10 KiB
10 KiB
🎮 DOLINASMRTI - MASTER ASSET PRODUCTION STRATEGY
For: Full game (18 biomes, towns, NPCs, buildings, everything!)
Date: Dec 30, 2025
📁 FOLDER STRUCTURE (SCALABLE):
assets/images/
├── demo/ # ✅ Kickstarter demo (done!)
│ ├── characters/
│ ├── terrain/
│ ├── buildings/
│ └── ...
│
├── biomes/ # ⏳ Production assets by biome
│ ├── 01_dolina_farm/ # Starting area
│ │ ├── terrain/
│ │ │ ├── grass/
│ │ │ │ ├── grass_1_original_1024x1024.png
│ │ │ │ ├── grass_1_tile_32x32.png
│ │ │ │ └── grass_1_preview_256x256.png
│ │ │ ├── dirt/
│ │ │ └── tilled/
│ │ ├── buildings/
│ │ │ ├── tent/
│ │ │ ├── shack/
│ │ │ └── barn/
│ │ ├── props/ # Decorations
│ │ │ ├── campfire/
│ │ │ ├── dead_tree/
│ │ │ └── rocks/
│ │ ├── crops/
│ │ └── npcs/
│ │
│ ├── 02_dark_forest/ # Forest biome
│ │ ├── terrain/
│ │ ├── trees/
│ │ ├── ruins/
│ │ └── enemies/
│ │
│ ├── 03_abandoned_town/ # Town/city
│ │ ├── buildings/
│ │ │ ├── houses/
│ │ │ ├── stores/
│ │ │ ├── church/
│ │ │ └── town_hall/
│ │ ├── streets/
│ │ ├── npcs/
│ │ └── props/
│ │
│ └── ... (all 18 biomes)
│
├── characters/ # Main characters (persistent)
│ ├── kai/
│ │ ├── idle/
│ │ │ ├── kai_idle_north_1_original_1024x1024.png
│ │ │ ├── kai_idle_north_1_sprite_32x32.png
│ │ │ └── kai_idle_north_1_portrait_128x128.png
│ │ ├── walk/
│ │ ├── actions/
│ │ └── portraits/
│ ├── gronk/
│ ├── ana/
│ └── other_companions/
│
├── enemies/ # Shared enemies
│ ├── zombies/
│ ├── mutants/
│ ├── bosses/
│ └── magical_creatures/
│
├── items/ # Inventory items
│ ├── tools/
│ ├── seeds/
│ ├── food/
│ ├── weapons/
│ └── magical/
│
├── ui/ # UI elements
│ ├── hud/
│ ├── menus/
│ ├── dialogue/
│ └── inventory/
│
└── effects/ # Visual effects
├── magic/
├── weather/
├── particles/
└── animations/
🎨 ASSET SIZE TIERS:
For EVERY asset, keep 3 versions:
1. ORIGINAL (1024×1024 or larger)
- File:
assetname_original_1024x1024.png - Purpose: Archive, future upscaling, print materials
- Location: Separate backup drive + Git LFS
2. GAME SPRITE (32×32 or multiples)
- File:
assetname_sprite_32x32.png(or 32×64, 64×64, etc.) - Purpose: In-game rendering, Tiled maps
- Location: Main game assets folder
3. PREVIEW/UI (128×128, 256×256)
- File:
assetname_preview_256x256.png - Purpose: Inventory icons, portraits, previews
- Location: UI assets folder
🏗️ PRODUCTION WORKFLOW:
Phase 1: GENERATION
- Generate asset at 1024×1024 (or larger)
- Save as:
assetname_original_1024x1024.png - Apply background removal
- Save transparent version
Phase 2: MULTI-SIZE EXPORT
-
Sprite version: Resize to tile-aligned size (32×32, 32×64, etc.)
- Filename:
assetname_sprite_32x32.png - Optimized for performance
- Filename:
-
Preview version: Resize to UI size (128×128, 256×256)
- Filename:
assetname_preview_256x256.png - For inventory, character select, etc.
- Filename:
-
Keep original: Archive in
originals/subfolder
Phase 3: ORGANIZATION
Place in appropriate biome/category folder
📋 NAMING CONVENTION:
Format:
{category}_{name}_{variant}_{role}_{width}x{height}.png
Examples:
# Terrain
terrain_grass_summer_sprite_32x32.png
terrain_grass_summer_original_1024x1024.png
# Buildings
building_barn_red_sprite_64x96.png
building_barn_red_preview_256x256.png
building_barn_red_original_1024x1024.png
# Characters
char_kai_idle_north_1_sprite_32x32.png
char_kai_idle_north_1_portrait_128x128.png
char_kai_idle_north_1_original_1024x1024.png
# Props
prop_campfire_lit_sprite_32x32.png
prop_campfire_lit_original_1024x1024.png
# NPCs
npc_farmer_idle_sprite_32x32.png
npc_farmer_portrait_128x128.png
🗺️ BIOME-SPECIFIC ASSETS:
Each biome folder contains:
Terrain tiles (ground, paths, special surfaces)
- Grass variations
- Dirt variations
- Stone/pavement
- Special terrain (lava, ice, toxic, etc.)
Buildings (structures specific to biome)
- Residential
- Commercial
- Special (churches, monuments, etc.)
- Ruins/destroyed versions
Props (decorations, objects)
- Natural (trees, rocks, plants)
- Man-made (fences, signs, barrels)
- Interactive (doors, chests, switches)
NPCs (characters in this biome)
- Civilians
- Workers
- Guards
- Unique characters
Enemies (biome-specific threats)
- Common enemies
- Elite enemies
- Mini-bosses
- Biome boss
📊 ASSET PRODUCTION PIPELINE:
Tool Setup:
Generation:
- Imagen AI (Google) for initial generation
- Stable Diffusion (local) as backup
- Manual pixel art for special cases
Processing:
# Automated pipeline script
def process_asset(original_path, category, biome):
"""
1. Load 1024x1024 original
2. Remove background
3. Generate sprite size (32x32 or appropriate)
4. Generate preview size (256x256)
5. Save all versions with proper naming
6. Place in correct biome folder
"""
Organization:
- Python scripts for batch processing
- CSV tracking spreads للموجودات assets
- Git for version control (LFS for large files)
🎯 PRODUCTION PRIORITIES:
Phase Alpha (Kickstarter Demo):
- ✅ Demo biome (farm area) - DONE
- ✅ Main characters (Kai) - DONE
- ⏳ 1-2 enemy types
- ⏳ Basic UI
Phase Beta (18 Biomes):
Priority Order:
- Dolina Farm (starting area) - 90% done
- Abandoned Town (first major location)
- Dark Forest (early danger zone)
- River Valley (water mechanics)
- Mountain Pass (elevation changes)
- ... (remaining 13 biomes)
Production Estimate:
Per biome avg:
- Terrain tiles: ~20 variants
- Buildings: ~15-30 types
- Props: ~40-60 objects
- NPCs: ~10-20 characters
- Enemies: ~5-10 types
Total per biome: ~150-200 assets × 3 sizes = 450-600 files
18 biomes: 8,100 - 10,800 files! 😅
💡 EFFICIENCY STRATEGIES:
1. TILE REUSE:
- Share common terrain between similar biomes
- Variants (recolor, slight modifications)
2. MODULAR BUILDINGS:
- Base building + roof + door + windows
- Mix & match to create variations
3. PALETTE SWAPS:
- One base sprite → multiple color variants
- Day/night versions
4. PROCEDURAL VARIATIONS:
- Rotation
- Flip (horizontal/vertical)
- Scale slightly (95%-105%)
5. BATCH GENERATION:
- Generate 10-20 assets at once
- Similar prompts in sequence
- Automated processing pipeline
🔧 TOOLS NEEDED:
Asset Generation:
- Google Imagen API ✅ (have this!)
- Stable Diffusion (optional backup)
- DALL-E (optional)
Processing:
- Python + PIL/Pillow ✅
- ImageMagick (batch operations)
- rembg (background removal) ✅
Organization:
- Custom Python scripts ✅
- CSV/database for tracking
- Git + Git LFS
Game Integration:
- Tiled Map Editor ✅
- Phaser.js ✅
- Aseprite (for manual pixel art)
📈 SCALABILITY PLAN:
Now (Demo):
- 99 assets × 2 styles × 2 versions = ~400 files ✅
- Manual organization ✅
Alpha (3 biomes):
- ~450 assets × 3 biomes = 1,350 source assets
- ~4,000 total files (with size variants)
- Semi-automated processing
Beta (18 biomes):
- ~2,700 source assets
- ~8,000-10,000 total files
- Fully automated pipeline required!
Full Release:
- Add expansions, DLC, seasonal variants
- ~15,000+ files
- Database-driven asset management
🎯 RECOMMENDED NEXT STEPS:
SHORT TERM (This week):
- ✅ Complete Kickstarter demo assets
- ⏳ Create Tiled demo map
- ⏳ Integrate into Phaser.js
MEDIUM TERM (Next month):
- ⏳ Finalize asset folder structure
- ⏳ Build automated processing pipeline
- ⏳ Start "Abandoned Town" biome
- ⏳ Generate ~200 town assets
LONG TERM (Next 6 months):
- ⏳ Complete all 18 biomes
- ⏳ Generate ~2,500-3,000 total assets
- ⏳ Build asset database/manager
- ⏳ Optimize & finalize
💾 STORAGE STRATEGY:
Local Development:
/assets/images/
- Sprite versions (32×32) - ~500MB total
- Preview versions (256×256) - ~2GB total
Archive (externalno drive):
/originals/
- Original 1024×1024 versions - ~50GB total
- Source PSDs/AI files
- Backups
Git Repository:
Git (normal): Scripts, docs, small assets
Git LFS: Large originals, PSDs
🎮 PRODUCTION MANTRA:
"Generate big, store smart, use small"
- Generate: Always at 1024×1024 (archive quality)
- Process: Create needed sizes automatically
- Organize: By biome → category → asset → sizes
- Use: Optimal size for each purpose (32px in-game, 256px UI)
- Archive: Keep originals forever (future-proof)
THIS STRUCTURE SCALES FROM 99 DEMO ASSETS TO 10,000+ FULL GAME! 🚀
ŽELITE, DA IMPLEMENTIRAM TA SISTEM ZA DEMO ASSETS KOT PROOF-OF-CONCEPT? 🎯