# Grafik-Prompts Erzeugt mit dem integrierten OpenAI-Bildgenerator. Die Sprite-Sheets besitzen echte Transparenz. ## Zusätzliche Shop-Karten (Alpha 0.1.0-alpha.4 Entwicklung) Die vier neuen Hintergründe `orbital_biodome_bg.png`, `cryo_refinery_bg.png`, `solar_forge_bg.png` und `vestige_megastructure_bg.png` wurden als eigenständige, straßenfreie 16:9-Karten erzeugt. Der Reaktor liegt jeweils rechts ungefähr auf Höhe der Spielfeldmitte. Die Fahrbahn, Gegnerroute und Bausperre werden zur Laufzeit ausschließlich aus den gemeinsamen 80-Pixel-Raster-Wegpunkten aufgebaut. Gemeinsame Prompt-Vorgabe: realistische, hochauflösende, direkt von oben gesehene Science-Fiction-Plattform mit freier Deckfläche, gut lesbarer Umgebung und sichtbarem Reaktor am rechten Rand; kein eingebauter Weg, keine Fahrbahnmarkierung, kein Raster, keine Bauplätze, keine Einheiten, Türme, UI, Schrift oder Logos. Die Varianten unterscheiden sich thematisch durch Biodom und blauen Nebel, eisige Raffinerie, orangefarbene Sonnen-Schmiede sowie eine verlassene Megastruktur im violetten All. ## orbital_platform.png ```text Use case: stylized-concept Asset type: 2D game battlefield background Primary request: a realistic science-fiction orbital defense platform viewed directly from above, designed as a tower-defense map Scene/backdrop: deep space with subtle blue nebula, distant stars, dark armored station plates forming a broad central combat zone, one clearly readable curved enemy flight corridor from the upper-left edge toward a glowing reactor core on the right Style/medium: polished realistic 2D game environment art, physically plausible hard-surface materials, cinematic but readable Composition/framing: exact top-down orthographic view, 16:9 landscape, gameplay area remains visually uncluttered, route readable without arrows or text Lighting/mood: cold blue space light, restrained cyan reactor glow, high contrast silhouettes Color palette: graphite, gunmetal, navy, cold cyan, small amber hazard lights Constraints: no text, no logos, no watermark, no UI, no ships, no turrets, no perspective tilt ``` ## defense_towers.png ```text Use case: stylized-concept Asset type: transparent 2D game tower sprite sheet Primary request: three separate realistic science-fiction defensive turrets: rapid kinetic cannon, focused energy laser emitter, heavy missile launcher Subject: each turret is a complete circular-base installation with a distinct readable silhouette, viewed directly from above Style/medium: polished realistic 2D game sprites, hard-surface military spacecraft design, consistent scale and lighting Composition/framing: exact top-down orthographic view, three objects evenly spaced in one horizontal row, generous transparent padding, no overlap Lighting/mood: cold blue rim light with subtle cyan emissive details Color palette: gunmetal, graphite, muted navy, cyan accents, tiny amber details Constraints: genuinely transparent background, no labels, no text, no logos, no watermark, no shadows extending far from objects, no perspective tilt ``` ## enemy_ships.png ```text Use case: stylized-concept Asset type: transparent 2D game enemy spaceship sprite sheet Primary request: three separate hostile spacecraft: fast interceptor, armored assault frigate, heavy command cruiser Subject: complete ships with increasingly large and armored silhouettes, noses pointing to the right, viewed directly from above Style/medium: polished realistic 2D game sprites, plausible mechanical panels and engines, consistent faction design Composition/framing: exact top-down orthographic view, three objects evenly spaced in one horizontal row, generous transparent padding, no overlap Lighting/mood: cold space lighting, restrained red-orange engine and weapon glow Color palette: dark titanium, worn steel, deep red markings, red-orange emissive details Constraints: genuinely transparent background, no labels, no text, no logos, no watermark, no cropped parts, no perspective tilt ``` ## Neue Gegnerschiffe (Balance-Iteration) Die Rollenbilder liegen separat, damit die zusätzlichen Schiffe trotz unterschiedlicher Silhouette ohne Sprite-Sheet-Cropping angezeigt werden: `enemy_interceptor.png`, `enemy_shield_carrier.png` und `enemy_siege_destroyer.png`. Alle drei zeigen die Flugrichtung nach rechts; der Laufcode dreht das jeweilige Bild passend zur Route. Quelle: integrierter OpenAI-Bildgenerator, transparenter Hintergrund, Stilreferenz war `enemy_ships.png`. **Abfangjäger** — schnell, schmal, geringe Hülle und höherer Reaktorschaden bei Durchbruch. ```text Einzelner transparenter feindlicher Abfangjäger für Void Bastion, scharf-winklige schmale Flügel, vollständig sichtbar und nach rechts ausgerichtet (Bug rechts, Triebwerke links), verwitterte gunmetal- und rote Panzerplatten, orange Triebwerke, realistischer 3D-gerenderter Top-down-3/4-Sci-Fi-Spielgrafikstil passend zum bestehenden Gegner-Sprite, keine Umgebung, kein Text, kein Rahmen, kein Wasserzeichen. ``` **Schildkreuzer** — mittelgroß, dauerhaft abgeschirmt und mit blau-cyanfarbenen Emittern deutlich erkennbar. ```text Einzelner transparenter feindlicher Schild-Unterstützer für Void Bastion, breite kompakte Silhouette, cyanfarbene Energie-Emitter-Ringe und leuchtender Kern direkt im Schiff, keine äußere Schutzblase, vollständig sichtbar und nach rechts ausgerichtet, verwitterte gunmetal- und rote Panzerplatten, realistische 3D-gerenderte Sci-Fi-Spielgrafik passend zum bestehenden Gegner-Sprite, keine Umgebung, kein Text, kein Rahmen, kein Wasserzeichen. ``` **Belagerer** — schweres, langsames Schiff mit breiter Silhouette und hohem Reaktorschaden; wird außerdem für Bosswellen genutzt. ```text Einzelner transparenter schwerer feindlicher Belagerungszerstörer für Void Bastion, breite massive gepanzerte Silhouette mit mehreren sichtbaren Kanonen und drei starken orangefarbenen Triebwerken, vollständig sichtbar und nach rechts ausgerichtet, verwitterte gunmetal- und rote Panzerplatten, realistischer 3D-gerenderter Sci-Fi-Spielgrafikstil passend zum bestehenden Gegner-Sprite, keine Umgebung, kein Text, kein Rahmen, kein Wasserzeichen. ``` ## app_icon.png ```text Use case: logo-brand Asset type: mobile and desktop game app icon Primary request: original icon for a realistic science-fiction tower-defense game, showing a cyan glowing orbital reactor core protected by three dark gunmetal shield segments while a small red hostile ship approaches Style/medium: polished realistic 2D game icon, hard-surface science fiction, strong readable silhouette at small size Composition/framing: square, centered emblem, close crop, generous safe margin for rounded app-icon masks Lighting/mood: cold cyan reactor glow against deep space, restrained red threat accent Color palette: graphite, navy, cyan, small red-orange accent Constraints: no text, no letters, no logos or trademarks, no watermark, no thin fragile details, no transparent background ``` ## orbital_shipyard.png ```text Use case: stylized-concept Asset type: 2D tower-defense game map background Primary request: Create a realistic cinematic top-down orbital shipyard map for a science-fiction tower-defense game. Scene/backdrop: Huge rectangular orbital industrial platform floating in deep space, full landscape composition, broad playable deck filling most of the frame. Subject: One single unmistakable enemy roadway begins at the far left edge, travels horizontally, bends downward through the middle, bends back upward, and ends at a bright cyan reactor at the far right edge. The roadway must remain continuously visible, wide, unobstructed, and visually separated from buildable deck areas. Style/medium: realistic high-detail hard-surface science-fiction concept art, orthographic top-down game map, dark steel, subtle cyan and amber lighting. Composition/framing: landscape 16:9, edge-to-edge map, large open construction zones above and below the roadway, no perspective tilt. Constraints: no towers, no ships, no enemies, no characters, no text, no labels, no UI, no watermark; exactly one continuous route; reactor only at route end. ``` ## asteroid_refinery.png ```text Use case: stylized-concept Asset type: 2D tower-defense game map background Primary request: Create a realistic cinematic top-down asteroid refinery map for a science-fiction tower-defense game. Scene/backdrop: Massive mining and refinery station built across a rust-red asteroid field, full landscape composition, broad playable metal deck filling most of the frame. Subject: One single unmistakable armored convoy roadway begins at the upper-left edge, curves down around a central circular refinery pit, continues along the lower middle, then turns upward and ends at a bright orange-white reactor gate on the far right edge. The roadway must be continuously visible, wide, unobstructed, and clearly distinct from buildable deck areas. Style/medium: realistic high-detail hard-surface science-fiction concept art, orthographic top-down game map, dark iron, copper, rust-red rock, restrained orange and teal lights. Composition/framing: landscape 16:9, edge-to-edge map, generous open construction zones around the route, no perspective tilt. Constraints: no towers, no ships, no enemies, no characters, no text, no labels, no UI, no watermark; exactly one continuous route; reactor only at route end. ``` ## HD-Neuaufbereitung der drei Karten Für `orbital_platform_hd.png`, `orbital_shipyard_hd.png` und `asteroid_refinery_hd.png` wurde jeweils das zugehörige vorhandene Kartenbild als Editierziel verwendet. Der Kartenname im folgenden Prompt wurde pro Motiv angepasst: ```text Use case: precise-object-edit Asset type: high-resolution top-down 2D tower-defense map background for Windows PC Primary request: Re-render and upscale the supplied map to a crisp 4K-quality 16:9 game background while preserving the exact road route, reactor placement, platform layout, camera angle, colors, and overall composition. Style/medium: realistic high-detail hard-surface science-fiction environment, sharp physically plausible metal, readable panel seams, clean road edges. Composition/framing: exact same top-down framing and aspect ratio as the input; every road bend and gameplay-relevant platform must remain at the same relative coordinates. Constraints: preserve gameplay geometry exactly; improve fine texture detail and edge clarity for display at 2800x1575 and larger; no text, no UI, no grid, no towers, no enemies, no watermark. Avoid: changing the route, adding or removing road branches, changing the reactor position, blur, painterly texture, depth-of-field, perspective tilt. ``` ## Verlängerte Routen für Version 0.7 Für `orbital_platform_long.png` und `orbital_shipyard_long.png` wurde die jeweilige HD-Karte als Editierziel verwendet. Die Pyrax-Raffinerie behält ihre vorhandene große Ringschleife, da sie den Bauraum bereits sinnvoll erschließt. Gemeinsamer Rahmen: ```text Use case: precise-object-edit Asset type: full-screen top-down 2D tower-defense battle map Style/medium: preserve the supplied realistic high-detail hard-surface science-fiction station, exact top-down orthographic camera, crisp metal panels and readable road edges. Composition/framing: preserve the 16:9 frame, existing station silhouette, environment, lighting palette, and reactor identity; the entire route must be visible at once on PC and mobile. Constraints: change the roadway and adjacent deck only as needed; exactly one continuous road from the left entrance to the right reactor; road width consistent everywhere; long bends with no crossings or branches; generous buildable metal areas always within tower range of at least one road segment; no UI, grid, towers, enemies, text, arrows, labels, or watermark. Avoid: short direct paths, dead ends, route crossings, hidden road sections, perspective tilt, blur. ``` Kartenspezifische Routenanweisungen: ```text Bastion Prime: Replace the current short roadway with one single much longer non-crossing three-pass serpentine road: it enters from the far left in the upper fifth, crosses far toward the right, makes a broad 180-degree bend downward, returns left across the middle, makes a second broad 180-degree bend downward, then crosses right across the lower-middle and connects to the existing cyan reactor on the far right. Keep large buildable deck islands inside and around the bends. Helios-Werft: Replace the current roadway with one single longer non-crossing industrial S-route using three horizontal firing lanes: enter at the far left upper-middle, travel far right, make a broad downward U-turn, travel back left through the center, make another downward U-turn, then travel right along the lower-middle and curve upward into the existing cyan reactor at the far right. Use most of the station deck while leaving clear buildable islands between the lanes. ``` ## Straßenfreie Rasterbasen für Version 0.12 Für die drei final verwendeten Dateien `orbital_platform_grid_base.png`, `orbital_shipyard_grid_base.png` und `asteroid_refinery_grid_base.png` wurde jeweils die vorhandene Karte als Editierziel verwendet. Die Straße wird nicht mehr in das Bild eingebacken, sondern im Spiel exakt aus dem 80-Pixel-Raster erzeugt. ### Bastion Prime ```text Use case: precise-object-edit Asset type: top-down 2D tower-defense game map background Primary request: Remove every baked-in roadway, racetrack lane, glowing road border, road center line, and curved driving route from this space-station map. Replace all former road areas with continuous realistic dark steel station decking and modular armored platform panels that match the surrounding construction surfaces. Input image: edit target; preserve the map's identity. Style/medium: realistic cinematic top-down science-fiction industrial station, crisp game-ready detail. Composition/framing: preserve the exact camera, top-down framing, outer station silhouette, blue space background, right-side blue reactor, machinery, bridges, lighting direction, and overall color palette. Constraints: the final surface must be a neutral continuous buildable deck with absolutely no implied travel route; preserve the reactor and major station structures; no towers, enemies, grid, UI, text, symbols, arrows, tracks, roads, lanes, curves, path markings, or watermark. ``` ### Helios-Werft ```text Use case: precise-object-edit Asset type: top-down 2D tower-defense game map background Primary request: Remove every baked-in roadway, racetrack lane, glowing road border, road center line, and curved driving route from this orbital shipyard map. Replace all former road areas with continuous realistic dark steel shipyard decking and modular armored platform panels matching the surrounding station. Input image: edit target; preserve the Helios shipyard identity. Style/medium: realistic cinematic top-down science-fiction industrial shipyard, crisp game-ready detail. Composition/framing: preserve the exact camera, top-down framing, outer station silhouette, space backdrop, right-side blue reactor, gantries, towers, machinery, warm industrial lighting, and palette. Constraints: neutral continuous buildable deck with absolutely no implied travel route; preserve the reactor and major structures; no towers, enemies, grid, UI, text, symbols, arrows, tracks, roads, lanes, curves, path markings, or watermark. ``` ### Pyrax-Raffinerie ```text Use case: precise-object-edit Asset type: top-down 2D tower-defense game map background Primary request: Remove every baked-in roadway, curved vehicle lane, glowing road border, road center line, and implied driving route from this orange asteroid refinery map. Replace former roads with continuous realistic rugged refinery decking, armored steel plates, industrial grating, pipes, and platform panels matching the surrounding buildable areas. Input image: edit target; preserve the Pyrax refinery identity. Style/medium: realistic cinematic top-down science-fiction asteroid refinery, crisp game-ready detail. Composition/framing: preserve the exact camera, top-down framing, outer refinery silhouette, orange lava-space environment, right-side orange reactor, central open furnace/reactor chamber, machinery, industrial lighting, and palette. Constraints: neutral continuous platform deck with absolutely no implied travel route; preserve both reactor areas and major structures; no towers, enemies, grid, UI, text, symbols, arrows, tracks, roads, lanes, curves, path markings, or watermark. ``` ## Beleuchtete Straßenoberfläche für Version 0.13 Die Datei `road_surface_material_v1.png` wurde mit dem integrierten OpenAI-Bildgenerator als realistische Materialquelle erzeugt. Das Spiel setzt Ausschnitte dieser Textur ausschließlich innerhalb der exakt rastergebundenen Straßenmodule ein; Form und Laufweg werden weiterhin deterministisch von Godot vorgegeben. ```text Use case: stylized-concept Asset type: seamless material texture for modular top-down 2D tower-defense roadway tiles Primary request: Create a highly detailed realistic science-fiction orbital-station roadway surface material with the rich cinematic finish of premium game environment art. Subject: edge-to-edge brushed titanium and gunmetal road decking with layered armored panels, fine recessed seams, subtle wear, small rivets, narrow cyan energy conduits, warm amber embedded navigation lights, soft pools of orange light, restrained blue reflections, and localized luminous rays across the metal. Style/medium: photorealistic cinematic hard-surface science-fiction game texture, crisp high-resolution PBR-like detail, exact orthographic top-down view. Composition/framing: square seamless tileable material swatch; continuous surface reaches every edge; balanced details without a central object; suitable for repeatedly tiling inside straight and curved road masks. Lighting/mood: active inhabited station, bright readable metal, warm amber practical lights mixed with cool cyan technology glow, subtle volumetric light streaks and reflections, high contrast but not dark. Color palette: silver titanium, graphite, cool steel blue, cyan accents, amber-orange lights. Constraints: seamless/tileable on all four edges; exact top-down orthographic view; uniform scale; no road shape, no curve, no perspective, no background scenery, no space, no vehicles, no towers, no enemies, no text, no symbols, no arrows, no UI, no watermark. Avoid: flat gray fill, large empty areas, obvious central composition, thick yellow outline, cartoon look, painterly blur, perspective tilt, lane borders that would conflict with a mask. ```