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deepseek c06786518c Wildlife Kingdom — original browser zoo-management sim
- Procedural canvas art: 15 species × 4 poses, 15 buildings, modular terrain, UI icons
- Habitat enclosure detection, biome suitability, staff/guest AI pathfinding
- Economy: tickets, shops, wages, star rating, research tiers, 15 missions
- Day/night cycle, particles, WebAudio soundtrack & synth SFX
- Mouse + touch controls, responsive UI, localStorage autosave
- Verified: 31/31 logic tests (test/smoke.js) · 12/12 render audits (test/qa.html)
2026-08-23 07:01:21 +00:00

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Wildlife Kingdom — Art Direction

The in-code "master graphic prompt": every sprite follows these rules.

Perspective & Camera

  • Top-down / slightly isometric, 2:1 diamond grid (64×32 px tiles), camera reading as a ~45° look-down — the classic premium zoo-builder view.
  • Painter's-algorithm depth (x+y), consistent across terrain, fences, objects, buildings, animals and visitors.

Shape Language

  • Everything is built from rounded blobs and soft prisms. No straight harsh edges.
  • Animals: chunky bodies ≈ 2× tall as legs, oversized heads, big glossy eyes with a single white shine pixel, rosy blush, tiny smiles.
  • Buildings: extruded iso boxes with three-tone wall shading (top +8%, left 0%, right 10%) and one playful roof feature each (swirl cone, wave dome, mesh aviary, boulder roof, scalloped awning, flag archway).

Color Palette (natural zoo)

Role Hex
Fresh greens #7cc653 · #63b34c · #4d9a37
Warm yellows #ffd23c · #ffc93c · #f0c05c
Sky blues #69c3ef · #6ec6ea · #3796cf
Earth browns #a9743f · #c99b62 · #8a5a34
Soft oranges #ff9d47 · #e8823c
UI cream #fdf6e7 · #f6ead1, ink #43362a

Accents (red #e85d5d, pink #ff8aa8) used sparingly for signs, awnings, hearts.

Lighting Rules

  • One sun, upper-left: highlights top-left of every blob, shade lower-right.
  • Contact shadows: soft translucent ellipses under every entity; buildings cast a footprint shadow.
  • Day/night: sky gradient lerps #7ec8f5→#2c3e66; night adds indigo tint + warm radial lamp glows.

Animation Feel

  • Idle = slow breathing bob + tail/ear sway; walk = sinusoidal leg swing with body bounce; eat = head dip + chew cycle; happy = hop squash-stretch + sparkle/hearts.
  • Visitors waddle (leg phase + lane offsets); kids at 0.68 scale; balloons drift on their own sine.
  • Water breathes via moving highlight arcs; swimmers clip at the waterline with ripple rings.

Sprite Hygiene

  • Transparent backgrounds, clean readable silhouettes at 40 px (icons) to full size.
  • Consistent scale ratios between species (elephant 1.22 × zebra 0.95 × penguin 0.68).
  • No text, logos or watermark noise inside world sprites.

UI Identity

  • Cream paper panels, 1820 px radii, 2 px warm borders, soft drop shadows.
  • Pill HUD stats with hand-drawn icons (coin paw-print, flask, star…).
  • Chunky rounded buttons that depress on click; orange = selection, green = money, red = danger/demolish. Typography: Baloo 2 (rounded, friendly).