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
12 KiB
🎨 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 spritezombie_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 spritezombie_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 spritezombie_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 spritezombie_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 panelradio_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 iconbond_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 bartaming_heart_empty.png- Empty heart icontaming_heart_full.png- Filled heart iconkey_prompt_space.png- "PRESS SPACE" prompt spritetamed_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 tintwater_filter_machine.png- Water filter structure spritedesalinator.png- Desalination machine spritewater_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 areasfog_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 arrivalpolaroid_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 spriteanimal_crow_flight_sheet.png- Crow flight animation (6 frames)animal_raccoon.png- Raccoon spriteanimal_raccoon_walk_sheet.png- Raccoon walk animationanimal_wolf.png- Wolf spriteanimal_wolf_walk_sheet.png- Wolf walk animationanimal_rabbit.png- Rabbit spriteanimal_rabbit_hop_sheet.png- Rabbit hopping animation
Priority: MEDIUM
16. COURIER NPCs
Files to generate:
npc_owl.png- Sova (Owl) courier spritenpc_owl_flight_sheet.png- Owl flight animationnpc_bat.png- Netopir (Bat) courier spritenpc_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.pngfish_carp.pngfish_bass.pngfish_trout.pngfish_salmon.pngfish_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.pnginsect_scorpion.pnginsect_beetle_gold.png
From insekti_metulji_set.png:
insect_butterfly_blue.pnginsect_butterfly_monarch.pnginsect_moth.png
From insekti_travnik_set.png:
insect_grasshopper.pnginsect_ladybug.pnginsect_dragonfly.png
From insekti_matica_dezevnik_polz_set.png:
insect_bee.pnginsect_worm.pnginsect_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(fromstructure_workshop_garage.png)structure_greenhouse.png(fromzgradba_rastlinjak_namakanje.png)structure_barn.png(fromskedenj.png- verify)machine_generator_broken.png(fromagregat_1_pokvarjen.png)machine_generator_working.png(fromagregat_2_delujoc.png)machine_oil_press.png(extract frompredelovalni_stroji.png)mine_entrance_collapsed.png(fromvhod_rudnik_1_zrušen.png)mine_entrance_repaired.png(fromvhod_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 cantool_chainsaw.png- Motorka (chainsaw)tool_brush_cutter.png- Laksarca (reference:motorna_kosa.png)tool_shovel.png- Shovelitem_seeds_cannabis.png- Cannabis seeds packetitem_seeds_sunflower.png- Sunflower seedsitem_wood_log.png- Wood logitem_stone.png- Stoneitem_ore_iron.png- Iron oreitem_hemp.png- Harvested hempitem_bio_oil.png- Bio-oil containeritem_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 fromobjekt_elektricni_drog_predelan_svetlejsi.png)cable_horizontal.png- Horizontal cable segmentcable_vertical.png- Vertical cable segmentcable_corner_tl.png- Top-left corner cablecable_corner_tr.png- Top-right corner cablecable_corner_bl.png- Bottom-left corner cablecable_corner_br.png- Bottom-right corner cablecable_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:
- Batch 1: Zombies (Scout + Workers)
- Batch 2: Kai animations
- Batch 3: Day/Night system
- Batch 6: Fog of War
Week 2:
- Batch 7: Polaroid intro
- Batch 4: UI systems (Radio, Twin Bond, Taming)
- Batch 11: Structures
- Batch 12: Tools & Items
- Batch 13: Power Grid System
Week 3:
- Batch 5: Water system
- Batch 8: Animals
- Batch 10: Crops (extract from sheets)
- 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