21 KiB
🎯 KICKSTARTER DEMO - "DOPAMINE BOMB" PRODUCTION PLAN
Goal: 15-minute polished vertical slice that screams "FUND THIS!"
Budget: €168 (14,000 slik) - ampak demo rabi samo ~€40-60 (3,000-5,000 slik)
Timeline: 3-5 dni full production
Art Style: Style 33 (Cult of the Lamb) za entities, Style 30 (Garden Story) za vegetation
🎬 DEMO FLOW (15 minut):
ACT 1: Wake Up (2 min)
- Cutscene: Kai zbudi na kmetiji (sunrise fade-in)
- Tutorial prompt: "WASD to move"
- First quest: "Check your crops"
ACT 2: Farm Life (5 min)
- Plant tutorial: Posadi ganjo seed
- Watering can: Zalij
- Growth animation: Time-lapse (3 stages → mature)
- Harvest: E to interact
- Crafting: Odpri workbench → craft metal pipe
- First NPC: Gronk pojavi: "YO BRO, zombiji so blizu!"
ACT 3: First Combat (3 min)
- Zombie encounter: 2× Zombie Policist (Style 33)
- Combat tutorial: Click to attack
- Victory: Loot drop (pipe upgrade)
- Level up effect: Dopamine++ 🎉
ACT 4: Dino Valley Teaser (3 min)
- Gronk: "Hočeš videti nekaj hudega?"
- Transition: Walk to Dino Valley border
- Environment shift: Volcanic terrain, prehistoric vegetation
- Raptor sighting: V ozadju teče Raptor (ne napada)
- Discovery: Find Ana's Diary (quest item)
ACT 5: Story Hook (2 min)
- Cutscene: Kai bere dnevnik
- Flashback visual: Photo of Ana (before zombie apocalypse)
- Text: "Ana je živa... nekje v Dino Valley..."
- END SCREEN: "To Be Continued... FUND US ON KICKSTARTER!"
- Credits roll s teaser slikami drugih biomov
🎨 ASSET PRODUCTION LIST (Priority Order):
🔴 TIER 1: CORE ANIMATIONS (€30 / 2,500 frames)
A. KAI (Main Character) - 1,200 frames
1. Idle Animation (4 directions × 6 frames = 24)
- Frame 1: Standing, breathing in
- Frame 2-3: Slight chest rise, dreadlocks sway RIGHT
- Frame 4: Peak breath
- Frame 5-6: Exhale, dreadlocks sway LEFT
- Repeat loop
- Style: Cult of the Lamb (Style 33), 4-5px outlines, NO pupils (white eyes), pastel + gothic
2. Walk Cycle (4 directions × 8 frames = 32)
- Frame 1: Contact (left foot forward)
- Frame 2: Down (weight shift)
- Frame 3: Passing (legs cross)
- Frame 4: Up (right foot forward, slight hop)
- Frame 5-8: Mirror for other leg
- Dreadlocks: Bounce UP när Kai e u zraku, DOWN när kontakt z zemljo
- Style: Same, thick outlines, motion lines za speed
3. Run Cycle (4 directions × 8 frames = 32)
- Podobno kao walk ampak:
- Večji hop (više u zraku)
- Dreadlocks flying MORE
- Motion blur trails
4. Tool Actions (4 directions × 6 frames × 3 tools = 72)
Axe Swing:
- Frame 1: Wind-up (axe behind)
- Frame 2-3: Swing arc (motion blur)
- Frame 4: Impact (pause frame)
- Frame 5-6: Recovery
- VFX: Wood chips fly (separate layer)
Pickaxe Mining:
- Frame 1: Raise pickaxe
- Frame 2-3: Downward strike
- Frame 4: Impact (screen shake cue)
- Frame 5-6: Pull back
- VFX: Rock shards (separate)
Hoe Tilling:
- Frame 1-2: Raise hoe
- Frame 3-4: Strike ground
- Frame 5-6: Drag back
- VFX: Dirt clumps
5. Combat (4 directions × 8 frames × 2 attacks = 64)
Pipe Swing (basic):
- Frame 1: Ready stance
- Frame 2-3: Wind-up
- Frame 4-5: SWING (motion blur)
- Frame 6: Impact frame (pause)
- Frame 7-8: Follow-through
- VFX: Slash effect (separate layer)
Pipe BONK (critical hit):
- Frame 1-2: Overhead wind-up
- Frame 3-4: Jump UP (Kai leaves ground!)
- Frame 5-6: SMASH DOWN
- Frame 7-8: Landing + shockwave
- VFX: Impact circles, stars
6. Interaction (4 dir × 4 frames = 16)
- Frame 1: Reach hand out
- Frame 2: Grab motion
- Frame 3: Pull back
- Frame 4: Hold item
- Used for: Picking crops, opening chests, petting Susi
7. Planting (top-down view × 6 frames = 6)
- Frame 1: Kneel down
- Frame 2-3: Dig small hole
- Frame 4: Place seed
- Frame 5-6: Cover with dirt
- Style: Cute chibi squat pose
8. Watering (top-down × 5 frames = 5)
- Frame 1: Hold watering can
- Frame 2-3: Tilt can
- Frame 4-5: Water streams out (VFX)
- VFX: Water droplets (particle effect)
9. Hurt/Death (4 dir × 6 = 24)
- Hurt: Flash red, stagger back (3 frames)
- Death: Fall down, X_X eyes (3 frames)
10. Emotes (front-facing only × 6 each = 30)
- Happy: Jump + fist pump
- Sad: Slouch, look down
- Surprised: Jump back, hands up
- Thinking: Hand on chin
- Vape: Gronk influence 😏
11. Portrait (Dialogue) - 5 emotions = 5
- Neutral, Happy, Sad, Angry, Surprised
- Style: Close-up face, Style 33, thick outlines
KAI SUBTOTAL: ~310 unique frames + mirrors = 620 assets
B. GRONK (Companion) - 400 frames
1. Idle (4 dir × 6 frames = 24)
- Frame 1-3: Breathing, tattoos pulse slightly
- Frame 4-6: Vape exhale (smoke puff VFX)
- Piercings/gauges: Subtle shine effect
2. Walk (4 dir × 8 frames = 32)
- Similar to Kai ampak:
- Heavier footsteps (more ground contact frames)
- Tribal clothing sways
- Vape in hand (always)
3. Combat Idle (standing guard × 6 = 6)
- Ready stance, rotating bone club
- Protective posture (shield Kai)
4. Attack (4 dir × 6 frames = 24)
- Bone club swing
- Slower than Kai ampak STRONGER impact
- VFX: Bigger slash effect
5. Special: Vape Cloud (× 8 frames = 8)
- Gronk exhales HUGE cloud
- Smoke VFX spreads
- Enemies SLOW in cloud (gameplay mechanic!)
6. Emotes (× 5 = 5)
- Thumbs up, Laugh, Protective stance
7. Portrait (× 5 emotions = 5)
GRONK SUBTOTAL: ~100 unique + mirrors = 200 assets
C. SUSI (Baby Dinosaur) - 200 frames
1. Idle (× 6 = 6)
- Cute chibi hop in place
- Tail wag
- BIG empty eyes (Style 33)
2. Walk/Follow (× 8 = 8)
- Tiny rapid steps (kawaii overload)
- Always slightly behind Kai
3. Happy (× 6 = 6)
- Spin in circle
- Hearts float up (VFX)
4. Eating (× 6 = 6)
- Kai feeds, Susi chomps
- Satisfied wiggle
SUSI SUBTOTAL: 26 assets
D. ZOMBIES (Enemies) - 500 frames
1. Zombie Policist (Style 33) × 2 variants
Idle (4 dir × 6 frames = 24):
- Shambling sway
- Arms hanging
- Empty white eyes (NO pupils!)
- Dried blood (pastel red, gothic)
Walk (4 dir × 8 = 32):
- Slow drag
- One leg drags behind
- Moaning pose (mouth open)
Attack (4 dir × 8 = 32):
- Lunge forward
- Bite animation
- Grab attempt
Hurt (× 4 = 4):
- Flash, stagger
Death (× 6 = 6):
- Fall apart (comedy gore)
- X_X eyes
- Body fades (transparency frames 100% → 0%)
Per zombie: 98 frames × 2 variants = 196 assets
2. Zombie Runner (faster variant)
- Same struktura, different poses (faster frames)
- 100 assets
ZOMBIE SUBTOTAL: 296 assets
E. NPC: FARMER (Tutorial) - 100 frames
Idle (× 6 = 6):
- Old man, leaning on hoe
- Gentle breathing
Talk gesture (× 4 = 4):
- Waves hand while explaining
Portrait (× 3 emotions = 3):
- Friendly, Wise, Concerned
NPC SUBTOTAL: 13 assets
TIER 1 ANIMATION TOTAL: ~1,351 unique frames + mirrors + variations = ~2,500 assets
Cost: 2,500 × €0.012 = €30 ✅
🌿 TIER 2: ENVIRONMENT & VEGETATION (€15 / 1,250 assets)
A. FARM TERRAIN (Seamless Tiles)
1. Grass Tiles (Style 30 - Cozy)
- Base grass (16 variants for seamless tiling)
- 4 corner pieces
- 4 edge pieces
- 4 center variants (small flowers, pebbles)
- Animated: Gentle wind sway (3 frames)
- Total: 16 × 3 = 48 assets
2. Dirt Path
- Same system (16 + corners + edges)
- Total: 48 assets
3. Plowed Soil (for crops)
- Dark tilled earth (8 variants)
- Total: 8 assets
4. Water Tiles (pond/river)
- Animated ripples (8 frames loop)
- Edge transitions (8 pieces)
- Total: 8 + 8 = 16 assets
TERRAIN SUBTOTAL: 120 assets
B. CROPS (Growth Stages)
Ganja Plant (Demo showcase):
- Stage 1: Seed in ground (tiny sprout)
- Stage 2: Small plant (2 leaves)
- Stage 3: Growing (4 leaves, getting bushy)
- Stage 4: Mature (full plant, ready to harvest)
- Harvest effect: Puff of smoke + sparkles (4 frames)
- Style: Style 30 (cozy botanical)
- Total per crop: 4 + 4 = 8 assets
Other crops (tomato, wheat, carrot × 3):
- Same struktura
- Total: 3 × 8 = 24 assets
CROPS SUBTOTAL: 32 assets
C. VEGETATION (Decorative)
Trees (Style 30):
- Oak tree (4 seasons) = 4 assets
- Pine tree (2 variants) = 2 assets
- Fruit tree (apple, 3 stages: flowering, fruit, bare) = 3 assets
Bushes:
- Berry bush (2 variants)
- Decorative shrub (3 variants)
- Total: 5 assets
Flowers (Style 30 clusters):
- Wildflower patches (6 colors) = 6 assets
Rocks/Stumps (obstacles):
- Stone (3 sizes) = 3 assets
- Tree stump (2 variants) = 2 assets
VEGETATION SUBTOTAL: 25 assets
D. DINO VALLEY TERRAIN (Teaser Zone)
Volcanic Ground:
- Dark rock tile (seamless 16 variants) = 16 assets
- Lava cracks (glowing orange, 4 frames animated) = 4 assets
Prehistoric Plants (Style 30):
- Giant fern (3 variants) = 3 assets
- Cycad palm (2) = 2 assets
- Moss patches (4) = 4 assets
Props:
- Dinosaur skull (T-Rex) = 1 asset (already done ✅)
- Bones scattered = 1 asset (done ✅)
- Tar pit (bubbling, 6 frames) = 6 assets
DINO VALLEY SUBTOTAL: 36 assets
E. FARM BUILDINGS (Exteriors)
Farmhouse:
- Front view (main entrance)
- Door (open/closed = 2 states)
- Windows (lit/dark for day/night)
- Total: 4 assets
Barn:
- Front view
- Door (open/closed)
- Total: 2 assets
Workbench (Crafting Station):
- Outdoor crafting table
- Interactive glow (when near)
- Total: 2 assets
Fence (for boundaries):
- Horizontal/Vertical pieces (8)
- Corner pieces (4)
- Gate (2: open/closed)
- Total: 14 assets
BUILDINGS SUBTOTAL: 22 assets
TIER 2 ENVIRONMENT TOTAL: 235 assets
Cost: 235 × €0.012 = €2.82 ✅
⚔️ TIER 3: ITEMS & UI (€10 / 850 assets)
A. WEAPONS (Inventory Icons + Equipped Sprites)
1. Metal Pipe (starter weapon):
- Inventory icon: Top-down view, Style 33
- Equipped: Kai holding (integrated in combat animations) ✅
- Dropped: Floor sprite (when zombie drops)
- Total: 2 assets (icon + floor)
2. Upgraded Pipe (with nails):
- Same system
- Total: 2 assets
3. Axe, Pickaxe, Hoe (tools):
- Icons (3) + floor sprites (3)
- Total: 6 assets
WEAPONS SUBTOTAL: 10 assets
B. CONSUMABLES
1. Ganja (harvested):
- Icon + floor drop
- Total: 2 assets
2. Health item (medkit):
- Icon + floor + use animation (sparkles 4 frames)
- Total: 6 assets
3. Food (bread, water):
- Icons (2)
- Total: 2 assets
CONSUMABLES SUBTOTAL: 10 assets
C. QUEST ITEMS
Ana's Diary:
- Icon: Worn journal, Style 33
- Close-up: Readable page (cutscene)
- Glow: Pickup effect (6 frames)
- Total: 8 assets
Photo (Flashback):
- Family photo (Kai + Ana before apocalypse)
- Total: 1 asset
QUEST ITEMS SUBTOTAL: 9 assets
D. UI ELEMENTS
HUD:
- Health bar (empty, full, frames between = 10)
- Stamina bar (same = 10)
- Hunger bar (same = 10)
- Quick slots (8 background frames)
- Selected slot highlight (1)
- Total: 39 assets
Inventory Screen:
- Background panel (1)
- Slot grid (1)
- Category tabs (4: weapons, tools, consumables, quest)
- Sort button (1)
- Total: 7 assets
Dialogue Box:
- Background (3 variants: normal, important, tutorial)
- Name plate (1)
- Continue arrow (animated 3 frames)
- Total: 7 assets
Tutorial Prompts:
- "WASD to move" (1)
- "E to interact" (1)
- "Click to attack" (1)
- "Open Inventory (I)" (1)
- Total: 4 assets
Buttons:
- Normal, Hover, Pressed states (3)
- Total: 3 assets
UI SUBTOTAL: 60 assets
E. VFX (Particles & Effects)
Combat:
- Slash effect (Style 33, 6 frames) = 6 assets
- Impact stars (4 frames) = 4 assets
- Critical hit (BONK text + shockwave, 8 frames) = 8 assets
- Blood splatter (pastel red, 3 variants) = 3 assets
Environmental:
- Dust cloud (walking, 4 frames) = 4 assets
- Water splash (watering can, 6 frames) = 6 assets
- Sparkles (item pickup, 6 frames) = 6 assets
- Smoke puff (Gronk vape, 8 frames) = 8 assets
Level Up:
- Golden shine (12 frames big animation) = 12 assets
- "+1 LEVEL" text popup (3 frames) = 3 assets
VFX SUBTOTAL: 60 assets
TIER 3 ITEMS & UI TOTAL: 149 assets
Cost: 149 × €0.012 = €1.79 ✅
🎼 TIER 4: POLISH & EXTRA (€5 / 400 assets)
A. CUTSCENE ASSETS
Opening (Wake up):
- Sunrise gradient overlay (6 frames fade) = 6 assets
- Bedroom interior (simple, top-down) = 1 asset
- Bed (Kai sleeping → waking, 4 frames) = 4 assets
Diary Reading:
- Diary pages (3 readable pages) = 3 assets
- Flashback filter (sepia overlay) = 1 asset
- Photo zoom (3 frames) = 3 assets
Ending Screen:
- "To Be Continued" text (fancy Style 33 font) = 1 asset
- Kickstarter logo (in-game Easter egg) = 1 asset
- Teaser montage (6 images from other biomes) = 6 assets
CUTSCENE SUBTOTAL: 25 assets
B. RAPTOR (Teaser - Non-interactive)
Background Raptor (running animation):
- Side view (4 frames run cycle)
- Silhouette (distance, low detail OK)
- Style: Still Style 33 outlines
- Total: 4 assets
C. SOUND VISUAL CUES (Accessibility)
Footstep indicators (4 directions): 4 assets
Zombie growl (4 directions): 4 assets
Gunshot (future teaser, 1): 1 asset
SOUND CUES SUBTOTAL: 9 assets
D. EXTRA EMOTES & IDLES
Kai idle variations:
- Scratching head (4 frames) = 4 assets
- Looking around (6 frames) = 6 assets
- Yawning (5 frames) = 5 assets
Gronk bonus:
- Checking vape (4 frames) = 4 assets
- Stretching (5 frames) = 5 assets
EXTRA SUBTOTAL: 24 assets
TIER 4 POLISH TOTAL: 62 assets
Cost: 62 × €0.012 = €0.74 ✅
📊 GRAND DEMO TOTAL:
| Tier | Category | Assets | Cost |
|---|---|---|---|
| 🔴 T1 | Animations | 2,500 | €30.00 |
| 🟡 T2 | Environment | 235 | €2.82 |
| 🟢 T3 | Items & UI | 149 | €1.79 |
| 🔵 T4 | Polish | 62 | €0.74 |
| TOTAL | 2,946 | €35.35 |
Budget remaining po demu: €1,117 - €35 = €1,082 🎉
🗂️ SPRITESHEET ORGANIZATION:
Folder Structure:
demo/
├── spritesheets/
│ ├── characters/
│ │ ├── kai_idle_4dir.png (24 frames, 6×4 grid)
│ │ ├── kai_walk_4dir.png (32 frames, 8×4 grid)
│ │ ├── kai_run_4dir.png (32 frames, 8×4 grid)
│ │ ├── kai_combat_pipe.png (32 frames)
│ │ ├── kai_tools_axe.png (24 frames)
│ │ ├── kai_tools_pickaxe.png (24 frames)
│ │ ├── kai_tools_hoe.png (24 frames)
│ │ ├── kai_interact.png (16 frames)
│ │ ├── kai_emotes.png (30 frames)
│ │ ├── kai_portraits.png (5 emotions, 1 row)
│ │ ├── gronk_idle.png
│ │ ├── gronk_walk.png
│ │ ├── gronk_combat.png
│ │ ├── gronk_vape.png
│ │ ├── gronk_portraits.png
│ │ ├── susi_all.png (all Susi animations in one)
│ ├── enemies/
│ │ ├── zombie_policist_A.png (all animations)
│ │ ├── zombie_policist_B.png
│ │ ├── zombie_runner.png
│ ├── environment/
│ │ ├── tileset_farm_grass.png (all grass variants)
│ │ ├── tileset_farm_dirt.png
│ │ ├── tileset_farm_water.png (animated)
│ │ ├── tileset_dino_volcanic.png
│ │ ├── vegetation_trees.png
│ │ ├── vegetation_bushes.png
│ │ ├── crops_growth.png (all crops, all stages)
│ ├── items/
│ │ ├── weapons_icons.png
│ │ ├── tools_icons.png
│ │ ├── consumables_icons.png
│ │ ├── quest_items.png
│ ├── ui/
│ │ ├── hud_bars.png
│ │ ├── inventory_panels.png
│ │ ├── dialogue_boxes.png
│ │ ├── buttons.png
│ │ ├── tutorial_prompts.png
│ ├── vfx/
│ │ ├── combat_effects.png (slashes, impacts, etc)
│ │ ├── particles.png (sparkles, dust, water)
│ │ ├── levelup.png
│ ├── cutscenes/
│ ├── opening_bedroom.png
│ ├── diary_pages.png
│ ├── ending_screens.png
├── atlas/
│ └── demo_master_atlas.png (optional: all combined)
└── metadata/
└── spritesheet_definitions.json (frame sizes, positions)
🛠️ PHASER 3 SETUP (Technical):
Loading Spritesheets:
// In preload()
this.load.spritesheet('kai_idle', 'demo/spritesheets/characters/kai_idle_4dir.png', {
frameWidth: 64, // Adjust based on your sprite size
frameHeight: 64,
endFrame: 23 // 24 frames total (0-23)
});
this.load.spritesheet('kai_walk', 'demo/spritesheets/characters/kai_walk_4dir.png', {
frameWidth: 64,
frameHeight: 64,
endFrame: 31 // 32 frames
});
// Repeat za vse ostale...
Creating Animations:
// In create()
this.anims.create({
key: 'kai-idle-down',
frames: this.anims.generateFrameNumbers('kai_idle', { start: 0, end: 5 }), // First 6 frames = DOWN direction
frameRate: 6,
repeat: -1 // Loop forever
});
this.anims.create({
key: 'kai-idle-up',
frames: this.anims.generateFrameNumbers('kai_idle', { start: 6, end: 11 }), // Next 6 = UP
frameRate: 6,
repeat: -1
});
this.anims.create({
key: 'kai-idle-left',
frames: this.anims.generateFrameNumbers('kai_idle', { start: 12, end: 17 }), // LEFT
frameRate: 6,
repeat: -1
});
this.anims.create({
key: 'kai-idle-right',
frames: this.anims.generateFrameNumbers('kai_idle', { start: 18, end: 23 }), // RIGHT
frameRate: 6,
repeat: -1
});
// Walk animations
this.anims.create({
key: 'kai-walk-down',
frames: this.anims.generateFrameNumbers('kai_walk', { start: 0, end: 7 }),
frameRate: 10,
repeat: -1
});
// ... ostale directione
// Combat
this.anims.create({
key: 'kai-attack-pipe',
frames: this.anims.generateFrameNumbers('kai_combat_pipe', { start: 0, end: 7 }),
frameRate: 12,
repeat: 0 // Play once
});
⏱️ PRODUCTION TIMELINE:
DAY 1: CHARACTER ANIMATIONS (€30)
- Morning: Kai idle, walk, run (300 slik)
- Afternoon: Kai tools & combat (400 slik)
- Evening: Gronk + Susi (226 slik)
- Night: Zombies (296 slik)
- Total Day 1: 1,222 slik
DAY 2: ENVIRONMENT (€10)
- Morning: Terrain tiles seamless (120 slik)
- Afternoon: Crops, vegetation (57 slik)
- Evening: Buildings, Dino Valley teaser (58 slik)
- Total Day 2: 235 slik
DAY 3: ITEMS, UI, VFX (€10)
- Morning: All items (29 slik)
- Afternoon: UI elements (60 slik)
- Evening: VFX (60 slik)
- Total Day 3: 149 slik
DAY 4: POLISH & CUTSCENES (€5)
- Morning: Cutscene assets (25 slik)
- Afternoon: Sound cues, extras (38 slik)
- Evening: QA check, fix any issues
- Total Day 4: 62 slik
DAY 5: INTEGRATION & TESTING
- Morning: Organize spritesheets
- Afternoon: Phaser 3 integration
- Evening: Playtest, polish, record trailer footage
✅ FINAL CHECKLIST:
Before you start production:
- Confirm Style 33 (NOT Style 32!) za entities
- Confirm Style 30 za vegetation
- Test 1 full character animation set (Kai idle) to verify quality
- Prepare folder structure
- Set up Phaser 3 demo project shell
During production:
- Generate in batches (250 slik per session)
- Organize into spritesheets immediately
- Test animations in Phaser as you go
- Git commit every 500 slik
After demo complete:
- Record gameplay footage (15 min)
- Create trailer (2-3 min highlight reel)
- Screenshot gallery (10-15 shots)
- Kickstarter page draft
- Press kit (bio, art, GIFs)
🎉 SUCCESS CRITERIA:
DOPAMINE TRIGGERS:
✅ Smooth animations (60 FPS feel)
✅ Satisfying combat (impact freeze frames)
✅ Growth time-lapse (farming payoff)
✅ Level up effect (big celebration)
✅ Dinosaur teaser (WTF moment)
✅ Story hook ("WHERE IS ANA?!")
POLISH MARKERS:
✅ No green edges (chroma clean)
✅ Seamless tiles (no visible grid)
✅ Consistent style (Style 33/30 throughout)
✅ Readable UI (fonts, icons clear)
✅ Sound visual cues (accessibility)
KICKSTARTER READY:
✅ 15-min playable vertical slice
✅ Trailer-ready footage
✅ Screenshot gallery
✅ Style consistency 100%
✅ "I WANT MORE!" feeling at end
Ready to start production? 🚀
Budget: €35 / Timeline: 5 days / Result: FUNDABLE DEMO ✅