11 KiB
🗺️ TILED INTEGRATION MASTER PLAN
Project: Krvava Žetev / NovaFarma
Date: 2025-12-22
Status: 🚀 READY TO EXECUTE
📋 OVERVIEW
Current Asset Status:
- ✅ 122+ sprite sheets generated
- ✅ 3,877 individual objects processed (50% resized)
- ✅ 3,877 TSX files auto-generated
- ✅ Base Tiled setup complete (grass, dirt, water, decorations)
- 🎯 Next: Systematic import of all sprite sheets
Assets Location:
c:/novafarma/assets/
├── krvava_zetev_sprites/ (60 sprite sheets)
├── tiled_sprites/ (180+ objects)
├── topdown_objects/ (7 sprite sheets)
├── narezano_loceno/ (3,877 individual PNG objects)
│ ├── topdown_objects/ (151 objects)
│ ├── krvava_zetev_sprites/ (915 objects)
│ └── 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:
- Create External Tileset for each character
- Set tile size: 96x96px (2x2 grid on 48px base)
- Define 4-direction walk animations:
- Down (row 1)
- Left (row 2)
- Right (row 3)
- Up (row 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:
- Import from
narezano_loceno/krvava_zetev_sprites/ - Use pre-generated TSX files from
tilesets_auto/ - Organize by type:
Animals/Livestock/,Animals/Pets/,Animals/Wildlife/ - 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:
- Create tileset group:
Buildings/Progressive/ - Create separate layers for each upgrade stage
- Setup animation sequences for construction
- 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:
- Setup auto-tiling for terrain (grass/soil)
- Create growth animation sequences for trees (4-6 stages)
- Organize by biome:
Terrain/Grassland/,Terrain/Forest/, etc. - 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 → harvest | ⭐⭐⭐ |
seasonal_crops_grid |
4 seasons | Season-specific | ⭐⭐ |
fruit_trees_growth |
Multiple | Tree crops | ⭐⭐ |
Tiled Actions:
- Create animation sequences: Planted → Growing → Harvestable
- Duration: ~300-500ms per frame
- Group by crop type:
Crops/Wheat/,Crops/Vegetables/,Crops/Fruits/ - 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:
- Import as object layer items
- Group:
Items/Weapons/Melee/,Items/Weapons/Ranged/ - 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:
- Create object type: "Blueprint" with properties
- Add metadata:
requiredLevel,materials[],unlockCondition - 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 → Rideable | ⭐⭐ |
horses_breeds_5_types |
5 | Mounts | ⭐⭐ |
cart_wagon_system |
Multiple | Hauling | ⭐⭐ |
water_transport_pack |
Multiple | Kayak, SUP, raft | ⭐ |
Tiled Actions:
- Import as interactive objects
- Add properties:
speed,capacity,unlockLevel - 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:
- Import spell effects as animated tiles
- Group:
Items/Magic/Staffs/,Items/Magic/Potions/ - Add effect properties
Category 10: DLC Content - 8 Biome Packs (30+ sprite sheets)
Purpose: Separate biome-specific maps
| DLC | Sprites | Priority |
|---|---|---|
| 🦖 Dino World | 10+ | ⭐⭐ |
| 🏔️ Mythical Highlands | 8+ | ⭐⭐ |
| 🌴 Amazon Apocalypse | 6+ | ⭐ |
| 🏜️ Desert of the Dead (Egypt) | 8+ | ⭐⭐ |
| 🌊 Atlantis | 6+ | ⭐ |
| ☢️ Chernobyl | 5+ | ⭐ |
| 💀 Paris Catacombs | 4+ | ⭐ |
| 🦕 Loch Ness | 3+ | ⭐ |
Tiled Actions:
- Create separate TMX maps for each DLC
- Import DLC-specific creatures, structures, items
- Use from:
narezano_loceno/krvava_zetev_sprites/ - Document unlock conditions
🛠️ 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 → wheat_stage_6
carrots_stage_1 → 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
📐 PHASE 3: MAP STRUCTURE
Recommended Map Hierarchy:
maps/
├── main_world_500x500.tmx (Main game world)
│ ├── Layers:
│ │ ├── 01_Terrain (Auto-tile grass/soil)
│ │ ├── 02_Water (Rivers, lakes)
│ │ ├── 03_Paths (Dirt roads)
│ │ ├── 04_Decorations_Low (Rocks, flowers)
│ │ ├── 05_Buildings (Structures)
│ │ ├── 06_Decorations_Tall (Trees)
│ │ ├── 07_Objects (Interactive items)
│ │ └── 08_Collision (Collision boxes)
│
├── starter_farm_16x16.tmx (Starting area)
├── town_map_32x32.tmx (NPC hub)
│
├── dlc_dino_world_64x64.tmx
├── dlc_atlantis_48x48.tmx
├── 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) →
Map → Add External Tileset - Animals (12 tilesets)
- Buildings (18 tilesets)
- Environment (15 tilesets)
Step 3: Setup Animations (45 min)
- Tree growth sequences (4 species × 5 stages)
- Crop growth (10+ crops × 5-6 stages)
- Character walks (8 NPCs × 4 directions)
Step 4: Create Base Maps (60 min)
main_world_500x500.tmxwith biomesstarter_farm_16x16.tmxtutorial 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
📊 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
✅ All 122 sprite sheets imported
✅ Animation sequences configured
✅ At least 3 playable maps created
✅ JSON exports working in Phaser
✅ Collision layers functional
✅ DLC content separated
🚀 READY TO START?
Next Action: Choose a starting point:
- Quick Win: Import characters & create starter farm (30 min)
- Full System: Follow Phase 1-6 systematically (7-11 hours)
- DLC Focus: Create one complete DLC map first (2 hours)
STATUS: ✅ PLAN COMPLETE - READY FOR EXECUTION