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novafarma/nova farma TRAE/dokumentacija/ASSET_GENERATION_BATCH_PLAN.md
David Kotnik 2255bb7d41 🌱 Expanded Island + Procedural Growth System
ISLAND EXPANSION:
- Increased from 20x20 to 50x50 tiles (6400x6400px)
- World size: 10400x10400px (with ocean buffer)
- Irregular edges (procedural jitter system maintained)

PROCEDURAL GROWTH SYSTEM:
- Soil moisture grid (50x50) - tracks wet/dry tiles
- Grass growth: 30% chance if soil is wet
- Tree saplings: 10 placed on island edges
- Tree aging: sapling → medium (3 days) → large (7 days)
- Rainfall: 40% chance daily, wets 60% of tiles

LAYER SYSTEM (Z-ORDER FIX):
- LAYER_GROUND (-100): Foundation tiles
- LAYER_VEGETATION (1): Grass, bushes - below characters!
- LAYER_TREES (2): Trees
- LAYER_CHARACTERS (10): Kai, zombies - walks BETWEEN vegetation

GROWTH MECHANICS:
- Morning check every 60 seconds (1 in-game day)
- Grass fades in smoothly (2s animation)
- Trees progress: faza_1 → faza_2 → veliko
- Random grass types & sizes for variety

NATURE TAKES OVER:
- Island evolves procedurally over time
- Dark Gothic aesthetic maintained
- Living, breathing environment

Date: 2026-02-10 17:42
2026-02-10 17:41:58 +01:00

12 KiB
Raw Blame History

🎨 ASSET GENERATION BATCH PLAN

Complete List of Assets to Generate
Datum: 10. Februar 2026, 17:24


📋 GENERATION STRATEGY:

References = Style guide (locked, preserved)
AI Generation = Create NEW assets matching reference style
Target Folder = /assets/DEMO_FAZA1/ (organized by category)


🔴 BATCH 1: CRITICAL ZOMBIES (8 assets)

1. SCOUT ZOMBIE

Files to generate:

  • zombie_scout_idle.png - Scout idle sprite
  • zombie_scout_walk_sheet.png - Walk animation (8 frames)
  • zombie_scout_scavenge_sheet.png - Scavenging animation (6-8 frames)

Style: Match Porter Zombie (Gothic Chibi, red eyes, pale green skin)
Unique Features: Binoculars, tactical vest, explorer gear, compass
Priority: CRITICAL (Faza 1 blocker!)


2. FARMER ZOMBIE

Files to generate:

  • zombie_farmer_idle.png - Farmer idle sprite
  • zombie_farmer_walk_sheet.png - Walk animation (8 frames)
  • zombie_farmer_work_sheet.png - Farm actions (plant, water, harvest - 3×6 frames)

Style: Match existing zombie style
Reference: zombi_kmet.png in references (style guide)
Unique Features: Straw hat, overalls, hoe, seeds pouch
Priority: HIGH


3. MINER ZOMBIE

Files to generate:

  • zombie_miner_idle.png - Miner idle sprite
  • zombie_miner_walk_sheet.png - Walk animation (8 frames)
  • zombie_miner_mine_sheet.png - Mining animation (pickaxe swing, 6-8 frames)

Style: Match existing zombie style
Reference: zombi_rudar.png in references (style guide)
Unique Features: Hard hat with lamp, pickaxe, mining gear
Priority: HIGH


4. LUMBERJACK ZOMBIE

Files to generate:

  • zombie_lumberjack_idle.png - Lumberjack idle sprite
  • zombie_lumberjack_walk_sheet.png - Walk animation (8 frames)
  • zombie_lumberjack_chop_sheet.png - Chopping animation (axe swing, 6-8 frames)

Style: Match existing zombie style
Reference: Use zombi_kmet.png as base (similar build)
Unique Features: Flannel shirt, suspenders, axe, work boots
Priority: HIGH


5. PORTER ZOMBIE ANIMATIONS (if missing)

Files to generate (check if exist):

  • zombie_porter_walk_sheet.png - Walk animation (8 frames)
  • zombie_porter_carry_sheet.png - Carrying animation (6-8 frames)

Note: Idle sprite exists (zombie_porter_worker.png)
Priority: MEDIUM (depends on existing animations)


🟡 BATCH 2: KAI CHARACTER (6 assets)

6. KAI - NEW GENERATION

Files to generate:

  • kai_idle_sheet.png - Breathing/waiting animation (4-6 frames)
  • kai_work_hoe_sheet.png - Hoeing animation (6-8 frames)
  • kai_work_chop_sheet.png - Chopping/axe animation (6-8 frames)
  • kai_work_water_sheet.png - Watering can animation (6-8 frames)
  • kai_portrait.png - Character portrait (for UI/dialogs)
  • kai_idle_static.png - Single idle frame (for menus)

Style: Gothic Chibi Anime
Reference: kai_walk_sheet.png in DEMO_FAZA1 + Kai_Dreads.png
Features: Green dreads, red eyes, blue hoodie, backpack, ear gauges
Priority: HIGH (needed for gameplay loop)


🟢 BATCH 3: DAY/NIGHT SYSTEM (7 assets)

7. SKY GRADIENTS

Files to generate:

  • sky_day.png - Daytime sky gradient (blue → light blue)
  • sky_dusk.png - Sunset gradient (orange → purple)
  • sky_night.png - Night sky gradient (dark blue → black)
  • sky_dawn.png - Sunrise gradient (pink → orange → blue)

Specs: 1920×1080 gradients, seamless tiling
Priority: HIGH (visual atmosphere)


8. CELESTIAL OBJECTS

Files to generate:

  • sun.png - Sun sprite (warm yellow glow)
  • moon.png - Moon sprite (crescent or full, pale glow)
  • night_overlay.png - Dark blue tint overlay (50% opacity)

Priority: MEDIUM


🔵 BATCH 4: UI SYSTEMS (12 assets)

9. RADIO SYSTEM

Files to generate:

  • radio_object.png - Radio world sprite (old portable radio)
  • radio_ui_panel.png - Radio UI background panel
  • radio_on.png - Radio ON state (glowing)
  • radio_off.png - Radio OFF state

Style: Post-apocalyptic, worn, Gothic aesthetic
Priority: HIGH


10. TWIN BOND MESSAGES

Files to generate:

  • message_panel.png - Message UI panel (twin bond style)
  • ana_portrait.png - Ana character portrait (Kai's twin sister)
  • message_icon.png - New message notification icon
  • bond_icon.png - Twin bond connection icon

Style: Match UI elements, ethereal/telepathic theme
Priority: MEDIUM


11. ZOMBIE TAMING UI

Files to generate:

  • taming_progress_bar.png - Heart-based progress bar
  • taming_heart_empty.png - Empty heart icon
  • taming_heart_full.png - Filled heart icon
  • key_prompt_space.png - "PRESS SPACE" prompt sprite
  • tamed_marker.png - Collar/tag/glow for tamed zombies

Priority: MEDIUM


🟣 BATCH 5: WATER SYSTEM (4 assets)

12. DIRTY WATER EFFECTS

Files to generate:

  • water_dirty_overlay.png - Brown/murky water tint
  • water_filter_machine.png - Water filter structure sprite
  • desalinator.png - Desalination machine sprite
  • water_quality_indicator.png - Clean vs dirty water UI icon

Priority: MEDIUM


🟠 BATCH 6: FOG OF WAR (3 assets)

13. FOG OVERLAYS

Files to generate:

  • fog_black_overlay.png - Solid black for unexplored areas
  • fog_edge_transition.png - Soft edge gradient (black → transparent)
  • fog_revealed_gradient.png - Circular reveal gradient

Priority: HIGH (Faza 1 core mechanic)


🟤 BATCH 7: POLAROID INTRO (8 assets)

14. INTRO IMAGES

Files to generate (13-20):

  • polaroid_13.png - Kai as child (early memory)
  • polaroid_14.png - Family photo (parents + twins)
  • polaroid_15.png - Teenage Kai (skateboarding/rebellion)
  • polaroid_16.png - Ana closeup (twin sister)
  • polaroid_17.png - Cannabis plant (first crop memory)
  • polaroid_18.png - Abandoned island arrival
  • polaroid_19.png - Kai with Gronk (first meeting)
  • polaroid_20.png - Valley of Death landscape (final shot)

Style: Polaroid photo aesthetic, faded colors, white frame borders
Priority: HIGH (narrative intro)


🌈 BATCH 8: ANIMALS (12+ assets)

15. WILD ANIMALS (reference: zivali_divje_predelane_svetlejsa.png)

Files to generate (matching reference style):

  • animal_crow.png - Crow sprite
  • animal_crow_flight_sheet.png - Crow flight animation (6 frames)
  • animal_raccoon.png - Raccoon sprite
  • animal_raccoon_walk_sheet.png - Raccoon walk animation
  • animal_wolf.png - Wolf sprite
  • animal_wolf_walk_sheet.png - Wolf walk animation
  • animal_rabbit.png - Rabbit sprite
  • animal_rabbit_hop_sheet.png - Rabbit hopping animation

Priority: MEDIUM


16. COURIER NPCs

Files to generate:

  • npc_owl.png - Sova (Owl) courier sprite
  • npc_owl_flight_sheet.png - Owl flight animation
  • npc_bat.png - Netopir (Bat) courier sprite
  • npc_bat_flight_sheet.png - Bat flight animation

Priority: LOW


🐟 BATCH 9: FISH & INSECTS (20+ assets)

17. FISH (reference: zivali_ribe_vse_vrste_set.png)

Files to generate (skoraj identične kot reference):

  • fish_piranha.png
  • fish_carp.png
  • fish_bass.png
  • fish_trout.png
  • fish_salmon.png
  • fish_eel.png
  • (+ 4-6 more types from reference set)

Priority: LOW (fishing minigame)


18. INSECTS (reference: multiple sets)

Files to generate (skoraj identične kot reference):

From insekti_posebni_set.png:

  • insect_tarantula.png
  • insect_scorpion.png
  • insect_beetle_gold.png

From insekti_metulji_set.png:

  • insect_butterfly_blue.png
  • insect_butterfly_monarch.png
  • insect_moth.png

From insekti_travnik_set.png:

  • insect_grasshopper.png
  • insect_ladybug.png
  • insect_dragonfly.png

From insekti_matica_dezevnik_polz_set.png:

  • insect_bee.png
  • insect_worm.png
  • insect_snail.png

Priority: LOW (collection/ambient)


🌾 BATCH 10: CROPS (30+ assets)

19. CROP GROWTH STAGES (reference: growth sheets)

Files to generate (extract from reference sheets):

Cannabis (from rast_marihuane.png):

  • crop_cannabis_stage_1.png → stage_8.png (8 stages)

Sunflower (from soncnice_faze_rasti.png):

  • crop_sunflower_stage_1.png → stage_6.png (6 stages)

Corn (from corn_grow_sheet.png):

  • crop_corn_stage_1.png → stage_6.png (6 stages)

Potato (from potato_grow_sheet.png):

  • crop_potato_stage_1.png → stage_5.png (5 stages)

Wheat (from wheat_grow_sheet.png):

  • crop_wheat_stage_1.png → stage_6.png (6 stages)

Priority: MEDIUM


🏗️ BATCH 11: STRUCTURES (8 assets)

20. BUILDINGS & MACHINES

Files to copy/adapt from references:

  • structure_garage.png (from structure_workshop_garage.png)
  • structure_greenhouse.png (from zgradba_rastlinjak_namakanje.png)
  • structure_barn.png (from skedenj.png - verify)
  • machine_generator_broken.png (from agregat_1_pokvarjen.png)
  • machine_generator_working.png (from agregat_2_delujoc.png)
  • machine_oil_press.png (extract from predelovalni_stroji.png)
  • mine_entrance_collapsed.png (from vhod_rudnik_1_zrušen.png)
  • mine_entrance_repaired.png (from vhod_rudnik_2_popravljen.png)

Priority: HIGH (Faza 1 core structures)


🛠️ BATCH 12: TOOLS & ITEMS (15 assets)

21. TOOLS & EQUIPMENT

Files to generate:

  • tool_hoe.png - Hoe (farming)
  • tool_axe.png - Axe (chopping)
  • tool_pickaxe.png - Pickaxe (mining)
  • tool_watering_can.png - Watering can
  • tool_chainsaw.png - Motorka (chainsaw)
  • tool_brush_cutter.png - Laksarca (reference: motorna_kosa.png)
  • tool_shovel.png - Shovel
  • item_seeds_cannabis.png - Cannabis seeds packet
  • item_seeds_sunflower.png - Sunflower seeds
  • item_wood_log.png - Wood log
  • item_stone.png - Stone
  • item_ore_iron.png - Iron ore
  • item_hemp.png - Harvested hemp
  • item_bio_oil.png - Bio-oil container
  • item_water_bottle.png - Water bottle

Priority: HIGH (gameplay items)


🟣 BATCH 13: POWER GRID SYSTEM (10 assets)

22. ELECTRICAL INFRASTRUCTURE

Files to generate/copy:

  • power_pole.png - Power pole sprite (copy from objekt_elektricni_drog_predelan_svetlejsi.png)
  • cable_horizontal.png - Horizontal cable segment
  • cable_vertical.png - Vertical cable segment
  • cable_corner_tl.png - Top-left corner cable
  • cable_corner_tr.png - Top-right corner cable
  • cable_corner_bl.png - Bottom-left corner cable
  • cable_corner_br.png - Bottom-right corner cable
  • cable_spark_effect.png - Electric spark particles ( travel along cables)
  • power_indicator_on.png - Green glow indicator (building is powered)
  • power_indicator_off.png - Red indicator (no power)

Reference: objekt_cevi_in_kabli_set.png (240KB cable set)

Gameplay:

  • Player places power poles (range: 10 tiles)
  • Cables auto-connect between poles
  • Visual feedback: sparks travel along active cables
  • Buildings show powered status (green glow vs red)

Priority: MEDIUM (Faza 1 feature - Generator system extension)


📊 GENERATION SUMMARY:

TOTAL ASSETS TO GENERATE: ~160-190 individual files

By Priority:

  • 🔴 CRITICAL: 35 assets (Zombies, Kai, Day/Night, Fog, Polaroid)
  • 🟡 HIGH: 45 assets (UI, Structures, Tools)
  • 🟢 MEDIUM: 50 assets (Animals, Crops, Water, Power Grid)
  • 🔵 LOW: 30-50 assets (Fish, Insects, Couriers)

⏱️ ESTIMATED TIME:

Batch Generation (AI):

  • Critical: 4-6 hours
  • High: 6-8 hours
  • Medium: 4-6 hours
  • Low: 3-5 hours

TOTAL: ~20-25 hours of generation + processing


🎯 GENERATION ORDER:

Week 1:

  1. Batch 1: Zombies (Scout + Workers)
  2. Batch 2: Kai animations
  3. Batch 3: Day/Night system
  4. Batch 6: Fog of War

Week 2:

  1. Batch 7: Polaroid intro
  2. Batch 4: UI systems (Radio, Twin Bond, Taming)
  3. Batch 11: Structures
  4. Batch 12: Tools & Items
  5. Batch 13: Power Grid System

Week 3:

  1. Batch 5: Water system
  2. Batch 8: Animals
  3. Batch 10: Crops (extract from sheets)
  4. Batch 9: Fish & Insects (low priority)

📝 NOTES:

References Folder:

  • LOCKED (read-only)
  • Source material preserved
  • Style guide for AI generation

DEMO_FAZA1 Folder:

  • Target location for production assets
  • Organized by category (Characters/, Environment/, etc.)
  • Ready-to-use in game

Generation Method:

  • AI creates NEW assets matching reference style
  • No manual extraction/cutting
  • Transparent backgrounds (Alpha 24)
  • 256×256 friendly proportions for sprites
  • Animation sheets clearly labeled with frame counts

Generated: 10. Februar 2026, 17:26
Ready for batch processing