, {engraving} below):

A texture sheet of six square floor tiles for a dark-fantasy dungeon strategy game, arranged in a grid of 3 columns and 2 rows, the tiles separated by thin flat pure magenta (#FF00FF) gaps, magenta also around the outside. Every tile is seen straight from above (orthographic top-down, no perspective), flat even lighting, no shadows, no vignette, and fills its square completely. Every tile is a piece of the floor of an old medieval castle dungeon: irregular, roughly hewn flagstones of neutral medium-grey stone (muted, desaturated, not glaring) of different sizes and shapes, laid with uneven dark-grey mortar joints - not a regular grid. Centuries of feet have worn the stones smooth: soft sheen, rounded worn edges, shallow dips. The joints along the four edges of every tile are as thin and irregular as the ones inside, so the tiles fit together in any arrangement without a visible grid. In the middle of every tile one polished inlay is set into the floor: a small rounded diamond-shaped inset of {inlay}, about a quarter of the tile wide, framed by a thin dark rim, with a light shallow engraving in it: {engraving}. The six tiles differ only in the grey stones around the inlay: tile 1 plain worn stones; tile 2 plain stones of other sizes; tile 3 with hairline cracks in the grey stones; tile 4 with a chipped grey stone corner and missing splinters; tile 5 with a broken grey flagstone beside the inlay, cracked through, a piece sunk and loose rubble; tile 6 with a few small scratches. Style: hand-painted pixel art, crisp edges, readable at small size. No text, no labels, no numbers.

Edit prompt for the others:

Keep this image exactly the same - the same grey stones, mortar joints, cracks, damage, layout, magenta gaps and pixel art style - and change only the six small diamond-shaped inlays in the middle of the tiles: make them {inlay}, with a light shallow engraving of {engraving} in every inlay instead of the skull and runes. Do not change anything else.
master inlay engraving
player deep crimson-red polished stone a small horned demon skull and demonic rune marks
mossgrim mossy green polished stone a small mushroom with spores and a coiling mould tendril
nightwell deep blue polished stone with a silver rim a small lily under a crescent moon
saffrax golden-yellow polished stone with a brass rim a small alchemical sun sigil

Processing

Tiles 1, 3, 4, 5, 6 are used (plain, cracked, chipped, broken, scratched; tile 2 nearly repeats tile 1), weighted 4:2:2:1:3 in the game. tools/make_floor_tiles.py crops the tiles, fills magenta inside them with a dark void, cuts a thin edge off, evens out the light and scales; the colours are kept (a palette would let the large grey areas swallow the inlays' colours):

python3 tools/make_floor_tiles.py <name>-raw.png <name> --grid 2x3 --pick 1,3,4,5,6 --size 128 --colors 0 --inset 0.03 --flatten
# the same with --size 64

<name>-64.png / <name>-128.png are copied to assets/textures/floor-<name>.png / floor-<name>-128.png; <name>-128-preview.png shows a floor laid out at random.