# 🎨 ASSET GENERATION BATCH PLAN **Complete List of Assets to Generate** **Datum:** 10. Februar 2026, 17:24 --- ## πŸ“‹ GENERATION STRATEGY: **References** = Style guide (locked, preserved) **AI Generation** = Create NEW assets matching reference style **Target Folder** = `/assets/DEMO_FAZA1/` (organized by category) --- ## πŸ”΄ BATCH 1: CRITICAL ZOMBIES (8 assets) ### **1. SCOUT ZOMBIE** **Files to generate:** - `zombie_scout_idle.png` - Scout idle sprite - `zombie_scout_walk_sheet.png` - Walk animation (8 frames) - `zombie_scout_scavenge_sheet.png` - Scavenging animation (6-8 frames) **Style:** Match Porter Zombie (Gothic Chibi, red eyes, pale green skin) **Unique Features:** Binoculars, tactical vest, explorer gear, compass **Priority:** CRITICAL (Faza 1 blocker!) --- ### **2. FARMER ZOMBIE** **Files to generate:** - `zombie_farmer_idle.png` - Farmer idle sprite - `zombie_farmer_walk_sheet.png` - Walk animation (8 frames) - `zombie_farmer_work_sheet.png` - Farm actions (plant, water, harvest - 3Γ—6 frames) **Style:** Match existing zombie style **Reference:** `zombi_kmet.png` in references (style guide) **Unique Features:** Straw hat, overalls, hoe, seeds pouch **Priority:** HIGH --- ### **3. MINER ZOMBIE** **Files to generate:** - `zombie_miner_idle.png` - Miner idle sprite - `zombie_miner_walk_sheet.png` - Walk animation (8 frames) - `zombie_miner_mine_sheet.png` - Mining animation (pickaxe swing, 6-8 frames) **Style:** Match existing zombie style **Reference:** `zombi_rudar.png` in references (style guide) **Unique Features:** Hard hat with lamp, pickaxe, mining gear **Priority:** HIGH --- ### **4. LUMBERJACK ZOMBIE** **Files to generate:** - `zombie_lumberjack_idle.png` - Lumberjack idle sprite - `zombie_lumberjack_walk_sheet.png` - Walk animation (8 frames) - `zombie_lumberjack_chop_sheet.png` - Chopping animation (axe swing, 6-8 frames) **Style:** Match existing zombie style **Reference:** Use `zombi_kmet.png` as base (similar build) **Unique Features:** Flannel shirt, suspenders, axe, work boots **Priority:** HIGH --- ### **5. PORTER ZOMBIE ANIMATIONS** (if missing) **Files to generate (check if exist):** - `zombie_porter_walk_sheet.png` - Walk animation (8 frames) - `zombie_porter_carry_sheet.png` - Carrying animation (6-8 frames) **Note:** Idle sprite exists (`zombie_porter_worker.png`) **Priority:** MEDIUM (depends on existing animations) --- ## 🟑 BATCH 2: KAI CHARACTER (6 assets) ### **6. KAI - NEW GENERATION** **Files to generate:** - `kai_idle_sheet.png` - Breathing/waiting animation (4-6 frames) - `kai_work_hoe_sheet.png` - Hoeing animation (6-8 frames) - `kai_work_chop_sheet.png` - Chopping/axe animation (6-8 frames) - `kai_work_water_sheet.png` - Watering can animation (6-8 frames) - `kai_portrait.png` - Character portrait (for UI/dialogs) - `kai_idle_static.png` - Single idle frame (for menus) **Style:** Gothic Chibi Anime **Reference:** `kai_walk_sheet.png` in DEMO_FAZA1 + `Kai_Dreads.png` **Features:** Green dreads, red eyes, blue hoodie, backpack, ear gauges **Priority:** HIGH (needed for gameplay loop) --- ## 🟒 BATCH 3: DAY/NIGHT SYSTEM (7 assets) ### **7. SKY GRADIENTS** **Files to generate:** - `sky_day.png` - Daytime sky gradient (blue β†’ light blue) - `sky_dusk.png` - Sunset gradient (orange β†’ purple) - `sky_night.png` - Night sky gradient (dark blue β†’ black) - `sky_dawn.png` - Sunrise gradient (pink β†’ orange β†’ blue) **Specs:** 1920Γ—1080 gradients, seamless tiling **Priority:** HIGH (visual atmosphere) --- ### **8. CELESTIAL OBJECTS** **Files to generate:** - `sun.png` - Sun sprite (warm yellow glow) - `moon.png` - Moon sprite (crescent or full, pale glow) - `night_overlay.png` - Dark blue tint overlay (50% opacity) **Priority:** MEDIUM --- ## πŸ”΅ BATCH 4: UI SYSTEMS (12 assets) ### **9. RADIO SYSTEM** **Files to generate:** - `radio_object.png` - Radio world sprite (old portable radio) - `radio_ui_panel.png` - Radio UI background panel - `radio_on.png` - Radio ON state (glowing) - `radio_off.png` - Radio OFF state **Style:** Post-apocalyptic, worn, Gothic aesthetic **Priority:** HIGH --- ### **10. TWIN BOND MESSAGES** **Files to generate:** - `message_panel.png` - Message UI panel (twin bond style) - `ana_portrait.png` - Ana character portrait (Kai's twin sister) - `message_icon.png` - New message notification icon - `bond_icon.png` - Twin bond connection icon **Style:** Match UI elements, ethereal/telepathic theme **Priority:** MEDIUM --- ### **11. ZOMBIE TAMING UI** **Files to generate:** - `taming_progress_bar.png` - Heart-based progress bar - `taming_heart_empty.png` - Empty heart icon - `taming_heart_full.png` - Filled heart icon - `key_prompt_space.png` - "PRESS SPACE" prompt sprite - `tamed_marker.png` - Collar/tag/glow for tamed zombies **Priority:** MEDIUM --- ## 🟣 BATCH 5: WATER SYSTEM (4 assets) ### **12. DIRTY WATER EFFECTS** **Files to generate:** - `water_dirty_overlay.png` - Brown/murky water tint - `water_filter_machine.png` - Water filter structure sprite - `desalinator.png` - Desalination machine sprite - `water_quality_indicator.png` - Clean vs dirty water UI icon **Priority:** MEDIUM --- ## 🟠 BATCH 6: FOG OF WAR (3 assets) ### **13. FOG OVERLAYS** **Files to generate:** - `fog_black_overlay.png` - Solid black for unexplored areas - `fog_edge_transition.png` - Soft edge gradient (black β†’ transparent) - `fog_revealed_gradient.png` - Circular reveal gradient **Priority:** HIGH (Faza 1 core mechanic) --- ## 🟀 BATCH 7: POLAROID INTRO (8 assets) ### **14. INTRO IMAGES** **Files to generate (13-20):** - `polaroid_13.png` - Kai as child (early memory) - `polaroid_14.png` - Family photo (parents + twins) - `polaroid_15.png` - Teenage Kai (skateboarding/rebellion) - `polaroid_16.png` - Ana closeup (twin sister) - `polaroid_17.png` - Cannabis plant (first crop memory) - `polaroid_18.png` - Abandoned island arrival - `polaroid_19.png` - Kai with Gronk (first meeting) - `polaroid_20.png` - Valley of Death landscape (final shot) **Style:** Polaroid photo aesthetic, faded colors, white frame borders **Priority:** HIGH (narrative intro) --- ## 🌈 BATCH 8: ANIMALS (12+ assets) ### **15. WILD ANIMALS** (reference: `zivali_divje_predelane_svetlejsa.png`) **Files to generate (matching reference style):** - `animal_crow.png` - Crow sprite - `animal_crow_flight_sheet.png` - Crow flight animation (6 frames) - `animal_raccoon.png` - Raccoon sprite - `animal_raccoon_walk_sheet.png` - Raccoon walk animation - `animal_wolf.png` - Wolf sprite - `animal_wolf_walk_sheet.png` - Wolf walk animation - `animal_rabbit.png` - Rabbit sprite - `animal_rabbit_hop_sheet.png` - Rabbit hopping animation **Priority:** MEDIUM --- ### **16. COURIER NPCs** **Files to generate:** - `npc_owl.png` - Sova (Owl) courier sprite - `npc_owl_flight_sheet.png` - Owl flight animation - `npc_bat.png` - Netopir (Bat) courier sprite - `npc_bat_flight_sheet.png` - Bat flight animation **Priority:** LOW --- ## 🐟 BATCH 9: FISH & INSECTS (20+ assets) ### **17. FISH** (reference: `zivali_ribe_vse_vrste_set.png`) **Files to generate (skoraj identične kot reference):** - `fish_piranha.png` - `fish_carp.png` - `fish_bass.png` - `fish_trout.png` - `fish_salmon.png` - `fish_eel.png` - (+ 4-6 more types from reference set) **Priority:** LOW (fishing minigame) --- ### **18. INSECTS** (reference: multiple sets) **Files to generate (skoraj identične kot reference):** **From `insekti_posebni_set.png`:** - `insect_tarantula.png` - `insect_scorpion.png` - `insect_beetle_gold.png` **From `insekti_metulji_set.png`:** - `insect_butterfly_blue.png` - `insect_butterfly_monarch.png` - `insect_moth.png` **From `insekti_travnik_set.png`:** - `insect_grasshopper.png` - `insect_ladybug.png` - `insect_dragonfly.png` **From `insekti_matica_dezevnik_polz_set.png`:** - `insect_bee.png` - `insect_worm.png` - `insect_snail.png` **Priority:** LOW (collection/ambient) --- ## 🌾 BATCH 10: CROPS (30+ assets) ### **19. CROP GROWTH STAGES** (reference: growth sheets) **Files to generate (extract from reference sheets):** **Cannabis (from `rast_marihuane.png`):** - `crop_cannabis_stage_1.png` β†’ stage_8.png (8 stages) **Sunflower (from `soncnice_faze_rasti.png`):** - `crop_sunflower_stage_1.png` β†’ stage_6.png (6 stages) **Corn (from `corn_grow_sheet.png`):** - `crop_corn_stage_1.png` β†’ stage_6.png (6 stages) **Potato (from `potato_grow_sheet.png`):** - `crop_potato_stage_1.png` β†’ stage_5.png (5 stages) **Wheat (from `wheat_grow_sheet.png`):** - `crop_wheat_stage_1.png` β†’ stage_6.png (6 stages) **Priority:** MEDIUM --- ## πŸ—οΈ BATCH 11: STRUCTURES (8 assets) ### **20. BUILDINGS & MACHINES** **Files to copy/adapt from references:** - `structure_garage.png` (from `structure_workshop_garage.png`) - `structure_greenhouse.png` (from `zgradba_rastlinjak_namakanje.png`) - `structure_barn.png` (from `skedenj.png` - verify) - `machine_generator_broken.png` (from `agregat_1_pokvarjen.png`) - `machine_generator_working.png` (from `agregat_2_delujoc.png`) - `machine_oil_press.png` (extract from `predelovalni_stroji.png`) - `mine_entrance_collapsed.png` (from `vhod_rudnik_1_zruΕ‘en.png`) - `mine_entrance_repaired.png` (from `vhod_rudnik_2_popravljen.png`) **Priority:** HIGH (Faza 1 core structures) --- ## πŸ› οΈ BATCH 12: TOOLS & ITEMS (15 assets) ### **21. TOOLS & EQUIPMENT** **Files to generate:** - `tool_hoe.png` - Hoe (farming) - `tool_axe.png` - Axe (chopping) - `tool_pickaxe.png` - Pickaxe (mining) - `tool_watering_can.png` - Watering can - `tool_chainsaw.png` - Motorka (chainsaw) - `tool_brush_cutter.png` - Laksarca (reference: `motorna_kosa.png`) - `tool_shovel.png` - Shovel - `item_seeds_cannabis.png` - Cannabis seeds packet - `item_seeds_sunflower.png` - Sunflower seeds - `item_wood_log.png` - Wood log - `item_stone.png` - Stone - `item_ore_iron.png` - Iron ore - `item_hemp.png` - Harvested hemp - `item_bio_oil.png` - Bio-oil container - `item_water_bottle.png` - Water bottle **Priority:** HIGH (gameplay items) --- ## 🟣 BATCH 13: POWER GRID SYSTEM (10 assets) ### **22. ELECTRICAL INFRASTRUCTURE** **Files to generate/copy:** - `power_pole.png` - Power pole sprite (copy from `objekt_elektricni_drog_predelan_svetlejsi.png`) - `cable_horizontal.png` - Horizontal cable segment - `cable_vertical.png` - Vertical cable segment - `cable_corner_tl.png` - Top-left corner cable - `cable_corner_tr.png` - Top-right corner cable - `cable_corner_bl.png` - Bottom-left corner cable - `cable_corner_br.png` - Bottom-right corner cable - `cable_spark_effect.png` - Electric spark particles (⚑ travel along cables) - `power_indicator_on.png` - Green glow indicator (building is powered) - `power_indicator_off.png` - Red indicator (no power) **Reference:** `objekt_cevi_in_kabli_set.png` (240KB cable set) **Gameplay:** - Player places power poles (range: 10 tiles) - Cables auto-connect between poles - Visual feedback: sparks travel along active cables - Buildings show powered status (green glow vs red) **Priority:** MEDIUM (Faza 1 feature - Generator system extension) --- ## πŸ“Š GENERATION SUMMARY: **TOTAL ASSETS TO GENERATE:** ~160-190 individual files **By Priority:** - πŸ”΄ **CRITICAL:** 35 assets (Zombies, Kai, Day/Night, Fog, Polaroid) - 🟑 **HIGH:** 45 assets (UI, Structures, Tools) - 🟒 **MEDIUM:** 50 assets (Animals, Crops, Water, Power Grid) - πŸ”΅ **LOW:** 30-50 assets (Fish, Insects, Couriers) --- ## ⏱️ ESTIMATED TIME: **Batch Generation (AI):** - Critical: 4-6 hours - High: 6-8 hours - Medium: 4-6 hours - Low: 3-5 hours **TOTAL:** ~20-25 hours of generation + processing --- ## 🎯 GENERATION ORDER: ### **Week 1:** 1. Batch 1: Zombies (Scout + Workers) 2. Batch 2: Kai animations 3. Batch 3: Day/Night system 4. Batch 6: Fog of War ### **Week 2:** 5. Batch 7: Polaroid intro 6. Batch 4: UI systems (Radio, Twin Bond, Taming) 7. Batch 11: Structures 8. Batch 12: Tools & Items 9. Batch 13: Power Grid System ### **Week 3:** 9. Batch 5: Water system 10. Batch 8: Animals 11. Batch 10: Crops (extract from sheets) 12. Batch 9: Fish & Insects (low priority) --- ## πŸ“ NOTES: **References Folder:** - LOCKED (read-only) - Source material preserved - Style guide for AI generation **DEMO_FAZA1 Folder:** - Target location for production assets - Organized by category (Characters/, Environment/, etc.) - Ready-to-use in game **Generation Method:** - AI creates NEW assets matching reference style - No manual extraction/cutting - Transparent backgrounds (Alpha 24) - 256Γ—256 friendly proportions for sprites - Animation sheets clearly labeled with frame counts --- *Generated: 10. Februar 2026, 17:26* *Ready for batch processing*