53 lines
6.5 KiB
Markdown
53 lines
6.5 KiB
Markdown
# 首席美术指导交接文档:项目视觉标杆 (Visual Target)
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## 一、【视觉总结】
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本项目是一款融合了 JRPG 王道叙事的《杀戮尖塔》like 卡牌游戏。整体呈现**“王道、明快、群像冒险”**的特征。以下为确定的全局核心规范:
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1. **整体基调与色彩心理学**:高饱和、环境光充足(类似《蔚蓝档案》或《异度神剑》的明亮感和空气感),向玩家传递强烈的“踏上未知大陆的希望与冒险精神”。
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2. **战斗系统与镜头 (Battle Camera)**:采用传统横版对峙视角。初期美术资产为精美的纯 2D 图片素材(原画+UI),后期将平滑过渡为 Spine 2D 骨骼动画。
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3. **地图与过场形式 (Map UI)**:采用 **微缩模型沙盘 (Tabletop Diorama)** 风格(参考《暗喻幻想》),玩家如在精美的桌游棋盘上推进带有质感的棋子,并在节点间游走。
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4. **UI/HUD 美学风格**:摒弃传统厚重的欧美奇幻中世纪纹理,采用 **现代日式扁平/半透明风格 (Clean & Modern JRPG)**。注重几何切割、发光细线、磨砂毛玻璃透贴质感,营造清晰、高级的视觉体验。
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5. **生态与魔王城视觉渐变**:
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- 旅途前期与中期展现**极具多样性的正统奇幻生态圈**(平原、森林、荒漠)。
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- 随着逼近魔王城,怪物生态变得更为强大与暴虐。最终的魔王城呈现实一种**“宏伟的高阶异族堡垒 (Grand Imperial Fortress)”**感。它不再是传统破败的黑地牢,而是由高阶黑曜石、暗金色金属与巨大的异族工业/魔法建筑组成的庞大建筑群,展现出魔王军队作为大陆上另一股强大势力的军事威严。
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---
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## 二、【概念图参考描述 (AI Prompts for Nano Banana 2)】
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以下是为你提取的英文自然语言描述。针对 Nano Banana 的特性,我已将它们重写为极具镜头感、空间逻辑清晰的完整描述句:
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### 1. 角色与小队 (The Adventurer Party)
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> **Prompt:** A beautifully composed wide-angle shot of a classic JRPG adventurer party standing on a bright, sunny grassy hilltop. In the foreground, a knight wearing gleaming asymmetrical armor and exaggerated glowing shoulder plates holds a massive translucent shield. Beside him, a mage wearing an oversized witch hat is casting a spell with a crystalline glowing staff. The environment is bathed in highly saturated, dynamic global illumination from a clear bright blue sky, highlighting the rich leather textures and glowing magical metallic accents of their outfits.
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### 2. UI 界面框体基调参考 (Clean Modern Fantasy UI)
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> **Prompt:** A macro shot focusing on a modern JRPG user interface design layout superimposed over a blurred fantasy background. The UI features clean, sleek, translucent frosted glass panels accented with extremely thin, glowing neon-blue and gold border lines. There are no heavy wood or metal textures; instead, the design relies on sharp geometric UI cuts and minimalist stylized icons. Several magical paper cards appear to be floating on the screen, exhibiting a flat, high-end digital aesthetic reminiscent of elegant gaming HUDs.
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### 3. 沙盘棋盘式地图 (Tabletop Map)
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> **Prompt:** A slight overhead camera angle looking down at a beautifully crafted fantasy tabletop map that resembles a physical diorama. The map surface appears to be made of elegantly carved stone and thick parchment. A winding path of gently glowing nodes travels through miniature, stylized forests and mountains. An intricately detailed, metallic adventurer chess piece stands proudly on one of the glowing nodes. The shallow depth of field and tilt-shift effect create a dramatic miniature lighting setup.
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### 4. 最终关卡魔王城 (The Grand Imperial Fortress)
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> **Prompt:** A dramatic wide-angle side-scrolling view of a majestic and oppressive final boss arena. The arena is not a ruined dark dungeon, but rather a grand imperial fortress constructed from massive blocks of polished obsidian and dark gold metals. Immense, imposing architecture showcasing advanced magical engineering towers in the background, lit by the ominous glow of heavily armored banners and braziers. The scene conveys the military discipline and overwhelming might of the Demon King's army under a cloudy, dramatic sky.
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---
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## 三、【拆分子方案 (各个研发流程需求拆分)】
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### 1. [2D & UI 美术需求]
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- **卡牌设计 (Card Design)**:主体为实体魔法羊皮纸质感,四周采用极简的金色/淡蓝色发光线条勾边。职业专属卡牌可通过底部渐变底色区分(如:骑士为赤红,法师为幽蓝)。
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- **HUD与面板**:采用“毛玻璃 (blur)”+ 平面几何切割。绝大部分面板避免堆砌装饰物,重点表现信息的排版层级与微小动效。
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- **角色立绘与切片**:初期需绘制具备大剪影特征(巨武、大披风、大帽子)的静态立绘以提供强烈的视觉辨认度;立绘绘制需严格分离图层(四肢、头部、武器独立分层),为后期直接转入 Spine 2D 做好准备。
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### 2. [3D & TA (技术美术) 需求 - *虽为2D依然需要TA加持*]
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- **UI 材质开发**:编写能在 Unity UGUI 下高效运行的【背景高斯模糊/毛玻璃 (Frosted Glass Shader)】材质,用于大部分系统弹窗面板。
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- **卡牌表现特效**:使用 Shader Graph 或对应工具,为稀有卡牌写一个【流光边缘 (Edge Glow)】或【全息箔闪 (Holographic Foil Base)】的材质,加强摸得到卡牌的“物理魔法感”。
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- **沙盘地图渲染**:如果是 3D 实现 2.5D 的地图,需要开启景深 (Depth of Field) 表现出强烈的“微距感 (Tilt-shift)”;棋子需要实现好看的点光源反射与菲涅尔边缘光。
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### 3. [VFX (特效) & Audio 需求]
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- **卡牌化为指令的机制**:打出卡牌瞬间,生成一个**极速向对应角色飞去的粒子拖尾收束特效**(化为光点、符文或卡牌虚影飞去),配合高频、干脆的“咻砰”充能音效。
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- **角色联动特效**:由于初期只有静态图,强烈依赖特效提升打击感。如果是攻击特效,需要从角色图的“武器位置”向敌人爆发出夸张的【全屏刀光 / 重金属斩击特效】。
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- **环境渐近音效设计 (Audio Progression)**:前中期地图战斗曲为激昂、清晰的小号与弦乐;当临近魔王城时,场景氛围音(BGM)大幅引入**沉重有力的低音铜管、整齐划一的军鼓与强烈的行军节奏**,以衬托强大异族军队的军事压迫感。
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---
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**Prepared by: Antigravity - Principal Art Director**
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**Date: 2026-03-22**
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