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Made with GPT Image 2 · CC0 · 22 Aug 2026
Generated with prompt: Create a production-ready game asset for BLOODMOON. ASSET: SCRAP DOOR — DOUBLE-WIDTH WALL DOOR FORMAT: Native 2D top-down game sprite. EXACT FOOTPRINT: 64 × 32 pixels. This represents EXACTLY TWO adjacent 32×32 construction grid cells. CRITICAL: The entire physical door structure, frame and machinery must fit completely inside the 64×32 footprint. Nothing structural may extend outside the tile boundaries. The asset will be placed on a strict 32×32 construction grid in Godot. ROTATION: The default asset occupies: 2 cells wide × 1 cell deep 64×32 pixels. It MUST also look correct when rotated 90 degrees in-game, becoming: 1 cell wide × 2 cells deep 32×64 pixels. Do not include directional details that make rotation look incorrect. ================================================== PURPOSE ================================================== This is the matching DOOR for the BLOODMOON Scrap Wall set. It should connect naturally between the existing 32×32 Scrap Wall tiles. Concept: SCRAP WALL — SCRAP DOOR — SCRAP WALL The door occupies TWO grid cells so that the opening is comfortably wide enough for: - the Vanguard - human colonists - Androids - normal infantry movement It should read clearly as a genuine traversable entrance rather than a narrow single-person slit. ================================================== VISUAL STYLE ================================================== Dark industrial sci-fi. Improvised frontier construction built from: - salvaged Imperial armour plates - mismatched metal panels - welded structural braces - scavenged mechanical components - exposed door mechanisms - damaged Imperial technology - crude reinforcement - bolts and visible welds Use restrained: - dark graphite / gunmetal - worn metal - cream/light metallic edge details - Imperial amber/orange markings - very small cyan technological indicators where appropriate The door should look: CHEAP IMPROVISED HEAVY MECHANICAL SCI-FI FUNCTIONAL It should visually match the Scrap Wall exactly. Do NOT make it: - medieval - wooden - fantasy - clean futuristic luxury technology - a modern household door - a random pile of junk ================================================== DOOR DESIGN ================================================== Create a DOUBLE-WIDTH mechanical Scrap Door. Prefer a design such as: TWO reinforced sliding door leaves ↓ [ DOOR ] [ DOOR ] ↑ that retract/open away from the central passage. The CLOSED state should clearly block the full opening. The doorway should have: - reinforced scrap-metal frame - visible sliding/mechanical door panels - small salvaged actuator mechanisms - clear central seam - readable wall connection points IMPORTANT: The wall connection on each end must have the SAME: - wall thickness - position - height - visual scale - connection alignment as the matching 32×32 Scrap Wall straight segment. Adjacent Scrap Wall tiles should connect seamlessly into the door frame. ================================================== TOP-DOWN REQUIREMENTS ================================================== True top-down / very slightly elevated top-down perspective. Match a tactical colony-building game. NOT isometric. The opening and door mechanism must remain visually readable at actual gameplay scale. Use strong pixel-scale forms rather than excessive tiny details. ================================================== ANIMATION COMPATIBILITY ================================================== Design the asset so it can later support: CLOSED OPENING OPEN CLOSING For this request, generate the CLOSED state only. Do NOT create the animation yet. The two door leaves should be visually designed so they could plausibly slide/retract into the outer frame when we animate them later. ================================================== GAMEPLAY GEOMETRY ================================================== The logical footprint is exactly: 2 × 1 grid cells. The passage should run through the LONG dimension of the doorway. When rotated 90 degrees, the same asset becomes a vertical 1×2 doorway. Keep the usable central opening visually generous. Do not fill most of the two-cell width with giant pillars or machinery. ================================================== NO ================================================== No background. No terrain. No grass. No rocks. No characters. No UI. No text. No separate wall pieces. No giant external machinery. No shadows extending beyond the footprint. No sprite sheet. No perspective distortion. BACKGROUND: Transparent. OUTPUT: One isolated transparent PNG. EXACT CANVAS: 64×32 pixels. The entire Scrap Door must fit inside that canvas and align to the BLOODMOON 32×32 grid. Align visually with the user reference image(s) when present: match subject, materials, and palette.
Creator
Mark Wilson
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