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
434 lines
12 KiB
Markdown
434 lines
12 KiB
Markdown
# 🎨 ASSET GENERATION BATCH PLAN
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**Complete List of Assets to Generate**
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**Datum:** 10. Februar 2026, 17:24
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---
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## 📋 GENERATION STRATEGY:
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**References** = Style guide (locked, preserved)
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**AI Generation** = Create NEW assets matching reference style
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**Target Folder** = `/assets/DEMO_FAZA1/` (organized by category)
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---
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## 🔴 BATCH 1: CRITICAL ZOMBIES (8 assets)
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### **1. SCOUT ZOMBIE**
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**Files to generate:**
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- `zombie_scout_idle.png` - Scout idle sprite
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- `zombie_scout_walk_sheet.png` - Walk animation (8 frames)
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- `zombie_scout_scavenge_sheet.png` - Scavenging animation (6-8 frames)
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**Style:** Match Porter Zombie (Gothic Chibi, red eyes, pale green skin)
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**Unique Features:** Binoculars, tactical vest, explorer gear, compass
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**Priority:** CRITICAL (Faza 1 blocker!)
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---
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### **2. FARMER ZOMBIE**
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**Files to generate:**
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- `zombie_farmer_idle.png` - Farmer idle sprite
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- `zombie_farmer_walk_sheet.png` - Walk animation (8 frames)
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- `zombie_farmer_work_sheet.png` - Farm actions (plant, water, harvest - 3×6 frames)
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**Style:** Match existing zombie style
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**Reference:** `zombi_kmet.png` in references (style guide)
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**Unique Features:** Straw hat, overalls, hoe, seeds pouch
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**Priority:** HIGH
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---
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### **3. MINER ZOMBIE**
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**Files to generate:**
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- `zombie_miner_idle.png` - Miner idle sprite
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- `zombie_miner_walk_sheet.png` - Walk animation (8 frames)
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- `zombie_miner_mine_sheet.png` - Mining animation (pickaxe swing, 6-8 frames)
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**Style:** Match existing zombie style
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**Reference:** `zombi_rudar.png` in references (style guide)
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**Unique Features:** Hard hat with lamp, pickaxe, mining gear
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**Priority:** HIGH
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---
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### **4. LUMBERJACK ZOMBIE**
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**Files to generate:**
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- `zombie_lumberjack_idle.png` - Lumberjack idle sprite
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- `zombie_lumberjack_walk_sheet.png` - Walk animation (8 frames)
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- `zombie_lumberjack_chop_sheet.png` - Chopping animation (axe swing, 6-8 frames)
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**Style:** Match existing zombie style
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**Reference:** Use `zombi_kmet.png` as base (similar build)
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**Unique Features:** Flannel shirt, suspenders, axe, work boots
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**Priority:** HIGH
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---
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### **5. PORTER ZOMBIE ANIMATIONS** (if missing)
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**Files to generate (check if exist):**
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- `zombie_porter_walk_sheet.png` - Walk animation (8 frames)
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- `zombie_porter_carry_sheet.png` - Carrying animation (6-8 frames)
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**Note:** Idle sprite exists (`zombie_porter_worker.png`)
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**Priority:** MEDIUM (depends on existing animations)
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---
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## 🟡 BATCH 2: KAI CHARACTER (6 assets)
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### **6. KAI - NEW GENERATION**
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**Files to generate:**
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- `kai_idle_sheet.png` - Breathing/waiting animation (4-6 frames)
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- `kai_work_hoe_sheet.png` - Hoeing animation (6-8 frames)
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- `kai_work_chop_sheet.png` - Chopping/axe animation (6-8 frames)
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- `kai_work_water_sheet.png` - Watering can animation (6-8 frames)
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- `kai_portrait.png` - Character portrait (for UI/dialogs)
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- `kai_idle_static.png` - Single idle frame (for menus)
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**Style:** Gothic Chibi Anime
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**Reference:** `kai_walk_sheet.png` in DEMO_FAZA1 + `Kai_Dreads.png`
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**Features:** Green dreads, red eyes, blue hoodie, backpack, ear gauges
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**Priority:** HIGH (needed for gameplay loop)
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---
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## 🟢 BATCH 3: DAY/NIGHT SYSTEM (7 assets)
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### **7. SKY GRADIENTS**
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**Files to generate:**
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- `sky_day.png` - Daytime sky gradient (blue → light blue)
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- `sky_dusk.png` - Sunset gradient (orange → purple)
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- `sky_night.png` - Night sky gradient (dark blue → black)
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- `sky_dawn.png` - Sunrise gradient (pink → orange → blue)
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**Specs:** 1920×1080 gradients, seamless tiling
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**Priority:** HIGH (visual atmosphere)
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---
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### **8. CELESTIAL OBJECTS**
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**Files to generate:**
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- `sun.png` - Sun sprite (warm yellow glow)
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- `moon.png` - Moon sprite (crescent or full, pale glow)
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- `night_overlay.png` - Dark blue tint overlay (50% opacity)
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**Priority:** MEDIUM
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---
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## 🔵 BATCH 4: UI SYSTEMS (12 assets)
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### **9. RADIO SYSTEM**
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**Files to generate:**
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- `radio_object.png` - Radio world sprite (old portable radio)
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- `radio_ui_panel.png` - Radio UI background panel
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- `radio_on.png` - Radio ON state (glowing)
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- `radio_off.png` - Radio OFF state
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**Style:** Post-apocalyptic, worn, Gothic aesthetic
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**Priority:** HIGH
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---
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### **10. TWIN BOND MESSAGES**
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**Files to generate:**
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- `message_panel.png` - Message UI panel (twin bond style)
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- `ana_portrait.png` - Ana character portrait (Kai's twin sister)
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- `message_icon.png` - New message notification icon
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- `bond_icon.png` - Twin bond connection icon
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**Style:** Match UI elements, ethereal/telepathic theme
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**Priority:** MEDIUM
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---
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### **11. ZOMBIE TAMING UI**
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**Files to generate:**
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- `taming_progress_bar.png` - Heart-based progress bar
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- `taming_heart_empty.png` - Empty heart icon
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- `taming_heart_full.png` - Filled heart icon
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- `key_prompt_space.png` - "PRESS SPACE" prompt sprite
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- `tamed_marker.png` - Collar/tag/glow for tamed zombies
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**Priority:** MEDIUM
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---
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## 🟣 BATCH 5: WATER SYSTEM (4 assets)
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### **12. DIRTY WATER EFFECTS**
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**Files to generate:**
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- `water_dirty_overlay.png` - Brown/murky water tint
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- `water_filter_machine.png` - Water filter structure sprite
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- `desalinator.png` - Desalination machine sprite
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- `water_quality_indicator.png` - Clean vs dirty water UI icon
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**Priority:** MEDIUM
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---
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## 🟠 BATCH 6: FOG OF WAR (3 assets)
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### **13. FOG OVERLAYS**
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**Files to generate:**
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- `fog_black_overlay.png` - Solid black for unexplored areas
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- `fog_edge_transition.png` - Soft edge gradient (black → transparent)
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- `fog_revealed_gradient.png` - Circular reveal gradient
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**Priority:** HIGH (Faza 1 core mechanic)
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---
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## 🟤 BATCH 7: POLAROID INTRO (8 assets)
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### **14. INTRO IMAGES**
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**Files to generate (13-20):**
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- `polaroid_13.png` - Kai as child (early memory)
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- `polaroid_14.png` - Family photo (parents + twins)
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- `polaroid_15.png` - Teenage Kai (skateboarding/rebellion)
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- `polaroid_16.png` - Ana closeup (twin sister)
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- `polaroid_17.png` - Cannabis plant (first crop memory)
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- `polaroid_18.png` - Abandoned island arrival
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- `polaroid_19.png` - Kai with Gronk (first meeting)
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- `polaroid_20.png` - Valley of Death landscape (final shot)
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**Style:** Polaroid photo aesthetic, faded colors, white frame borders
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**Priority:** HIGH (narrative intro)
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---
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## 🌈 BATCH 8: ANIMALS (12+ assets)
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### **15. WILD ANIMALS** (reference: `zivali_divje_predelane_svetlejsa.png`)
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**Files to generate (matching reference style):**
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- `animal_crow.png` - Crow sprite
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- `animal_crow_flight_sheet.png` - Crow flight animation (6 frames)
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- `animal_raccoon.png` - Raccoon sprite
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- `animal_raccoon_walk_sheet.png` - Raccoon walk animation
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- `animal_wolf.png` - Wolf sprite
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- `animal_wolf_walk_sheet.png` - Wolf walk animation
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- `animal_rabbit.png` - Rabbit sprite
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- `animal_rabbit_hop_sheet.png` - Rabbit hopping animation
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**Priority:** MEDIUM
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---
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### **16. COURIER NPCs**
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**Files to generate:**
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- `npc_owl.png` - Sova (Owl) courier sprite
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- `npc_owl_flight_sheet.png` - Owl flight animation
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- `npc_bat.png` - Netopir (Bat) courier sprite
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- `npc_bat_flight_sheet.png` - Bat flight animation
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**Priority:** LOW
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---
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## 🐟 BATCH 9: FISH & INSECTS (20+ assets)
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### **17. FISH** (reference: `zivali_ribe_vse_vrste_set.png`)
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**Files to generate (skoraj identične kot reference):**
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- `fish_piranha.png`
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- `fish_carp.png`
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- `fish_bass.png`
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- `fish_trout.png`
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- `fish_salmon.png`
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- `fish_eel.png`
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- (+ 4-6 more types from reference set)
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**Priority:** LOW (fishing minigame)
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---
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### **18. INSECTS** (reference: multiple sets)
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**Files to generate (skoraj identične kot reference):**
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**From `insekti_posebni_set.png`:**
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- `insect_tarantula.png`
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- `insect_scorpion.png`
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- `insect_beetle_gold.png`
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**From `insekti_metulji_set.png`:**
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- `insect_butterfly_blue.png`
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- `insect_butterfly_monarch.png`
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- `insect_moth.png`
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**From `insekti_travnik_set.png`:**
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- `insect_grasshopper.png`
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- `insect_ladybug.png`
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- `insect_dragonfly.png`
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**From `insekti_matica_dezevnik_polz_set.png`:**
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- `insect_bee.png`
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- `insect_worm.png`
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- `insect_snail.png`
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**Priority:** LOW (collection/ambient)
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---
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## 🌾 BATCH 10: CROPS (30+ assets)
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### **19. CROP GROWTH STAGES** (reference: growth sheets)
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**Files to generate (extract from reference sheets):**
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**Cannabis (from `rast_marihuane.png`):**
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- `crop_cannabis_stage_1.png` → stage_8.png (8 stages)
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**Sunflower (from `soncnice_faze_rasti.png`):**
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- `crop_sunflower_stage_1.png` → stage_6.png (6 stages)
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**Corn (from `corn_grow_sheet.png`):**
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- `crop_corn_stage_1.png` → stage_6.png (6 stages)
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**Potato (from `potato_grow_sheet.png`):**
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- `crop_potato_stage_1.png` → stage_5.png (5 stages)
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**Wheat (from `wheat_grow_sheet.png`):**
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- `crop_wheat_stage_1.png` → stage_6.png (6 stages)
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**Priority:** MEDIUM
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---
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## 🏗️ BATCH 11: STRUCTURES (8 assets)
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### **20. BUILDINGS & MACHINES**
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**Files to copy/adapt from references:**
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- `structure_garage.png` (from `structure_workshop_garage.png`)
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- `structure_greenhouse.png` (from `zgradba_rastlinjak_namakanje.png`)
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- `structure_barn.png` (from `skedenj.png` - verify)
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- `machine_generator_broken.png` (from `agregat_1_pokvarjen.png`)
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- `machine_generator_working.png` (from `agregat_2_delujoc.png`)
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- `machine_oil_press.png` (extract from `predelovalni_stroji.png`)
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- `mine_entrance_collapsed.png` (from `vhod_rudnik_1_zrušen.png`)
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- `mine_entrance_repaired.png` (from `vhod_rudnik_2_popravljen.png`)
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**Priority:** HIGH (Faza 1 core structures)
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---
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## 🛠️ BATCH 12: TOOLS & ITEMS (15 assets)
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### **21. TOOLS & EQUIPMENT**
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**Files to generate:**
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- `tool_hoe.png` - Hoe (farming)
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- `tool_axe.png` - Axe (chopping)
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- `tool_pickaxe.png` - Pickaxe (mining)
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- `tool_watering_can.png` - Watering can
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- `tool_chainsaw.png` - Motorka (chainsaw)
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- `tool_brush_cutter.png` - Laksarca (reference: `motorna_kosa.png`)
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- `tool_shovel.png` - Shovel
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- `item_seeds_cannabis.png` - Cannabis seeds packet
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- `item_seeds_sunflower.png` - Sunflower seeds
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- `item_wood_log.png` - Wood log
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- `item_stone.png` - Stone
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- `item_ore_iron.png` - Iron ore
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- `item_hemp.png` - Harvested hemp
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- `item_bio_oil.png` - Bio-oil container
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- `item_water_bottle.png` - Water bottle
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**Priority:** HIGH (gameplay items)
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---
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## 🟣 BATCH 13: POWER GRID SYSTEM (10 assets)
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### **22. ELECTRICAL INFRASTRUCTURE**
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**Files to generate/copy:**
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- `power_pole.png` - Power pole sprite (copy from `objekt_elektricni_drog_predelan_svetlejsi.png`)
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- `cable_horizontal.png` - Horizontal cable segment
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- `cable_vertical.png` - Vertical cable segment
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- `cable_corner_tl.png` - Top-left corner cable
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- `cable_corner_tr.png` - Top-right corner cable
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- `cable_corner_bl.png` - Bottom-left corner cable
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- `cable_corner_br.png` - Bottom-right corner cable
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- `cable_spark_effect.png` - Electric spark particles (⚡ travel along cables)
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- `power_indicator_on.png` - Green glow indicator (building is powered)
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- `power_indicator_off.png` - Red indicator (no power)
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**Reference:** `objekt_cevi_in_kabli_set.png` (240KB cable set)
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**Gameplay:**
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- Player places power poles (range: 10 tiles)
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- Cables auto-connect between poles
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- Visual feedback: sparks travel along active cables
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- Buildings show powered status (green glow vs red)
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**Priority:** MEDIUM (Faza 1 feature - Generator system extension)
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---
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## 📊 GENERATION SUMMARY:
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**TOTAL ASSETS TO GENERATE:** ~160-190 individual files
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**By Priority:**
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- 🔴 **CRITICAL:** 35 assets (Zombies, Kai, Day/Night, Fog, Polaroid)
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- 🟡 **HIGH:** 45 assets (UI, Structures, Tools)
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- 🟢 **MEDIUM:** 50 assets (Animals, Crops, Water, Power Grid)
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- 🔵 **LOW:** 30-50 assets (Fish, Insects, Couriers)
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---
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## ⏱️ ESTIMATED TIME:
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**Batch Generation (AI):**
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- Critical: 4-6 hours
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- High: 6-8 hours
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- Medium: 4-6 hours
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- Low: 3-5 hours
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**TOTAL:** ~20-25 hours of generation + processing
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---
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## 🎯 GENERATION ORDER:
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### **Week 1:**
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1. Batch 1: Zombies (Scout + Workers)
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2. Batch 2: Kai animations
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3. Batch 3: Day/Night system
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4. Batch 6: Fog of War
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### **Week 2:**
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5. Batch 7: Polaroid intro
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6. Batch 4: UI systems (Radio, Twin Bond, Taming)
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7. Batch 11: Structures
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8. Batch 12: Tools & Items
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9. Batch 13: Power Grid System
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### **Week 3:**
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9. Batch 5: Water system
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10. Batch 8: Animals
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11. Batch 10: Crops (extract from sheets)
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12. Batch 9: Fish & Insects (low priority)
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---
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## 📝 NOTES:
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**References Folder:**
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- LOCKED (read-only)
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- Source material preserved
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- Style guide for AI generation
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**DEMO_FAZA1 Folder:**
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- Target location for production assets
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- Organized by category (Characters/, Environment/, etc.)
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- Ready-to-use in game
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**Generation Method:**
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- AI creates NEW assets matching reference style
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- No manual extraction/cutting
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- Transparent backgrounds (Alpha 24)
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- 256×256 friendly proportions for sprites
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- Animation sheets clearly labeled with frame counts
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---
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*Generated: 10. Februar 2026, 17:26*
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*Ready for batch processing*
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