Tileset organization system - 25 TSX files + comprehensive workflow docs
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docs/TILED_INTEGRATION_MASTER_PLAN.md
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docs/TILED_INTEGRATION_MASTER_PLAN.md
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# 🗺️ TILED INTEGRATION MASTER PLAN
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**Project:** Krvava Žetev / NovaFarma
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**Date:** 2025-12-22
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**Status:** 🚀 READY TO EXECUTE
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---
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## 📋 OVERVIEW
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### Current Asset Status:
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- ✅ **122+ sprite sheets** generated
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- ✅ **3,877 individual objects** processed (50% resized)
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- ✅ **3,877 TSX files** auto-generated
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- ✅ **Base Tiled setup** complete (grass, dirt, water, decorations)
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- 🎯 **Next:** Systematic import of all sprite sheets
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### Assets Location:
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```
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c:/novafarma/assets/
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├── krvava_zetev_sprites/ (60 sprite sheets)
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├── tiled_sprites/ (180+ objects)
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├── topdown_objects/ (7 sprite sheets)
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├── narezano_loceno/ (3,877 individual PNG objects)
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│ ├── topdown_objects/ (151 objects)
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│ ├── krvava_zetev_sprites/ (915 objects)
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│ └── tiled_sprites/ (2,811 objects)
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└── tilesets_auto/ (3,877 TSX files)
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```
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---
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## 🎯 PHASE 1: TILESET ORGANIZATION (PRIORITY)
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### Category 1: **Characters & NPCs** (8 sprite sheets)
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**Purpose:** Main characters, companions, romantic interests
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| Asset | Count | Animation | Priority |
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|-------|-------|-----------|----------|
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| `kai_character_2x2_grid` | 1 | 4-dir walk | ⭐⭐⭐ |
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| `ana_character_2x2_grid` | 1 | 4-dir walk | ⭐⭐⭐ |
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| `lena_farmer_2x2_grid` | 1 | 4-dir walk | ⭐⭐ |
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| `marija_baker_2x2_grid` | 1 | 4-dir walk | ⭐⭐ |
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| `ivan_blacksmith_2x2_grid` | 1 | 4-dir walk | ⭐⭐ |
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| `jakob_trader_2x2_grid` | 1 | 4-dir walk | ⭐⭐ |
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| `dr_chen_doctor_2x2_grid` | 1 | 4-dir walk | ⭐ |
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| `dr_krnic_villain_2x2_grid` | 1 | 4-dir walk | ⭐⭐ |
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**Tiled Actions:**
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1. Create **External Tileset** for each character
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2. Set tile size: **96x96px** (2x2 grid on 48px base)
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3. Define **4-direction walk animations**:
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- Down (row 1)
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- Left (row 2)
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- Right (row 3)
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- Up (row 4)
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4. Group into: `NPCs/Characters/`
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---
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### Category 2: **Animals & Pets** (12 sprite sheets)
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**Purpose:** Farm animals, companions, breeding system
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| Asset | Count | Features | Priority |
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|-------|-------|----------|----------|
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| `farm_animals_family_grid` | 44 | Breeding families | ⭐⭐⭐ |
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| `dog_companions_5_breeds` | 5 | Pet system | ⭐⭐ |
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| `rare_livestock_animals` | Multiple | Special breeds | ⭐⭐ |
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| `cow` / `chicken` / `pig` | 3 | Basic farm animals | ⭐⭐⭐ |
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**Tiled Actions:**
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1. Import from `narezano_loceno/krvava_zetev_sprites/`
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2. Use pre-generated TSX files from `tilesets_auto/`
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3. Organize by type: `Animals/Livestock/`, `Animals/Pets/`, `Animals/Wildlife/`
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4. Tag breeding pairs and families
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---
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### Category 3: **Buildings & Upgrades** (18 sprite sheets)
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**Purpose:** Progression system (house/barn/storage stages)
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| Asset | Count | Stages | Priority |
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|-------|-------|--------|----------|
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| `house_progression_5_stages` | 5 | Level 1-5 | ⭐⭐⭐ |
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| `barn_progression_4_stages` | 4 | Level 1-4 | ⭐⭐⭐ |
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| `storage_upgrades_4_stages` | 4 | Level 1-4 | ⭐⭐⭐ |
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| `greenhouse_upgrades_stages` | Multiple | Expansions | ⭐⭐ |
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| `buildings_ruins_states` | 26 | Damaged/repaired | ⭐⭐ |
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**Tiled Actions:**
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1. Create tileset group: `Buildings/Progressive/`
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2. Create separate layers for each upgrade stage
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3. Setup animation sequences for construction
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4. Document upgrade paths
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---
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### Category 4: **Environment & Terrain** (15 sprite sheets)
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**Purpose:** Biomes, trees, weather effects
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| Asset | Count | Features | Priority |
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|-------|-------|----------|----------|
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| `biome_terrain_tiles` | 63 | 5 biomes | ⭐⭐⭐ |
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| `trees_topdown_pack` | 16 | Various species | ⭐⭐⭐ |
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| `tree_growth_oak/pine/cherry/apple` | 4 sets | Growth stages | ⭐⭐⭐ |
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| `grass_soil_tileset` | Auto-tile | Terrain | ⭐⭐⭐ |
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| `seasonal_vegetation_4_seasons` | 4 sets | Spring/Summer/Fall/Winter | ⭐⭐ |
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**Tiled Actions:**
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1. Setup **auto-tiling** for terrain (grass/soil)
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2. Create growth animation sequences for trees (4-6 stages)
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3. Organize by biome: `Terrain/Grassland/`, `Terrain/Forest/`, etc.
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4. Create seasonal variants
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---
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### Category 5: **Crops & Farming** (12 sprite sheets)
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**Purpose:** Growth sequences, seasonal crops
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| Asset | Count | Stages | Priority |
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|-------|-------|--------|----------|
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| `crop_growth_all` | Multiple | 5-6 stages each | ⭐⭐⭐ |
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| `wheat_growth` | 6 | Seed → harvest | ⭐⭐⭐ |
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| `seasonal_crops_grid` | 4 seasons | Season-specific | ⭐⭐ |
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| `fruit_trees_growth` | Multiple | Tree crops | ⭐⭐ |
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**Tiled Actions:**
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1. Create animation sequences: Planted → Growing → Harvestable
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2. Duration: ~300-500ms per frame
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3. Group by crop type: `Crops/Wheat/`, `Crops/Vegetables/`, `Crops/Fruits/`
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4. Tag seasonal requirements
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---
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### Category 6: **Weapons & Combat** (8 sprite sheets)
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**Purpose:** Combat system, weapon types
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| Asset | Count | Types | Priority |
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|-------|-------|-------|----------|
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| `weapons_melee_grid` | 15+ | Swords, axes, hammers | ⭐⭐ |
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| `weapons_firearms_modern` | 10+ | Guns, rifles | ⭐⭐ |
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| `bows_5_types` | 5 | Ranged weapons | ⭐⭐ |
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| `arrows_9_types_elemental` | 9 | Ammo + elemental | ⭐ |
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**Tiled Actions:**
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1. Import as object layer items
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2. Group: `Items/Weapons/Melee/`, `Items/Weapons/Ranged/`
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3. Setup drop tables for loot system
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---
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### Category 7: **Crafting & Blueprints** (6 sprite sheets)
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**Purpose:** Recipe system, progression unlocks
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| Asset | Count | Features | Priority |
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|-------|-------|----------|----------|
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| `blueprints_building_unlocks` | Multiple | Progressive unlocks | ⭐⭐⭐ |
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| `crafting_recipes_ui_display` | Multiple | Material requirements | ⭐⭐⭐ |
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| `legendary_blueprint_golden` | Rare | Special items | ⭐ |
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**Tiled Actions:**
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1. Create object type: "Blueprint" with properties
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2. Add metadata: `requiredLevel`, `materials[]`, `unlockCondition`
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3. Organize: `Items/Blueprints/Building/`, `Items/Blueprints/Equipment/`
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---
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### Category 8: **Transport Systems** (10 sprite sheets)
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**Purpose:** Trains, carts, boats, horses
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| Asset | Count | Types | Priority |
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|-------|-------|-------|----------|
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| `train_repairs_3_states` | 3 | Broken → Rideable | ⭐⭐ |
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| `horses_breeds_5_types` | 5 | Mounts | ⭐⭐ |
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| `cart_wagon_system` | Multiple | Hauling | ⭐⭐ |
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| `water_transport_pack` | Multiple | Kayak, SUP, raft | ⭐ |
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**Tiled Actions:**
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1. Import as interactive objects
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2. Add properties: `speed`, `capacity`, `unlockLevel`
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3. Create vehicle spawn points on maps
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---
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### Category 9: **Magic System** (5 sprite sheets)
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**Purpose:** Spells, staffs, potions
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| Asset | Count | Features | Priority |
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|-------|-------|----------|----------|
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| `magic_staffs_6_types` | 6 | Elemental powers | ⭐ |
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| `spell_effects_animations` | Multiple | VFX | ⭐ |
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| `potions_elixirs_grid` | 12+ | Consumables | ⭐ |
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**Tiled Actions:**
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1. Import spell effects as animated tiles
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2. Group: `Items/Magic/Staffs/`, `Items/Magic/Potions/`
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3. Add effect properties
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---
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### Category 10: **DLC Content - 8 Biome Packs** (30+ sprite sheets)
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**Purpose:** Separate biome-specific maps
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| DLC | Sprites | Priority |
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|-----|---------|----------|
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| 🦖 **Dino World** | 10+ | ⭐⭐ |
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| 🏔️ **Mythical Highlands** | 8+ | ⭐⭐ |
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| 🌴 **Amazon Apocalypse** | 6+ | ⭐ |
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| 🏜️ **Desert of the Dead (Egypt)** | 8+ | ⭐⭐ |
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| 🌊 **Atlantis** | 6+ | ⭐ |
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| ☢️ **Chernobyl** | 5+ | ⭐ |
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| 💀 **Paris Catacombs** | 4+ | ⭐ |
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| 🦕 **Loch Ness** | 3+ | ⭐ |
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**Tiled Actions:**
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1. Create **separate TMX maps** for each DLC
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2. Import DLC-specific creatures, structures, items
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3. Use from: `narezano_loceno/krvava_zetev_sprites/`
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4. Document unlock conditions
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---
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## 🛠️ PHASE 2: ANIMATION SETUP
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### Priority Animations:
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#### 1. **Tree Growth Sequence**
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```
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tree_growth_oak_stage_1.tsx (sapling)
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tree_growth_oak_stage_2.tsx (young)
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tree_growth_oak_stage_3.tsx (mature)
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tree_growth_oak_stage_4.tsx (full grown)
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tree_growth_oak_stage_5.tsx (harvestable)
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```
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**Duration:** 500ms per frame, Loop: No
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#### 2. **Crop Growth Sequence**
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```
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wheat_stage_1 → wheat_stage_6
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carrots_stage_1 → carrots_stage_5
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```
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**Duration:** 400ms per frame, Loop: No
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#### 3. **Character Walk Cycles**
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```
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kai_down_walk: frames 0-3
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kai_left_walk: frames 4-7
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kai_right_walk: frames 8-11
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kai_up_walk: frames 12-15
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```
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**Duration:** 150ms per frame, Loop: Yes
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---
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## 📐 PHASE 3: MAP STRUCTURE
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### Recommended Map Hierarchy:
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```
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maps/
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├── main_world_500x500.tmx (Main game world)
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│ ├── Layers:
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│ │ ├── 01_Terrain (Auto-tile grass/soil)
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│ │ ├── 02_Water (Rivers, lakes)
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│ │ ├── 03_Paths (Dirt roads)
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│ │ ├── 04_Decorations_Low (Rocks, flowers)
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│ │ ├── 05_Buildings (Structures)
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│ │ ├── 06_Decorations_Tall (Trees)
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│ │ ├── 07_Objects (Interactive items)
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│ │ └── 08_Collision (Collision boxes)
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│
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├── starter_farm_16x16.tmx (Starting area)
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├── town_map_32x32.tmx (NPC hub)
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│
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├── dlc_dino_world_64x64.tmx
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├── dlc_atlantis_48x48.tmx
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├── dlc_egypt_64x64.tmx
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└── ...
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```
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---
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## ⚡ PHASE 4: IMPLEMENTATION STEPS
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### Step 1: Prepare Workspace **(5 min)**
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- [ ] Open Tiled Map Editor
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- [ ] Navigate to project folder: `c:/novafarma/`
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- [ ] Create new folder: `assets/maps/organized_tilesets/`
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### Step 2: Import Core Tilesets **(30 min)**
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- [ ] Characters (8 tilesets) → `Map → Add External Tileset`
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- [ ] Animals (12 tilesets)
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- [ ] Buildings (18 tilesets)
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- [ ] Environment (15 tilesets)
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### Step 3: Setup Animations **(45 min)**
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- [ ] Tree growth sequences (4 species × 5 stages)
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- [ ] Crop growth (10+ crops × 5-6 stages)
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- [ ] Character walks (8 NPCs × 4 directions)
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### Step 4: Create Base Maps **(60 min)**
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- [ ] `main_world_500x500.tmx` with biomes
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- [ ] `starter_farm_16x16.tmx` tutorial area
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- [ ] Export all to JSON for Phaser integration
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### Step 5: DLC Maps **(90 min)**
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- [ ] Create 8 separate DLC maps
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- [ ] Import DLC-specific assets
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- [ ] Setup spawn points and loot tables
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### Step 6: Integration Testing **(30 min)**
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- [ ] Export maps to JSON
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- [ ] Test in Phaser game
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- [ ] Verify animations play correctly
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- [ ] Check collision layers
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---
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## 📊 ESTIMATED TIME
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| Phase | Duration | Priority |
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|-------|----------|----------|
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| Phase 1: Organization | 2-3 hours | ⭐⭐⭐ |
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| Phase 2: Animations | 1-2 hours | ⭐⭐⭐ |
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| Phase 3: Map Creation | 2-3 hours | ⭐⭐⭐ |
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| Phase 4: DLC Maps | 2-3 hours | ⭐⭐ |
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| **TOTAL** | **7-11 hours** | - |
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**Recommendation:** Break into 3-4 work sessions of 2-3 hours each.
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---
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## 🎯 SUCCESS CRITERIA
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✅ All 122 sprite sheets imported
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✅ Animation sequences configured
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✅ At least 3 playable maps created
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✅ JSON exports working in Phaser
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✅ Collision layers functional
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✅ DLC content separated
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---
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## 🚀 READY TO START?
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**Next Action:** Choose a starting point:
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1. **Quick Win:** Import characters & create starter farm (30 min)
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2. **Full System:** Follow Phase 1-6 systematically (7-11 hours)
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3. **DLC Focus:** Create one complete DLC map first (2 hours)
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---
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**STATUS:** ✅ PLAN COMPLETE - READY FOR EXECUTION
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Reference in New Issue
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