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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

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# 🎨 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:**
5. Batch 7: Polaroid intro
6. Batch 4: UI systems (Radio, Twin Bond, Taming)
7. Batch 11: Structures
8. Batch 12: Tools & Items
9. Batch 13: Power Grid System
### **Week 3:**
9. Batch 5: Water system
10. Batch 8: Animals
11. Batch 10: Crops (extract from sheets)
12. 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*