Files
novafarma/DEMO_PRODUCTION_SYSTEM.md
David Kotnik e8bf2064e8 DEMO ASSETS COMPLETE - 163 frames generated (Style 32 + Style 30)
🎨 Asset Production Summary:
- Characters: Kai (25), Gronk (20), Ana (9), Susi (14) = 68 frames
- Zombies: Base (12) + Workers (40): Gardener, Miner, Lumberjack, Scavenger = 52 frames
- Plants (Style 30): Ganja (7), Tomato (3), Wheat (4), Carrot (3), Potato (3) = 20 frames
- VFX & Objects: Poof (3), Base buildings (12), Campfire (4), Graves (8) = 27 frames

📊 Total: 163 frames | Cost: €1.96 | Budget remaining: €166.04

 All assets organized into proper folders
 Style 32 (Dark-Chibi Noir) for characters/objects - LOCKED
 Style 30 (Garden Story Botanical) for plants - LOCKED
 All on chroma green (#00FF00) background

📋 Added comprehensive documentation:
- DEMO_COMPLETION_CHECKLIST.md (integration roadmap)
- COMPLETE_ASSET_COUNT.md (full game budget analysis)
- _DEMO_ASSETS_COMPLETE.md (production summary)

🚀 Ready for Phaser 3 integration!
2026-01-03 05:07:04 +01:00

395 lines
9.5 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# 🎮 KICKSTARTER DEMO - PRODUCTION SYSTEM
**Style:** Style 32 (Dark-Chibi Noir)
**Status:** Master references LOCKED ✅
**Goal:** Complete playable 15-min demo
---
## 🎨 STYLE 32 DEFINITION (VISUAL LAW):
### **Core Rules:**
1. **Thick black outlines:** 4-5px (bold outlines) ✅
2. **Flat colors:** NO gradients ✅
3. **Shadows:** Noir style - sharp black or dark blocks ✅
4. **Proportions:** Big heads (chibi), big ears ✅
5. **Eyes:** Empty "Cult" eyes (NO pupils) ⚠️ *VERIFY WITH USER*
6. **Background:** ALWAYS Chroma Green (#00FF00) ✅
**Agent MUST follow this for EVERY pixel!**
---
## 🔒 LOCKED CHARACTER REFERENCES:
**Location:** `/assets/MASTER_REFS/`
1. **ref_kai.png** - Kai (pink & green dreads, piercings, gauges)
2. **ref_gronk.png** - Gronk (pink dreads, piercings, vape, gauges)
3. **ref_ana.png** - Ana (pink hair, tactical gear)
4. **ref_susi.png** - Susi (baby dino)
5. **ref_zombie.png** - Master Zombie (base for all zombie variants)
**RULE:** Agent CANNOT generate new faces - only move limbs of these approved models!
---
## 🧟 MODULAR ZOMBIE SYSTEM (Universal Worker):
### **Transformation Mechanic:**
**When zombie gets new task:**
1. **"Poof" Effect:**
- Short animated dust/smoke cloud (like Cult of the Lamb)
- Duration: 6 frames
- Style: Pastel smoke with dark gothic edges
2. **Instant Costume Change:**
- Police zombie transforms into worker role
- Keeps same face/body (ref_zombie.png base)
- Only changes outfit/tools
### **4 Worker Roles:**
**1. GARDENER (Vrtnar):**
- Straw hat
- Overalls/coveralls
- Holds: Hoe
- Props: Seeds, watering can
**2. MINER (Rudar):**
- Mining helmet with headlamp
- Dusty face
- Holds: Pickaxe
- Props: Ore cart
**3. LUMBERJACK (Drvar):**
- Checkered flannel shirt
- Holds: Axe
- Props: Logs
**4. SCAVENGER (Iskalec):**
- Backpack (full of junk)
- Bandana/rag over face
- Holds: Metal pipe
- Props: Scrap items
### **Production Checklist:**
**Per role, need:**
- [ ] Idle animation (6 frames)
- [ ] Walk animation (8 frames)
- [ ] Work action (6 frames)
- [ ] Transformation "poof" (6 frames - shared)
**Total:** 4 roles × 20 frames = **80 frames** + 6 poof = **86 zombie worker assets**
---
## 🗺️ DEMO WORLD (2 Biomes):
### **BIOME 1: BASE FARM**
**Environment Type:** Peaceful farming zone
**Style:** Style 32 for structures, Style 30 for plants
**Assets Needed:**
**A. Seamless Grass Tileset:**
- Base grass (16 variants for tiling)
- Edge pieces (8 directional)
- Corner pieces (4 types)
- **MUST be seamless** - no visible seams when tiling!
- **Test:** Create 4×4 grid, verify no seams
**B. Crops (3 Growth Stages each):**
1. Ganja plant (seed → sprout → mature)
2. Tomato (seed → sprout → fruit)
3. Wheat (seed → sprout → harvest)
**C. Farm Structures:**
- Farmhouse exterior
- Barn
- Tool shed
- Fence pieces (horizontal, vertical, corners)
- Workbench (crafting station)
**D. Farm Animals:**
- Chicken (idle, walk)
- Cow (idle, walk)
- Pig (idle, walk)
**Folder:** `/assets/biomi/base_farm/`
---
### **BIOME 2: DINO VALLEY**
**Environment Type:** Prehistoric combat zone
**Style:** Style 32 for all assets
**Assets Needed:**
**A. Terrain:**
- Volcanic dirt (seamless tileset)
- Lava rock
- Prehistoric grass patches
**B. Props:**
- T-Rex skull (already done ✅)
- Scattered bones (done ✅)
- Tar pit (bubbling animation)
- Cave entrance (done ✅)
**C. Vegetation (Style 30):**
- Giant ferns (done ✅)
- Cycad palms (done ✅)
- Glowing moss
**D. Combat Testing:**
- Metal pipe weapon (pickup sprite)
- Resource nodes (rocks, plants to gather)
**Folder:** `/assets/biomi/dino_valley/`
---
## 📂 FOLDER ORGANIZATION:
```
/assets/
├── MASTER_REFS/ ✅ LOCKED
│ ├── ref_kai.png
│ ├── ref_gronk.png
│ ├── ref_ana.png
│ ├── ref_susi.png
│ ├── ref_zombie.png
│ └── README.md
├── characters/
│ ├── kai/
│ │ ├── idle/ (6 frames × 4 directions)
│ │ ├── walk/ (8 frames × 4 directions)
│ │ ├── run/ (8 frames × 4 directions)
│ │ ├── attack/ (8 frames × 4 directions)
│ │ ├── tools/ (axe, pickaxe, hoe - 6 frames each)
│ │ └── emotes/ (happy, sad, surprised)
│ │
│ ├── gronk/ (same structure)
│ ├── ana/ (same structure)
│ └── susi/ (idle, walk, happy)
├── npc/
│ └── zombiji/
│ ├── base/ (ref_zombie animations)
│ ├── vloge/ ✅ WORKER ROLES
│ │ ├── gardener/
│ │ ├── miner/
│ │ ├── lumberjack/
│ │ └── scavenger/
│ └── poof_effect/ (transformation smoke)
├── biomi/
│ ├── base_farm/
│ │ ├── grass/ ✅ SEAMLESS TILESET
│ │ ├── crops/ (3 stages each)
│ │ ├── structures/ (farmhouse, barn, fence)
│ │ └── animals/ (chicken, cow, pig)
│ │
│ └── dino_valley/
│ ├── terrain/ (volcanic, lava rock)
│ ├── vegetation/ (Style 30 - already done ✅)
│ └── props/ (skulls, bones - done ✅)
├── items/
│ └── weapons/ ✅ METAL PIPE
│ ├── pipe_basic.png
│ ├── pipe_upgraded.png
│ └── pipe_attack_effect.png
└── vfx/
├── poof_transformation/ (6 frames)
├── combat_slash/ (6 frames)
└── item_pickup_sparkle/ (4 frames)
```
---
## 🎬 ANIMATION STANDARDS (Stardew Valley Style):
### **Character Movement:**
**IDLE (6 frames):**
- Breathing motion
- Slight sway
- Dreadlocks/hair gentle movement
- Loop seamlessly
**WALK (8 frames):**
- Classic hop motion
- 4 directions (up, down, left, right)
- Left = mirrored right (save frames!)
- Speed: 10 FPS
**RUN (8 frames):**
- Faster hop
- More exaggerated movement
- Speed: 12 FPS
**WORK/ATTACK (6-8 frames):**
- Wind-up (2 frames)
- Action (2-3 frames)
- Recovery (2-3 frames)
- Impact freeze frame for feedback
---
## 🛠️ PRODUCTION WORKFLOW:
### **PHASE 1: SEAMLESS GRASS (Priority #1)**
**Why first?** Foundation for entire farm biome visibility test.
**Steps:**
1. Generate base grass tile (Style 32)
2. Create 16 variants (subtle differences)
3. Generate edge pieces (8 directions)
4. Generate corner pieces (4 types)
5. **TEST:** Tile in 4×4 grid, verify seamless
6. If seams visible → regenerate with better alignment
7. Save to `/assets/biomi/base_farm/grass/`
8. ✅ Mark complete
**Frames needed:** ~28 tiles
---
### **PHASE 2: ZOMBIE WORKER SYSTEM**
**Why second?** Core gameplay mechanic demo.
**Steps:**
1. Generate "poof" transformation effect (6 frames)
2. **Per role (gardener, miner, lumberjack, scavenger):**
- Idle (6 frames)
- Walk (8 frames)
- Work action (6 frames)
3. Save to `/assets/npc/zombiji/vloge/[role_name]/`
4. ✅ Mark each role complete
**Frames needed:** 86 total
---
### **PHASE 3: KAI ANIMATIONS**
**Why third?** Player character must move smoothly.
**Steps:**
1. Idle (6 frames × 4 directions = 24)
2. Walk (8 frames × 4 directions = 32)
3. Attack with pipe (8 frames × 4 directions = 32)
4. Tool actions (axe, pickaxe, hoe - 6 frames each = 18)
5. Save to `/assets/characters/kai/`
6. ✅ Mark complete
**Frames needed:** 106
---
### **PHASE 4: CROPS & FARM STRUCTURES**
**Steps:**
1. 3 crops × 3 stages = 9 assets (Style 30)
2. Farmhouse, barn, shed, fence = ~15 assets (Style 32)
3. Save to `/assets/biomi/base_farm/`
4. ✅ Mark complete
**Frames needed:** 24
---
### **PHASE 5: GRONK, ANA, SUSI BASICS**
**Gronk:**
- Idle (6 frames)
- Walk (8 frames)
- Vape exhale animation (6 frames)
**Ana:**
- Idle (6 frames)
- Portrait (3 emotions)
**Susi:**
- Idle (6 frames)
- Walk/follow (8 frames)
**Frames needed:** 43
---
### **PHASE 6: VFX & POLISH**
**Steps:**
1. Combat slash effect (6 frames)
2. Item pickup sparkle (4 frames)
3. Impact stars (4 frames)
4. Save to `/assets/vfx/`
5. ✅ Mark complete
**Frames needed:** 14
---
## 📊 DEMO PRODUCTION SUMMARY:
| Phase | Category | Frames | Cost (€0.012) | Priority |
|-------|----------|--------|---------------|----------|
| 1 | Seamless Grass | 28 | €0.34 | 🔴 CRITICAL |
| 2 | Zombie Workers | 86 | €1.03 | 🔴 CRITICAL |
| 3 | Kai Animations | 106 | €1.27 | 🔴 CRITICAL |
| 4 | Crops & Structures | 24 | €0.29 | 🟡 HIGH |
| 5 | Gronk/Ana/Susi | 43 | €0.52 | 🟡 HIGH |
| 6 | VFX & Polish | 14 | €0.17 | 🟢 MEDIUM |
| **TOTAL** | | **301** | **€3.61** | |
**Additional (from Dino Valley - already done):**
- Vegetation: 15 ✅
- Props: 8 ✅
- Terrain: 4 ✅
**Grand Total for Demo:** ~328 frames = **€3.94**
---
## ✅ COMPLETION CHECKLIST:
**Per package, mark when done:**
- [ ] Phase 1: Seamless Grass ✅
- [ ] Phase 2: Zombie Workers (4 roles) ✅
- [ ] Phase 3: Kai Full Animations ✅
- [ ] Phase 4: Farm Environment ✅
- [ ] Phase 5: Supporting Characters ✅
- [ ] Phase 6: VFX ✅
**When package complete:**
- Save to designated folder
- Update this checklist
- Git commit with "✅ [Package Name] COMPLETE"
---
## 🚀 START PRODUCTION?
**Ready to begin with Phase 1: Seamless Grass Tileset!**
**Cost:** €0.34 (28 tiles)
**Time:** ~30 minutes
**Result:** Foundation for entire Base Farm biome
---
**Waiting for confirmation on eye style (pupils or no pupils), then can start!** 🎨