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docs/DEMO_PRODUCTION_SYSTEM.md
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docs/DEMO_PRODUCTION_SYSTEM.md
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# 🎮 KICKSTARTER DEMO - PRODUCTION SYSTEM
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**Style:** Style 32 (Dark-Chibi Noir)
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**Status:** Master references LOCKED ✅
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**Goal:** Complete playable 15-min demo
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---
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## 🎨 STYLE 32 DEFINITION (VISUAL LAW):
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### **Core Rules:**
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1. **Thick black outlines:** 4-5px (bold outlines) ✅
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2. **Flat colors:** NO gradients ✅
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3. **Shadows:** Noir style - sharp black or dark blocks ✅
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4. **Proportions:** Big heads (chibi), big ears ✅
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5. **Eyes:** Empty "Cult" eyes (NO pupils) ⚠️ *VERIFY WITH USER*
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6. **Background:** ALWAYS Chroma Green (#00FF00) ✅
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**Agent MUST follow this for EVERY pixel!**
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---
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## 🔒 LOCKED CHARACTER REFERENCES:
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**Location:** `/assets/MASTER_REFS/`
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1. **ref_kai.png** - Kai (pink & green dreads, piercings, gauges)
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2. **ref_gronk.png** - Gronk (pink dreads, piercings, vape, gauges)
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3. **ref_ana.png** - Ana (pink hair, tactical gear)
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4. **ref_susi.png** - Susi (baby dino)
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5. **ref_zombie.png** - Master Zombie (base for all zombie variants)
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**RULE:** Agent CANNOT generate new faces - only move limbs of these approved models!
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---
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## 🧟 MODULAR ZOMBIE SYSTEM (Universal Worker):
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### **Transformation Mechanic:**
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**When zombie gets new task:**
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1. **"Poof" Effect:**
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- Short animated dust/smoke cloud (like Cult of the Lamb)
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- Duration: 6 frames
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- Style: Pastel smoke with dark gothic edges
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2. **Instant Costume Change:**
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- Police zombie transforms into worker role
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- Keeps same face/body (ref_zombie.png base)
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- Only changes outfit/tools
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### **4 Worker Roles:**
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**1. GARDENER (Vrtnar):**
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- Straw hat
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- Overalls/coveralls
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- Holds: Hoe
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- Props: Seeds, watering can
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**2. MINER (Rudar):**
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- Mining helmet with headlamp
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- Dusty face
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- Holds: Pickaxe
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- Props: Ore cart
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**3. LUMBERJACK (Drvar):**
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- Checkered flannel shirt
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- Holds: Axe
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- Props: Logs
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**4. SCAVENGER (Iskalec):**
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- Backpack (full of junk)
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- Bandana/rag over face
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- Holds: Metal pipe
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- Props: Scrap items
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### **Production Checklist:**
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**Per role, need:**
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- [ ] Idle animation (6 frames)
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- [ ] Walk animation (8 frames)
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- [ ] Work action (6 frames)
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- [ ] Transformation "poof" (6 frames - shared)
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**Total:** 4 roles × 20 frames = **80 frames** + 6 poof = **86 zombie worker assets**
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---
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## 🗺️ DEMO WORLD (2 Biomes):
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### **BIOME 1: BASE FARM**
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**Environment Type:** Peaceful farming zone
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**Style:** Style 32 for structures, Style 30 for plants
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**Assets Needed:**
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**A. Seamless Grass Tileset:**
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- Base grass (16 variants for tiling)
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- Edge pieces (8 directional)
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- Corner pieces (4 types)
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- **MUST be seamless** - no visible seams when tiling!
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- **Test:** Create 4×4 grid, verify no seams
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**B. Crops (3 Growth Stages each):**
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1. Ganja plant (seed → sprout → mature)
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2. Tomato (seed → sprout → fruit)
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3. Wheat (seed → sprout → harvest)
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**C. Farm Structures:**
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- Farmhouse exterior
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- Barn
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- Tool shed
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- Fence pieces (horizontal, vertical, corners)
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- Workbench (crafting station)
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**D. Farm Animals:**
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- Chicken (idle, walk)
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- Cow (idle, walk)
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- Pig (idle, walk)
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**Folder:** `/assets/biomi/base_farm/`
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---
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### **BIOME 2: DINO VALLEY**
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**Environment Type:** Prehistoric combat zone
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**Style:** Style 32 for all assets
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**Assets Needed:**
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**A. Terrain:**
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- Volcanic dirt (seamless tileset)
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- Lava rock
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- Prehistoric grass patches
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**B. Props:**
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- T-Rex skull (already done ✅)
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- Scattered bones (done ✅)
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- Tar pit (bubbling animation)
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- Cave entrance (done ✅)
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**C. Vegetation (Style 30):**
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- Giant ferns (done ✅)
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- Cycad palms (done ✅)
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- Glowing moss
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**D. Combat Testing:**
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- Metal pipe weapon (pickup sprite)
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- Resource nodes (rocks, plants to gather)
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**Folder:** `/assets/biomi/dino_valley/`
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---
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## 📂 FOLDER ORGANIZATION:
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```
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/assets/
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├── MASTER_REFS/ ✅ LOCKED
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│ ├── ref_kai.png
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│ ├── ref_gronk.png
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│ ├── ref_ana.png
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│ ├── ref_susi.png
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│ ├── ref_zombie.png
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│ └── README.md
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│
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├── characters/
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│ ├── kai/
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│ │ ├── idle/ (6 frames × 4 directions)
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│ │ ├── walk/ (8 frames × 4 directions)
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│ │ ├── run/ (8 frames × 4 directions)
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│ │ ├── attack/ (8 frames × 4 directions)
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│ │ ├── tools/ (axe, pickaxe, hoe - 6 frames each)
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│ │ └── emotes/ (happy, sad, surprised)
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│ │
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│ ├── gronk/ (same structure)
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│ ├── ana/ (same structure)
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│ └── susi/ (idle, walk, happy)
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│
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├── npc/
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│ └── zombiji/
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│ ├── base/ (ref_zombie animations)
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│ ├── vloge/ ✅ WORKER ROLES
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│ │ ├── gardener/
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│ │ ├── miner/
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│ │ ├── lumberjack/
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│ │ └── scavenger/
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│ └── poof_effect/ (transformation smoke)
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│
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├── biomi/
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│ ├── base_farm/
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│ │ ├── grass/ ✅ SEAMLESS TILESET
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│ │ ├── crops/ (3 stages each)
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│ │ ├── structures/ (farmhouse, barn, fence)
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│ │ └── animals/ (chicken, cow, pig)
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│ │
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│ └── dino_valley/
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│ ├── terrain/ (volcanic, lava rock)
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│ ├── vegetation/ (Style 30 - already done ✅)
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│ └── props/ (skulls, bones - done ✅)
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│
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├── items/
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│ └── weapons/ ✅ METAL PIPE
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│ ├── pipe_basic.png
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│ ├── pipe_upgraded.png
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│ └── pipe_attack_effect.png
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│
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└── vfx/
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├── poof_transformation/ (6 frames)
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├── combat_slash/ (6 frames)
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└── item_pickup_sparkle/ (4 frames)
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```
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---
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## 🎬 ANIMATION STANDARDS (Stardew Valley Style):
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### **Character Movement:**
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**IDLE (6 frames):**
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- Breathing motion
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- Slight sway
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- Dreadlocks/hair gentle movement
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- Loop seamlessly
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**WALK (8 frames):**
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- Classic hop motion
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- 4 directions (up, down, left, right)
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- Left = mirrored right (save frames!)
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- Speed: 10 FPS
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**RUN (8 frames):**
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- Faster hop
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- More exaggerated movement
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- Speed: 12 FPS
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**WORK/ATTACK (6-8 frames):**
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- Wind-up (2 frames)
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- Action (2-3 frames)
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- Recovery (2-3 frames)
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- Impact freeze frame for feedback
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---
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## 🛠️ PRODUCTION WORKFLOW:
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### **PHASE 1: SEAMLESS GRASS (Priority #1)**
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**Why first?** Foundation for entire farm biome visibility test.
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**Steps:**
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1. Generate base grass tile (Style 32)
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2. Create 16 variants (subtle differences)
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3. Generate edge pieces (8 directions)
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4. Generate corner pieces (4 types)
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5. **TEST:** Tile in 4×4 grid, verify seamless
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6. If seams visible → regenerate with better alignment
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7. Save to `/assets/biomi/base_farm/grass/`
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8. ✅ Mark complete
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**Frames needed:** ~28 tiles
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---
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### **PHASE 2: ZOMBIE WORKER SYSTEM**
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**Why second?** Core gameplay mechanic demo.
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**Steps:**
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1. Generate "poof" transformation effect (6 frames)
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2. **Per role (gardener, miner, lumberjack, scavenger):**
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- Idle (6 frames)
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- Walk (8 frames)
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- Work action (6 frames)
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3. Save to `/assets/npc/zombiji/vloge/[role_name]/`
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4. ✅ Mark each role complete
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**Frames needed:** 86 total
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---
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### **PHASE 3: KAI ANIMATIONS**
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**Why third?** Player character must move smoothly.
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**Steps:**
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1. Idle (6 frames × 4 directions = 24)
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2. Walk (8 frames × 4 directions = 32)
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3. Attack with pipe (8 frames × 4 directions = 32)
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4. Tool actions (axe, pickaxe, hoe - 6 frames each = 18)
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5. Save to `/assets/characters/kai/`
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6. ✅ Mark complete
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**Frames needed:** 106
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---
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### **PHASE 4: CROPS & FARM STRUCTURES**
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**Steps:**
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1. 3 crops × 3 stages = 9 assets (Style 30)
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2. Farmhouse, barn, shed, fence = ~15 assets (Style 32)
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3. Save to `/assets/biomi/base_farm/`
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4. ✅ Mark complete
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**Frames needed:** 24
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---
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### **PHASE 5: GRONK, ANA, SUSI BASICS**
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**Gronk:**
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- Idle (6 frames)
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- Walk (8 frames)
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- Vape exhale animation (6 frames)
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**Ana:**
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- Idle (6 frames)
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- Portrait (3 emotions)
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**Susi:**
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- Idle (6 frames)
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- Walk/follow (8 frames)
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**Frames needed:** 43
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---
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### **PHASE 6: VFX & POLISH**
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**Steps:**
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1. Combat slash effect (6 frames)
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2. Item pickup sparkle (4 frames)
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3. Impact stars (4 frames)
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4. Save to `/assets/vfx/`
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5. ✅ Mark complete
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**Frames needed:** 14
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---
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## 📊 DEMO PRODUCTION SUMMARY:
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| Phase | Category | Frames | Cost (€0.012) | Priority |
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|-------|----------|--------|---------------|----------|
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| 1 | Seamless Grass | 28 | €0.34 | 🔴 CRITICAL |
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| 2 | Zombie Workers | 86 | €1.03 | 🔴 CRITICAL |
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| 3 | Kai Animations | 106 | €1.27 | 🔴 CRITICAL |
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| 4 | Crops & Structures | 24 | €0.29 | 🟡 HIGH |
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| 5 | Gronk/Ana/Susi | 43 | €0.52 | 🟡 HIGH |
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| 6 | VFX & Polish | 14 | €0.17 | 🟢 MEDIUM |
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| **TOTAL** | | **301** | **€3.61** | |
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**Additional (from Dino Valley - already done):**
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- Vegetation: 15 ✅
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- Props: 8 ✅
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- Terrain: 4 ✅
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**Grand Total for Demo:** ~328 frames = **€3.94**
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---
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## ✅ COMPLETION CHECKLIST:
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**Per package, mark when done:**
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- [ ] Phase 1: Seamless Grass ✅
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- [ ] Phase 2: Zombie Workers (4 roles) ✅
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- [ ] Phase 3: Kai Full Animations ✅
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- [ ] Phase 4: Farm Environment ✅
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- [ ] Phase 5: Supporting Characters ✅
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- [ ] Phase 6: VFX ✅
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**When package complete:**
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- Save to designated folder
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- Update this checklist
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- Git commit with "✅ [Package Name] COMPLETE"
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---
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## 🚀 START PRODUCTION?
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**Ready to begin with Phase 1: Seamless Grass Tileset!**
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**Cost:** €0.34 (28 tiles)
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**Time:** ~30 minutes
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**Result:** Foundation for entire Base Farm biome
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---
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**Waiting for confirmation on eye style (pupils or no pupils), then can start!** 🎨
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Reference in New Issue
Block a user