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AIGame/Doc/Design/Character/RockRhino/design_prompt.txt
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udxandClaude Opus 5.5 89e0fa246f Add formal enemies, remaining formal partners and synthesized UI SFX
- UI SFX v3: procedurally synthesized one-shots (Tools/synth_ui_sfx.py) wired to
  buttons, rewards, errors and red dots via UiSfx, gated by the SFX setting.
- Five formal enemies (Hornlet, Dashlet, Shellhorn, HornCaptain, GreatHorn):
  Hunyuan 50k -> 2000-tri XPbr, DGXA TokenRig, Idle/Walk/Attack, nested per type
  in PrototypeArena; PrototypeBattle.Enemy gains presentation-only Moving/Strikes.
- Formal partners for all ten pets in the arena and portraits, including new
  VineSprite, ThunderLeopard and TideWhale.
- Pipeline fixes: reject local TokenRig fallback, drop loose mesh islands,
  configurable Unity run_script timeout, companion static stage.
- Also includes concurrent work from another tool in this working tree
  (FlameLion, enemy combat FX, challenge mode, home explorer, server updates).
- Resources registered in Doc/ResDesc_*.md; verified on isolated :18081.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 12:23:55 +08:00

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Mode: built-in image_gen (generate; stylized-concept)
Date: 2026-10-21
Output: Doc/Design/Character/RockRhino/rockrhino.png
References:
- AIClient/Assets/Bundles/UI/Texture/Prototype/proto_pet_5.png (identity)
- Doc/Design/Character/FireCat/firecat.png (style)
Final prompt:
Use case: stylized-concept.
Asset type: production concept for the Unity game AIGame, one T1 companion RockRhino / 岩甲犀, ID 5.
Input images: Image 1 is the EXISTING prototype identity reference: blue-gray rhino, ivory horn, cyan angular armor; preserve this recognizable palette and identity while replacing its primitive proxy geometry. Image 2 is STYLE ONLY: match the FireCat companion's friendly polished chibi 3D game render, big expressive glossy eyes, appealing rounded volumes and clean readable shapes. Do not add cat features or fur to the rhino.
Subject: one small friendly stocky FOUR-LEGGED rhinoceros with a broad rounded blue-gray head and muzzle, two large expressive dark eyes, small rounded ears, ONE short sturdy ivory horn centered on its nose, a thick squat blue-gray body, a few broad softly beveled cyan / teal stone armor plates integrated across shoulders and back. Short visible tail. Compact strong legs with simple rounded gray hooves. Stone plates are solid continuous attached armor, with shallow seams, not floating shards.
Pose: calm neutral rigging-friendly quadruped standing pose. Four distinct stout legs, all four separate hooves grounded on a common flat plane, visible gaps between each leg and belly. Bilaterally symmetrical anatomy and level back. Head held naturally forward at rest, not attacking, not grazing. Neck readable and separable from shoulders for a later short braced head-and-shoulder bash animation.
Composition: single full-body character, centered, landscape 3:2 composition, very shallow front three-quarter view (about 15 degrees off frontal) to show horn, both eyes, body length and all four legs; no exaggerated perspective or foreshortening. All horn, ears, tail and hooves fully in frame, generous white margin.
Scene: pure solid white #FFFFFF background to all four corners, soft neutral studio lighting and minimal subtle contact shadow directly beneath feet.
Material: smooth matte blue-gray skin, rounded stylized cyan stone armor, ivory horn; high quality soft 3D game art, simple surfaces suitable for 2000-triangle mobile-game reconstruction and 1024 textures. T1 base creature with restrained armor, no equipment.
Constraints: exactly ONE rhino, ONE nose horn, FOUR legs; no text, no lettering, no watermark, no borders, no reference panels, no UI, no floor base, no scenery, no other characters, no saddle, no accessories, no magical glow, no particles, no floating stones, no attack effect, no biped pose.