# 🎮 DOLINASMRTI - MASTER ASSET PRODUCTION STRATEGY **For:** Full game (18 biomes, towns, NPCs, buildings, everything!) **Date:** Dec 30, 2025 --- ## 📁 **FOLDER STRUCTURE (SCALABLE):** ``` assets/images/ ├── demo/ # ✅ Kickstarter demo (done!) │ ├── characters/ │ ├── terrain/ │ ├── buildings/ │ └── ... │ ├── biomes/ # ⏳ Production assets by biome │ ├── 01_dolina_farm/ # Starting area │ │ ├── terrain/ │ │ │ ├── grass/ │ │ │ │ ├── grass_1_original_1024x1024.png │ │ │ │ ├── grass_1_tile_32x32.png │ │ │ │ └── grass_1_preview_256x256.png │ │ │ ├── dirt/ │ │ │ └── tilled/ │ │ ├── buildings/ │ │ │ ├── tent/ │ │ │ ├── shack/ │ │ │ └── barn/ │ │ ├── props/ # Decorations │ │ │ ├── campfire/ │ │ │ ├── dead_tree/ │ │ │ └── rocks/ │ │ ├── crops/ │ │ └── npcs/ │ │ │ ├── 02_dark_forest/ # Forest biome │ │ ├── terrain/ │ │ ├── trees/ │ │ ├── ruins/ │ │ └── enemies/ │ │ │ ├── 03_abandoned_town/ # Town/city │ │ ├── buildings/ │ │ │ ├── houses/ │ │ │ ├── stores/ │ │ │ ├── church/ │ │ │ └── town_hall/ │ │ ├── streets/ │ │ ├── npcs/ │ │ └── props/ │ │ │ └── ... (all 18 biomes) │ ├── characters/ # Main characters (persistent) │ ├── kai/ │ │ ├── idle/ │ │ │ ├── kai_idle_north_1_original_1024x1024.png │ │ │ ├── kai_idle_north_1_sprite_32x32.png │ │ │ └── kai_idle_north_1_portrait_128x128.png │ │ ├── walk/ │ │ ├── actions/ │ │ └── portraits/ │ ├── gronk/ │ ├── ana/ │ └── other_companions/ │ ├── enemies/ # Shared enemies │ ├── zombies/ │ ├── mutants/ │ ├── bosses/ │ └── magical_creatures/ │ ├── items/ # Inventory items │ ├── tools/ │ ├── seeds/ │ ├── food/ │ ├── weapons/ │ └── magical/ │ ├── ui/ # UI elements │ ├── hud/ │ ├── menus/ │ ├── dialogue/ │ └── inventory/ │ └── effects/ # Visual effects ├── magic/ ├── weather/ ├── particles/ └── animations/ ``` --- ## 🎨 **ASSET SIZE TIERS:** ### **For EVERY asset, keep 3 versions:** #### **1. ORIGINAL (1024×1024 or larger)** - **File:** `assetname_original_1024x1024.png` - **Purpose:** Archive, future upscaling, print materials - **Location:** Separate backup drive + Git LFS #### **2. GAME SPRITE (32×32 or multiples)** - **File:** `assetname_sprite_32x32.png` (or 32×64, 64×64, etc.) - **Purpose:** In-game rendering, Tiled maps - **Location:** Main game assets folder #### **3. PREVIEW/UI (128×128, 256×256)** - **File:** `assetname_preview_256x256.png` - **Purpose:** Inventory icons, portraits, previews - **Location:** UI assets folder --- ## 🏗️ **PRODUCTION WORKFLOW:** ### **Phase 1: GENERATION** 1. Generate asset at **1024×1024** (or larger) 2. Save as: `assetname_original_1024x1024.png` 3. Apply background removal 4. Save transparent version ### **Phase 2: MULTI-SIZE EXPORT** 1. **Sprite version:** Resize to tile-aligned size (32×32, 32×64, etc.) - Filename: `assetname_sprite_32x32.png` - Optimized for performance 2. **Preview version:** Resize to UI size (128×128, 256×256) - Filename: `assetname_preview_256x256.png` - For inventory, character select, etc. 3. **Keep original:** Archive in `originals/` subfolder ### **Phase 3: ORGANIZATION** Place in appropriate biome/category folder --- ## 📋 **NAMING CONVENTION:** ### **Format:** ``` {category}_{name}_{variant}_{role}_{width}x{height}.png ``` ### **Examples:** ``` # Terrain terrain_grass_summer_sprite_32x32.png terrain_grass_summer_original_1024x1024.png # Buildings building_barn_red_sprite_64x96.png building_barn_red_preview_256x256.png building_barn_red_original_1024x1024.png # Characters char_kai_idle_north_1_sprite_32x32.png char_kai_idle_north_1_portrait_128x128.png char_kai_idle_north_1_original_1024x1024.png # Props prop_campfire_lit_sprite_32x32.png prop_campfire_lit_original_1024x1024.png # NPCs npc_farmer_idle_sprite_32x32.png npc_farmer_portrait_128x128.png ``` --- ## 🗺️ **BIOME-SPECIFIC ASSETS:** ### **Each biome folder contains:** #### **Terrain tiles** (ground, paths, special surfaces) - Grass variations - Dirt variations - Stone/pavement - Special terrain (lava, ice, toxic, etc.) #### **Buildings** (structures specific to biome) - Residential - Commercial - Special (churches, monuments, etc.) - Ruins/destroyed versions #### **Props** (decorations, objects) - Natural (trees, rocks, plants) - Man-made (fences, signs, barrels) - Interactive (doors, chests, switches) #### **NPCs** (characters in this biome) - Civilians - Workers - Guards - Unique characters #### **Enemies** (biome-specific threats) - Common enemies - Elite enemies - Mini-bosses - Biome boss --- ## 📊 **ASSET PRODUCTION PIPELINE:** ### **Tool Setup:** #### **Generation:** - Imagen AI (Google) for initial generation - Stable Diffusion (local) as backup - Manual pixel art for special cases #### **Processing:** ```python # Automated pipeline script def process_asset(original_path, category, biome): """ 1. Load 1024x1024 original 2. Remove background 3. Generate sprite size (32x32 or appropriate) 4. Generate preview size (256x256) 5. Save all versions with proper naming 6. Place in correct biome folder """ ``` #### **Organization:** - Python scripts for batch processing - CSV tracking spreads للموجودات assets - Git for version control (LFS for large files) --- ## 🎯 **PRODUCTION PRIORITIES:** ### **Phase Alpha (Kickstarter Demo):** - ✅ Demo biome (farm area) - DONE - ✅ Main characters (Kai) - DONE - ⏳ 1-2 enemy types - ⏳ Basic UI ### **Phase Beta (18 Biomes):** **Priority Order:** 1. **Dolina Farm** (starting area) - 90% done 2. **Abandoned Town** (first major location) 3. **Dark Forest** (early danger zone) 4. **River Valley** (water mechanics) 5. **Mountain Pass** (elevation changes) 6. ... (remaining 13 biomes) ### **Production Estimate:** **Per biome avg:** - Terrain tiles: ~20 variants - Buildings: ~15-30 types - Props: ~40-60 objects - NPCs: ~10-20 characters - Enemies: ~5-10 types **Total per biome:** ~150-200 assets × 3 sizes = 450-600 files **18 biomes:** 8,100 - 10,800 files! 😅 --- ## 💡 **EFFICIENCY STRATEGIES:** ### **1. TILE REUSE:** - Share common terrain between similar biomes - Variants (recolor, slight modifications) ### **2. MODULAR BUILDINGS:** - Base building + roof + door + windows - Mix & match to create variations ### **3. PALETTE SWAPS:** - One base sprite → multiple color variants - Day/night versions ### **4. PROCEDURAL VARIATIONS:** - Rotation - Flip (horizontal/vertical) - Scale slightly (95%-105%) ### **5. BATCH GENERATION:** - Generate 10-20 assets at once - Similar prompts in sequence - Automated processing pipeline --- ## 🔧 **TOOLS NEEDED:** ### **Asset Generation:** - Google Imagen API ✅ (have this!) - Stable Diffusion (optional backup) - DALL-E (optional) ### **Processing:** - Python + PIL/Pillow ✅ - ImageMagick (batch operations) - rembg (background removal) ✅ ### **Organization:** - Custom Python scripts ✅ - CSV/database for tracking - Git + Git LFS ### **Game Integration:** - Tiled Map Editor ✅ - Phaser.js ✅ - Aseprite (for manual pixel art) --- ## 📈 **SCALABILITY PLAN:** ### **Now (Demo):** - 99 assets × 2 styles × 2 versions = ~400 files ✅ - Manual organization ✅ ### **Alpha (3 biomes):** - ~450 assets × 3 biomes = 1,350 source assets - ~4,000 total files (with size variants) - **Semi-automated** processing ### **Beta (18 biomes):** - ~2,700 source assets - ~8,000-10,000 total files - **Fully automated** pipeline required! ### **Full Release:** - Add expansions, DLC, seasonal variants - ~15,000+ files - Database-driven asset management --- ## 🎯 **RECOMMENDED NEXT STEPS:** ### **SHORT TERM (This week):** 1. ✅ Complete Kickstarter demo assets 2. ⏳ Create Tiled demo map 3. ⏳ Integrate into Phaser.js ### **MEDIUM TERM (Next month):** 1. ⏳ Finalize asset folder structure 2. ⏳ Build automated processing pipeline 3. ⏳ Start "Abandoned Town" biome 4. ⏳ Generate ~200 town assets ### **LONG TERM (Next 6 months):** 1. ⏳ Complete all 18 biomes 2. ⏳ Generate ~2,500-3,000 total assets 3. ⏳ Build asset database/manager 4. ⏳ Optimize & finalize --- ## 💾 **STORAGE STRATEGY:** ### **Local Development:** ``` /assets/images/ - Sprite versions (32×32) - ~500MB total - Preview versions (256×256) - ~2GB total ``` ### **Archive (externalno drive):** ``` /originals/ - Original 1024×1024 versions - ~50GB total - Source PSDs/AI files - Backups ``` ### **Git Repository:** ``` Git (normal): Scripts, docs, small assets Git LFS: Large originals, PSDs ``` --- ## 🎮 **PRODUCTION MANTRA:** > **"Generate big, store smart, use small"** 1. **Generate:** Always at 1024×1024 (archive quality) 2. **Process:** Create needed sizes automatically 3. **Organize:** By biome → category → asset → sizes 4. **Use:** Optimal size for each purpose (32px in-game, 256px UI) 5. **Archive:** Keep originals forever (future-proof) --- **THIS STRUCTURE SCALES FROM 99 DEMO ASSETS TO 10,000+ FULL GAME!** 🚀 --- **ŽELITE, DA IMPLEMENTIRAM TA SISTEM ZA DEMO ASSETS KOT PROOF-OF-CONCEPT?** 🎯