# πŸ—ΊοΈ TILED INTEGRATION MASTER PLAN **Project:** Krvava Ε½etev / NovaFarma **Date:** 2025-12-22 **Status:** πŸš€ READY TO EXECUTE --- ## πŸ“‹ OVERVIEW ### Current Asset Status: - βœ… **122+ sprite sheets** generated - βœ… **3,877 individual objects** processed (50% resized) - βœ… **3,877 TSX files** auto-generated - βœ… **Base Tiled setup** complete (grass, dirt, water, decorations) - 🎯 **Next:** Systematic import of all sprite sheets ### Assets Location: ``` c:/novafarma/assets/ β”œβ”€β”€ krvava_zetev_sprites/ (60 sprite sheets) β”œβ”€β”€ tiled_sprites/ (180+ objects) β”œβ”€β”€ topdown_objects/ (7 sprite sheets) β”œβ”€β”€ narezano_loceno/ (3,877 individual PNG objects) β”‚ β”œβ”€β”€ topdown_objects/ (151 objects) β”‚ β”œβ”€β”€ krvava_zetev_sprites/ (915 objects) β”‚ └── tiled_sprites/ (2,811 objects) └── tilesets_auto/ (3,877 TSX files) ``` --- ## 🎯 PHASE 1: TILESET ORGANIZATION (PRIORITY) ### Category 1: **Characters & NPCs** (8 sprite sheets) **Purpose:** Main characters, companions, romantic interests | Asset | Count | Animation | Priority | |-------|-------|-----------|----------| | `kai_character_2x2_grid` | 1 | 4-dir walk | ⭐⭐⭐ | | `ana_character_2x2_grid` | 1 | 4-dir walk | ⭐⭐⭐ | | `lena_farmer_2x2_grid` | 1 | 4-dir walk | ⭐⭐ | | `marija_baker_2x2_grid` | 1 | 4-dir walk | ⭐⭐ | | `ivan_blacksmith_2x2_grid` | 1 | 4-dir walk | ⭐⭐ | | `jakob_trader_2x2_grid` | 1 | 4-dir walk | ⭐⭐ | | `dr_chen_doctor_2x2_grid` | 1 | 4-dir walk | ⭐ | | `dr_krnic_villain_2x2_grid` | 1 | 4-dir walk | ⭐⭐ | **Tiled Actions:** 1. Create **External Tileset** for each character 2. Set tile size: **96x96px** (2x2 grid on 48px base) 3. Define **4-direction walk animations**: - Down (row 1) - Left (row 2) - Right (row 3) - Up (row 4) 4. Group into: `NPCs/Characters/` --- ### Category 2: **Animals & Pets** (12 sprite sheets) **Purpose:** Farm animals, companions, breeding system | Asset | Count | Features | Priority | |-------|-------|----------|----------| | `farm_animals_family_grid` | 44 | Breeding families | ⭐⭐⭐ | | `dog_companions_5_breeds` | 5 | Pet system | ⭐⭐ | | `rare_livestock_animals` | Multiple | Special breeds | ⭐⭐ | | `cow` / `chicken` / `pig` | 3 | Basic farm animals | ⭐⭐⭐ | **Tiled Actions:** 1. Import from `narezano_loceno/krvava_zetev_sprites/` 2. Use pre-generated TSX files from `tilesets_auto/` 3. Organize by type: `Animals/Livestock/`, `Animals/Pets/`, `Animals/Wildlife/` 4. Tag breeding pairs and families --- ### Category 3: **Buildings & Upgrades** (18 sprite sheets) **Purpose:** Progression system (house/barn/storage stages) | Asset | Count | Stages | Priority | |-------|-------|--------|----------| | `house_progression_5_stages` | 5 | Level 1-5 | ⭐⭐⭐ | | `barn_progression_4_stages` | 4 | Level 1-4 | ⭐⭐⭐ | | `storage_upgrades_4_stages` | 4 | Level 1-4 | ⭐⭐⭐ | | `greenhouse_upgrades_stages` | Multiple | Expansions | ⭐⭐ | | `buildings_ruins_states` | 26 | Damaged/repaired | ⭐⭐ | **Tiled Actions:** 1. Create tileset group: `Buildings/Progressive/` 2. Create separate layers for each upgrade stage 3. Setup animation sequences for construction 4. Document upgrade paths --- ### Category 4: **Environment & Terrain** (15 sprite sheets) **Purpose:** Biomes, trees, weather effects | Asset | Count | Features | Priority | |-------|-------|----------|----------| | `biome_terrain_tiles` | 63 | 5 biomes | ⭐⭐⭐ | | `trees_topdown_pack` | 16 | Various species | ⭐⭐⭐ | | `tree_growth_oak/pine/cherry/apple` | 4 sets | Growth stages | ⭐⭐⭐ | | `grass_soil_tileset` | Auto-tile | Terrain | ⭐⭐⭐ | | `seasonal_vegetation_4_seasons` | 4 sets | Spring/Summer/Fall/Winter | ⭐⭐ | **Tiled Actions:** 1. Setup **auto-tiling** for terrain (grass/soil) 2. Create growth animation sequences for trees (4-6 stages) 3. Organize by biome: `Terrain/Grassland/`, `Terrain/Forest/`, etc. 4. Create seasonal variants --- ### Category 5: **Crops & Farming** (12 sprite sheets) **Purpose:** Growth sequences, seasonal crops | Asset | Count | Stages | Priority | |-------|-------|--------|----------| | `crop_growth_all` | Multiple | 5-6 stages each | ⭐⭐⭐ | | `wheat_growth` | 6 | Seed β†’ harvest | ⭐⭐⭐ | | `seasonal_crops_grid` | 4 seasons | Season-specific | ⭐⭐ | | `fruit_trees_growth` | Multiple | Tree crops | ⭐⭐ | **Tiled Actions:** 1. Create animation sequences: Planted β†’ Growing β†’ Harvestable 2. Duration: ~300-500ms per frame 3. Group by crop type: `Crops/Wheat/`, `Crops/Vegetables/`, `Crops/Fruits/` 4. Tag seasonal requirements --- ### Category 6: **Weapons & Combat** (8 sprite sheets) **Purpose:** Combat system, weapon types | Asset | Count | Types | Priority | |-------|-------|-------|----------| | `weapons_melee_grid` | 15+ | Swords, axes, hammers | ⭐⭐ | | `weapons_firearms_modern` | 10+ | Guns, rifles | ⭐⭐ | | `bows_5_types` | 5 | Ranged weapons | ⭐⭐ | | `arrows_9_types_elemental` | 9 | Ammo + elemental | ⭐ | **Tiled Actions:** 1. Import as object layer items 2. Group: `Items/Weapons/Melee/`, `Items/Weapons/Ranged/` 3. Setup drop tables for loot system --- ### Category 7: **Crafting & Blueprints** (6 sprite sheets) **Purpose:** Recipe system, progression unlocks | Asset | Count | Features | Priority | |-------|-------|----------|----------| | `blueprints_building_unlocks` | Multiple | Progressive unlocks | ⭐⭐⭐ | | `crafting_recipes_ui_display` | Multiple | Material requirements | ⭐⭐⭐ | | `legendary_blueprint_golden` | Rare | Special items | ⭐ | **Tiled Actions:** 1. Create object type: "Blueprint" with properties 2. Add metadata: `requiredLevel`, `materials[]`, `unlockCondition` 3. Organize: `Items/Blueprints/Building/`, `Items/Blueprints/Equipment/` --- ### Category 8: **Transport Systems** (10 sprite sheets) **Purpose:** Trains, carts, boats, horses | Asset | Count | Types | Priority | |-------|-------|-------|----------| | `train_repairs_3_states` | 3 | Broken β†’ Rideable | ⭐⭐ | | `horses_breeds_5_types` | 5 | Mounts | ⭐⭐ | | `cart_wagon_system` | Multiple | Hauling | ⭐⭐ | | `water_transport_pack` | Multiple | Kayak, SUP, raft | ⭐ | **Tiled Actions:** 1. Import as interactive objects 2. Add properties: `speed`, `capacity`, `unlockLevel` 3. Create vehicle spawn points on maps --- ### Category 9: **Magic System** (5 sprite sheets) **Purpose:** Spells, staffs, potions | Asset | Count | Features | Priority | |-------|-------|----------|----------| | `magic_staffs_6_types` | 6 | Elemental powers | ⭐ | | `spell_effects_animations` | Multiple | VFX | ⭐ | | `potions_elixirs_grid` | 12+ | Consumables | ⭐ | **Tiled Actions:** 1. Import spell effects as animated tiles 2. Group: `Items/Magic/Staffs/`, `Items/Magic/Potions/` 3. Add effect properties --- ### Category 10: **DLC Content - 8 Biome Packs** (30+ sprite sheets) **Purpose:** Separate biome-specific maps | DLC | Sprites | Priority | |-----|---------|----------| | πŸ¦– **Dino World** | 10+ | ⭐⭐ | | πŸ”οΈ **Mythical Highlands** | 8+ | ⭐⭐ | | 🌴 **Amazon Apocalypse** | 6+ | ⭐ | | 🏜️ **Desert of the Dead (Egypt)** | 8+ | ⭐⭐ | | 🌊 **Atlantis** | 6+ | ⭐ | | ☒️ **Chernobyl** | 5+ | ⭐ | | πŸ’€ **Paris Catacombs** | 4+ | ⭐ | | πŸ¦• **Loch Ness** | 3+ | ⭐ | **Tiled Actions:** 1. Create **separate TMX maps** for each DLC 2. Import DLC-specific creatures, structures, items 3. Use from: `narezano_loceno/krvava_zetev_sprites/` 4. Document unlock conditions --- ## πŸ› οΈ PHASE 2: ANIMATION SETUP ### Priority Animations: #### 1. **Tree Growth Sequence** ``` tree_growth_oak_stage_1.tsx (sapling) tree_growth_oak_stage_2.tsx (young) tree_growth_oak_stage_3.tsx (mature) tree_growth_oak_stage_4.tsx (full grown) tree_growth_oak_stage_5.tsx (harvestable) ``` **Duration:** 500ms per frame, Loop: No #### 2. **Crop Growth Sequence** ``` wheat_stage_1 β†’ wheat_stage_6 carrots_stage_1 β†’ carrots_stage_5 ``` **Duration:** 400ms per frame, Loop: No #### 3. **Character Walk Cycles** ``` kai_down_walk: frames 0-3 kai_left_walk: frames 4-7 kai_right_walk: frames 8-11 kai_up_walk: frames 12-15 ``` **Duration:** 150ms per frame, Loop: Yes --- ## πŸ“ PHASE 3: MAP STRUCTURE ### Recommended Map Hierarchy: ``` maps/ β”œβ”€β”€ main_world_500x500.tmx (Main game world) β”‚ β”œβ”€β”€ Layers: β”‚ β”‚ β”œβ”€β”€ 01_Terrain (Auto-tile grass/soil) β”‚ β”‚ β”œβ”€β”€ 02_Water (Rivers, lakes) β”‚ β”‚ β”œβ”€β”€ 03_Paths (Dirt roads) β”‚ β”‚ β”œβ”€β”€ 04_Decorations_Low (Rocks, flowers) β”‚ β”‚ β”œβ”€β”€ 05_Buildings (Structures) β”‚ β”‚ β”œβ”€β”€ 06_Decorations_Tall (Trees) β”‚ β”‚ β”œβ”€β”€ 07_Objects (Interactive items) β”‚ β”‚ └── 08_Collision (Collision boxes) β”‚ β”œβ”€β”€ starter_farm_16x16.tmx (Starting area) β”œβ”€β”€ town_map_32x32.tmx (NPC hub) β”‚ β”œβ”€β”€ dlc_dino_world_64x64.tmx β”œβ”€β”€ dlc_atlantis_48x48.tmx β”œβ”€β”€ dlc_egypt_64x64.tmx └── ... ``` --- ## ⚑ PHASE 4: IMPLEMENTATION STEPS ### Step 1: Prepare Workspace **(5 min)** - [ ] Open Tiled Map Editor - [ ] Navigate to project folder: `c:/novafarma/` - [ ] Create new folder: `assets/maps/organized_tilesets/` ### Step 2: Import Core Tilesets **(30 min)** - [ ] Characters (8 tilesets) β†’ `Map β†’ Add External Tileset` - [ ] Animals (12 tilesets) - [ ] Buildings (18 tilesets) - [ ] Environment (15 tilesets) ### Step 3: Setup Animations **(45 min)** - [ ] Tree growth sequences (4 species Γ— 5 stages) - [ ] Crop growth (10+ crops Γ— 5-6 stages) - [ ] Character walks (8 NPCs Γ— 4 directions) ### Step 4: Create Base Maps **(60 min)** - [ ] `main_world_500x500.tmx` with biomes - [ ] `starter_farm_16x16.tmx` tutorial area - [ ] Export all to JSON for Phaser integration ### Step 5: DLC Maps **(90 min)** - [ ] Create 8 separate DLC maps - [ ] Import DLC-specific assets - [ ] Setup spawn points and loot tables ### Step 6: Integration Testing **(30 min)** - [ ] Export maps to JSON - [ ] Test in Phaser game - [ ] Verify animations play correctly - [ ] Check collision layers --- ## πŸ“Š ESTIMATED TIME | Phase | Duration | Priority | |-------|----------|----------| | Phase 1: Organization | 2-3 hours | ⭐⭐⭐ | | Phase 2: Animations | 1-2 hours | ⭐⭐⭐ | | Phase 3: Map Creation | 2-3 hours | ⭐⭐⭐ | | Phase 4: DLC Maps | 2-3 hours | ⭐⭐ | | **TOTAL** | **7-11 hours** | - | **Recommendation:** Break into 3-4 work sessions of 2-3 hours each. --- ## 🎯 SUCCESS CRITERIA βœ… All 122 sprite sheets imported βœ… Animation sequences configured βœ… At least 3 playable maps created βœ… JSON exports working in Phaser βœ… Collision layers functional βœ… DLC content separated --- ## πŸš€ READY TO START? **Next Action:** Choose a starting point: 1. **Quick Win:** Import characters & create starter farm (30 min) 2. **Full System:** Follow Phase 1-6 systematically (7-11 hours) 3. **DLC Focus:** Create one complete DLC map first (2 hours) --- **STATUS:** βœ… PLAN COMPLETE - READY FOR EXECUTION