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novafarma/docs/DEMO_PRODUCTION_SYSTEM.md
2026-01-20 01:05:17 +01:00

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🎮 KICKSTARTER DEMO - PRODUCTION SYSTEM

Style: Style 32 (Dark-Chibi Noir)
Status: Master references LOCKED
Goal: Complete playable 15-min demo


🎨 STYLE 32 DEFINITION (VISUAL LAW):

Core Rules:

  1. Thick black outlines: 4-5px (bold outlines)
  2. Flat colors: NO gradients
  3. Shadows: Noir style - sharp black or dark blocks
  4. Proportions: Big heads (chibi), big ears
  5. Eyes: Empty "Cult" eyes (NO pupils) ⚠️ VERIFY WITH USER
  6. Background: ALWAYS Chroma Green (#00FF00)

Agent MUST follow this for EVERY pixel!


🔒 LOCKED CHARACTER REFERENCES:

Location: /assets/MASTER_REFS/

  1. ref_kai.png - Kai (pink & green dreads, piercings, gauges)
  2. ref_gronk.png - Gronk (pink dreads, piercings, vape, gauges)
  3. ref_ana.png - Ana (pink hair, tactical gear)
  4. ref_susi.png - Susi (baby dino)
  5. ref_zombie.png - Master Zombie (base for all zombie variants)

RULE: Agent CANNOT generate new faces - only move limbs of these approved models!


🧟 MODULAR ZOMBIE SYSTEM (Universal Worker):

Transformation Mechanic:

When zombie gets new task:

  1. "Poof" Effect:

    • Short animated dust/smoke cloud (like Cult of the Lamb)
    • Duration: 6 frames
    • Style: Pastel smoke with dark gothic edges
  2. Instant Costume Change:

    • Police zombie transforms into worker role
    • Keeps same face/body (ref_zombie.png base)
    • Only changes outfit/tools

4 Worker Roles:

1. GARDENER (Vrtnar):

  • Straw hat
  • Overalls/coveralls
  • Holds: Hoe
  • Props: Seeds, watering can

2. MINER (Rudar):

  • Mining helmet with headlamp
  • Dusty face
  • Holds: Pickaxe
  • Props: Ore cart

3. LUMBERJACK (Drvar):

  • Checkered flannel shirt
  • Holds: Axe
  • Props: Logs

4. SCAVENGER (Iskalec):

  • Backpack (full of junk)
  • Bandana/rag over face
  • Holds: Metal pipe
  • Props: Scrap items

Production Checklist:

Per role, need:

  • Idle animation (6 frames)
  • Walk animation (8 frames)
  • Work action (6 frames)
  • Transformation "poof" (6 frames - shared)

Total: 4 roles × 20 frames = 80 frames + 6 poof = 86 zombie worker assets


🗺️ DEMO WORLD (2 Biomes):

BIOME 1: BASE FARM

Environment Type: Peaceful farming zone
Style: Style 32 for structures, Style 30 for plants

Assets Needed:

A. Seamless Grass Tileset:

  • Base grass (16 variants for tiling)
  • Edge pieces (8 directional)
  • Corner pieces (4 types)
  • MUST be seamless - no visible seams when tiling!
  • Test: Create 4×4 grid, verify no seams

B. Crops (3 Growth Stages each):

  1. Ganja plant (seed → sprout → mature)
  2. Tomato (seed → sprout → fruit)
  3. Wheat (seed → sprout → harvest)

C. Farm Structures:

  • Farmhouse exterior
  • Barn
  • Tool shed
  • Fence pieces (horizontal, vertical, corners)
  • Workbench (crafting station)

D. Farm Animals:

  • Chicken (idle, walk)
  • Cow (idle, walk)
  • Pig (idle, walk)

Folder: /assets/biomi/base_farm/


BIOME 2: DINO VALLEY

Environment Type: Prehistoric combat zone
Style: Style 32 for all assets

Assets Needed:

A. Terrain:

  • Volcanic dirt (seamless tileset)
  • Lava rock
  • Prehistoric grass patches

B. Props:

  • T-Rex skull (already done )
  • Scattered bones (done )
  • Tar pit (bubbling animation)
  • Cave entrance (done )

C. Vegetation (Style 30):

  • Giant ferns (done )
  • Cycad palms (done )
  • Glowing moss

D. Combat Testing:

  • Metal pipe weapon (pickup sprite)
  • Resource nodes (rocks, plants to gather)

Folder: /assets/biomi/dino_valley/


📂 FOLDER ORGANIZATION:

/assets/
├── MASTER_REFS/              ✅ LOCKED
│   ├── ref_kai.png
│   ├── ref_gronk.png
│   ├── ref_ana.png
│   ├── ref_susi.png
│   ├── ref_zombie.png
│   └── README.md
│
├── characters/
│   ├── kai/
│   │   ├── idle/             (6 frames × 4 directions)
│   │   ├── walk/             (8 frames × 4 directions)
│   │   ├── run/              (8 frames × 4 directions)
│   │   ├── attack/           (8 frames × 4 directions)
│   │   ├── tools/            (axe, pickaxe, hoe - 6 frames each)
│   │   └── emotes/           (happy, sad, surprised)
│   │
│   ├── gronk/                (same structure)
│   ├── ana/                  (same structure)
│   └── susi/                 (idle, walk, happy)
│
├── npc/
│   └── zombiji/
│       ├── base/             (ref_zombie animations)
│       ├── vloge/            ✅ WORKER ROLES
│       │   ├── gardener/
│       │   ├── miner/
│       │   ├── lumberjack/
│       │   └── scavenger/
│       └── poof_effect/      (transformation smoke)
│
├── biomi/
│   ├── base_farm/
│   │   ├── grass/            ✅ SEAMLESS TILESET
│   │   ├── crops/            (3 stages each)
│   │   ├── structures/       (farmhouse, barn, fence)
│   │   └── animals/          (chicken, cow, pig)
│   │
│   └── dino_valley/
│       ├── terrain/          (volcanic, lava rock)
│       ├── vegetation/       (Style 30 - already done ✅)
│       └── props/            (skulls, bones - done ✅)
│
├── items/
│   └── weapons/              ✅ METAL PIPE
│       ├── pipe_basic.png
│       ├── pipe_upgraded.png
│       └── pipe_attack_effect.png
│
└── vfx/
    ├── poof_transformation/  (6 frames)
    ├── combat_slash/         (6 frames)
    └── item_pickup_sparkle/  (4 frames)

🎬 ANIMATION STANDARDS (Stardew Valley Style):

Character Movement:

IDLE (6 frames):

  • Breathing motion
  • Slight sway
  • Dreadlocks/hair gentle movement
  • Loop seamlessly

WALK (8 frames):

  • Classic hop motion
  • 4 directions (up, down, left, right)
  • Left = mirrored right (save frames!)
  • Speed: 10 FPS

RUN (8 frames):

  • Faster hop
  • More exaggerated movement
  • Speed: 12 FPS

WORK/ATTACK (6-8 frames):

  • Wind-up (2 frames)
  • Action (2-3 frames)
  • Recovery (2-3 frames)
  • Impact freeze frame for feedback

🛠️ PRODUCTION WORKFLOW:

PHASE 1: SEAMLESS GRASS (Priority #1)

Why first? Foundation for entire farm biome visibility test.

Steps:

  1. Generate base grass tile (Style 32)
  2. Create 16 variants (subtle differences)
  3. Generate edge pieces (8 directions)
  4. Generate corner pieces (4 types)
  5. TEST: Tile in 4×4 grid, verify seamless
  6. If seams visible → regenerate with better alignment
  7. Save to /assets/biomi/base_farm/grass/
  8. Mark complete

Frames needed: ~28 tiles


PHASE 2: ZOMBIE WORKER SYSTEM

Why second? Core gameplay mechanic demo.

Steps:

  1. Generate "poof" transformation effect (6 frames)
  2. Per role (gardener, miner, lumberjack, scavenger):
    • Idle (6 frames)
    • Walk (8 frames)
    • Work action (6 frames)
  3. Save to /assets/npc/zombiji/vloge/[role_name]/
  4. Mark each role complete

Frames needed: 86 total


PHASE 3: KAI ANIMATIONS

Why third? Player character must move smoothly.

Steps:

  1. Idle (6 frames × 4 directions = 24)
  2. Walk (8 frames × 4 directions = 32)
  3. Attack with pipe (8 frames × 4 directions = 32)
  4. Tool actions (axe, pickaxe, hoe - 6 frames each = 18)
  5. Save to /assets/characters/kai/
  6. Mark complete

Frames needed: 106


PHASE 4: CROPS & FARM STRUCTURES

Steps:

  1. 3 crops × 3 stages = 9 assets (Style 30)
  2. Farmhouse, barn, shed, fence = ~15 assets (Style 32)
  3. Save to /assets/biomi/base_farm/
  4. Mark complete

Frames needed: 24


PHASE 5: GRONK, ANA, SUSI BASICS

Gronk:

  • Idle (6 frames)
  • Walk (8 frames)
  • Vape exhale animation (6 frames)

Ana:

  • Idle (6 frames)
  • Portrait (3 emotions)

Susi:

  • Idle (6 frames)
  • Walk/follow (8 frames)

Frames needed: 43


PHASE 6: VFX & POLISH

Steps:

  1. Combat slash effect (6 frames)
  2. Item pickup sparkle (4 frames)
  3. Impact stars (4 frames)
  4. Save to /assets/vfx/
  5. Mark complete

Frames needed: 14


📊 DEMO PRODUCTION SUMMARY:

Phase Category Frames Cost (€0.012) Priority
1 Seamless Grass 28 €0.34 🔴 CRITICAL
2 Zombie Workers 86 €1.03 🔴 CRITICAL
3 Kai Animations 106 €1.27 🔴 CRITICAL
4 Crops & Structures 24 €0.29 🟡 HIGH
5 Gronk/Ana/Susi 43 €0.52 🟡 HIGH
6 VFX & Polish 14 €0.17 🟢 MEDIUM
TOTAL 301 €3.61

Additional (from Dino Valley - already done):

  • Vegetation: 15
  • Props: 8
  • Terrain: 4

Grand Total for Demo: ~328 frames = €3.94


COMPLETION CHECKLIST:

Per package, mark when done:

  • Phase 1: Seamless Grass
  • Phase 2: Zombie Workers (4 roles)
  • Phase 3: Kai Full Animations
  • Phase 4: Farm Environment
  • Phase 5: Supporting Characters
  • Phase 6: VFX

When package complete:

  • Save to designated folder
  • Update this checklist
  • Git commit with " [Package Name] COMPLETE"

🚀 START PRODUCTION?

Ready to begin with Phase 1: Seamless Grass Tileset!

Cost: €0.34 (28 tiles)
Time: ~30 minutes
Result: Foundation for entire Base Farm biome


Waiting for confirmation on eye style (pupils or no pupils), then can start! 🎨