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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: `fal-ai/nano-banana-pro`, `aspect_ratio: 3:2`,
`resolution: 2K`, one image per master. Each sheet has six slabs in a 3x2 grid on magenta; five
are used (`HD_FLOORS` in `src/gfx.rs`, with weights so plain slabs come more often).
Prompt template (`{floor}` per master):
```text
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, and fills its square completely. Every tile is one square floor slab made of a few fitted flagstones, with a dark grout line along all four edges, so the tiles fit together in any arrangement. All six tiles use the same stone, colours and style: {floor} The six tiles differ: tile 1 intact and clean; tile 2 with a large carved engraving in the middle; tile 3 with fine hairline cracks; tile 4 with a chipped corner and a few missing stone splinters; tile 5 with a broken flagstone, cracked through, a piece sunk and loose rubble; tile 6 with small engravings and worn edges. Style: hand-painted pixel art, chunky clear shapes, crisp edges, readable at small size. No text, no labels, no numbers.
```
## player
```text
polished flagstones of medium crimson-red stone with a purple tint (clearly brighter than black), the engravings are glowing-edged demonic runes, horned skulls and pentagram-like sigils of an evil dungeon master.
```
## mossgrim
```text
damp mossy green-grey flagstones; the engravings show mushrooms, spores and coiling mould tendrils, green fungus and moss grow out of the grout lines and cracks, a mouldy cellar master's floor.
```
## nightwell
```text
elegant deep-blue marble flagstones with fine silver veins, the engravings are refined lilies, crescent moons and elegant curling filigree inlaid with silver, the floor of a cold, cultivated and vain lady of the night.
```
## saffrax
```text
warm ochre-yellow sandstone flagstones with brass inlays, the engravings are alchemical sigils, suns and sulphur symbols, a few scorch marks, the floor of a greedy alchemist master of sulphur and gold.
```
## Processing
`tools/make_floor_tiles.py` crops the slabs, fills magenta inside them (chipped corners, holes)
with a dark void, brightens if asked, scales and reduces the colours:
```bash
T=tools/make_floor_tiles.py
python3 $T player-raw.png player --grid 2x3 --pick 1,2,3,5,6 --size 128 --bright 1.45 # and --size 64
python3 $T mossgrim-raw.png mossgrim --grid 2x3 --pick 1,2,3,4,5 --size 128
python3 $T nightwell-raw.png nightwell --grid 2x3 --pick 1,2,3,4,5 --size 128 --bright 1.15
python3 $T saffrax-raw.png saffrax --grid 2x3 --pick 1,2,3,4,5 --size 128 --bright 0.82
```
The player's sheet came out too dark (brightened by 1.45); its fourth slab repeats the big skull
with a chipped corner and is left out. Saffrax' sandstone was too glaring (darkened by 0.82).
`<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.