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