# Tile Generation Prompts # Recommended Settings: # - Model: Nano Banana / Any Pixel Art Model # - Resolution: 1024x1024 (Recommended to resize to target size like 96x96 using "Nearest Neighbor" algorithm) # - Sampler: Euler a / DPM++ 2M Karras # Common Prefix: Emphasize pixel style, RPG view, grid layout, white background BASE_PROMPT = ( "pixel art style, 16-bit rpg game assets, top-down view, " "flat shading, high quality, sharp details, " "white background, 3x3 grid layout, sprite sheet, " "consistent lighting, same color palette" ) TILE_PROMPTS = { # ========================================== # Category 1: High Frequency Backgrounds # Strategy: Emphasize seamlessness, subtle variations, unified tone, avoid obtrusive objects # ========================================== # Plain/Grassland "plain": ( f"{BASE_PROMPT}, " "9 variations of green grass ground tiles, simple meadow texture, " "clearly different texture patterns between tiles, clean green lawn, " "some tiles with small stone clusters, some with sparse weeds, some with slightly drier patches, " "seamless pattern style, harmonious but not identical soothing green color" ), # Desert "desert": ( f"{BASE_PROMPT}, " "9 variations of yellow sand ground tiles, desert floor texture, " "smooth sand with clearly different wind ripple directions and density, " "some tiles with small pebble clusters or tiny dried bushes, " "arid atmosphere, golden yellow color with slightly varied brightness, " "uniform texture" ), # Water/Sea "water": ( f"{BASE_PROMPT}, " "9 variations of blue water surface tiles, lake texture, " "calm liquid surface with clearly different ripple shapes and wave crest directions, " "some tiles with gentle foam, some with brighter specular highlights, some almost flat, " "no islands, no rocks, clear blue color, " "consistent water pattern" ), # Glacier/Snow "glacier": ( f"{BASE_PROMPT}, " "9 variations of white snow ground tiles, frozen ground texture, " "clean white snow with clearly different accumulation shapes, " "some tiles with clear shallow footprints, some with cracked ice patterns, subtle blueish tint, " "soft smooth surface, no rocks, seamless winter field" ), # Swamp "swamp": ( f"{BASE_PROMPT}, " "9 variations of murky swamp ground tiles, dark purple and green mud, " "wet muddy ground with clearly different puddle shapes and distributions, " "some tiles with many bubbles, some with floating leaves, some almost only dark mud, " "toxic atmosphere, dark and gloomy color palette, flat texture" ), # ========================================== # Category 2: Obstacles & Terrain # Strategy: Emphasize independent objects, centered, clear outlines, slight shape variations without changing style # ========================================== # Forest - Temperate "forest": ( f"{BASE_PROMPT}, " "9 variations of green oak trees, individual map trees, " "isolated trees centered in grid cells, " "strong differences in tree crown shape, height and density, same green foliage color, " "some tiles with one big tree, some with two thinner trees, some with a lower bushy tree, " "compact trees, game asset style, clear outline" ), # Rainforest - Tropical "rainforest": ( f"{BASE_PROMPT}, " "9 variations of jungle palm trees and broadleaf trees, individual trees, " "isolated trees centered in grid cells, " "tropical dark green vibrant colors, strong variation in crown size, leaf shapes and trunk height, " "some tiles with hanging vines, some with extra side leaves, some with double trunks, " "rpg map obstacle, clear outline" ), # Mountain - Rocky "mountain": ( f"{BASE_PROMPT}, " "9 variations of grey rocky mountains, small individual mountain peaks, " "isolated peaks centered in grid cells, " "clearly different peak shapes and slopes, some tall and thin, some low and wide, some double peaks, " "grey stone texture with moss hints, similar overall height, clear outline" ), # Snow Mountain "snow_mountain": ( f"{BASE_PROMPT}, " "9 variations of snow-capped mountains, individual snowy peaks, " "isolated peaks centered in grid cells, " "different amounts of snow and rock exposed, some with wide snow caps, some with more rock showing, " "white snow on top, grey rock at bottom, " "compact shape, cold atmosphere, clear outline" ), # Volcano "volcano": ( f"{BASE_PROMPT}, " "9 variations of active volcanoes, small individual volcano peaks, " "isolated peaks centered in grid cells, " "different crater openings and lava glow intensity, some narrow and tall, some wide and flat, " "some tiles with heavy smoke plumes, some with side lava cracks, " "dark rock with magma crater on top, dangerous red and black colors, clear outline" ), # City - Icon for world map "city": ( f"{BASE_PROMPT}, " "9 variations of small ancient chinese houses, map icon style, " "isolated buildings centered in grid cells, " "clearly different roof shapes and small courtyard layouts, some with one house, some with two connected houses, " "grey tiled roofs, white walls, asian architecture, " "compact simple structure, similar size" ), # Sect - More magnificent than cities "sect": ( f"{BASE_PROMPT}, " "9 variations of mystical chinese fantasy pavilions, map icon style, " "isolated floating palaces or pagodas centered in grid cells, " "strong variation in roof layers and tower heights, some with tall spires, some with wide halls, some with side towers, " "elegant blue and gold roofs, magical aura, " "ethereal atmosphere, clear outline" ), # Ruins "ruins": ( f"{BASE_PROMPT}, " "9 variations of ancient stone ruins, broken pillars and walls, " "isolated debris centered in grid cells, " "clearly different collapse shapes and arrangements, some with standing half pillars, some mostly rubble, some with broken arches, " "weathered grey stone, mossy and cracked, " "mysterious atmosphere, clear outline" ) } if __name__ == "__main__": print("=== Generated Prompts ===") print(f"Base Prompt: {BASE_PROMPT}\n") for key, prompt in TILE_PROMPTS.items(): print(f"--- {key.upper()} ---") print(prompt) print()