Files
novafarma/docs/TILED_INTEGRATION_MASTER_PLAN.md

11 KiB
Raw Permalink Blame History

🗺️ 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:

  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 → harvest
seasonal_crops_grid 4 seasons Season-specific
fruit_trees_growth Multiple Tree crops

Tiled Actions:

  1. Create animation sequences: Planted → Growing → 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 → 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
🦖 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:

  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

🛠️ 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

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.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

📊 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:

  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: PLAN COMPLETE - READY FOR EXECUTION