🎨 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!
377 lines
11 KiB
Markdown
377 lines
11 KiB
Markdown
# 🎬 MASTER ANIMATION GUIDE - STYLE 32
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**Agent, slike v MASTER_REFS so zaklenjene.**
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**Zdaj začni z izdelavo animacijskih listov (Spritesheets).**
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**Vsaka animacija mora striktno upoštevati ta pravila:**
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---
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## 1️⃣ TEHNIČNI FORMAT (Stardew Valley Standard):
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### **Grid Specs:**
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- **Size:** 64×64 pixels per sprite frame
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- **Background:** Pure Chroma Green (#00FF00)
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- **File format:** PNG with alpha channel
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- **Naming:** `[character]_[animation]_[direction]_[frame].png`
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### **Directions:**
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- **4-way movement:** Down, Up, Right, (Left = mirror Right)
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- **Front-facing (Down):** Main reference view
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- **Back-facing (Up):** Hair/back visible
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- **Right-facing:** Profile view
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- **Left-facing:** ⚠️ **MIRROR RIGHT** (don't generate separately!)
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### **Frame Organization:**
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```
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Spritesheet layout (horizontal strip):
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[Frame 1] [Frame 2] [Frame 3] [Frame 4] [Frame 5] [Frame 6]
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```
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---
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## 2️⃣ SEZNAM OSNOVNIH ANIMACIJ:
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### **ALL CHARACTERS Need:**
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#### **A. IDLE (Mirovanje) - 4 frames**
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**Purpose:** Character standing still, breathing
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**Duration:** Loop seamlessly
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**Frame breakdown:**
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1. **Frame 1:** Neutral stance, start of breath IN
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2. **Frame 2:** Slight chest rise, dreadlocks sway RIGHT
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3. **Frame 3:** Peak breath, hold
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4. **Frame 4:** Exhale, dreadlocks sway LEFT (return to Frame 1)
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**Key details:**
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- Dreadlocks (Kai, Gronk) must sway gently (2-3px movement)
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- Body barely moves (subtle breathing only)
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- Arms relaxed at sides
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- Loop: 1→2→3→4→1 (infinite)
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---
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#### **B. WALK (Hoja) - 6 frames**
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**Purpose:** Normal walking speed
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**Style:** Classic "hop-step" cozy RPG
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**Frame breakdown:**
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1. **Frame 1:** Contact (left foot forward, touching ground)
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2. **Frame 2:** Down (weight shifts, body lowers slightly)
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3. **Frame 3:** Passing (both feet together, mid-stride)
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4. **Frame 4:** Up (body lifts, slight hop, right foot forward)
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5. **Frame 5:** Contact (right foot forward, touching ground)
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6. **Frame 6:** Return transition (back to Frame 1 position)
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**Key details:**
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- **HOP motion:** Body must lift slightly in air (Frame 4)
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- **Dreadlocks:** Bounce UP när hop, DOWN när contact
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- **Arms:** Swing opposite to legs (left arm forward when right leg forward)
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- **Speed:** 10 FPS playback
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---
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#### **C. WORK (Delo) - 4-6 frames**
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**Purpose:** Using tools (axe, pickaxe, hoe)
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**Style:** Kinetic energy, impactful
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**Frame breakdown (example: Axe chop):**
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1. **Frame 1:** Wind-up (axe behind head, body tension)
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2. **Frame 2:** Mid-swing (axe arc, motion blur on outlines)
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3. **Frame 3:** **IMPACT** (freeze frame, axe hits, screen shake cue)
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4. **Frame 4:** Follow-through (axe embedded, body relaxes)
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5. **Frame 5:** Pull back (axe lifts)
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6. **Frame 6:** Return to idle stance
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**Key details:**
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- **Thick black outlines (4-5px) "stretch" during swing** (motion blur effect)
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- Impact frame (3) should have visual emphasis (stars, wood chips as VFX)
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- Different tools = different arcs (pickaxe = overhead, hoe = downward)
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---
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#### **D. TRANSFORM (Preobrazba - Zombies only) - 4 frames**
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**Purpose:** Zombie changes worker role
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**Style:** Quick "poof" cloud
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**Frame breakdown:**
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1. **Frame 1:** Zombie idle stance (before)
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2. **Frame 2:** "Poof" cloud appears (covers zombie completely)
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3. **Frame 3:** Cloud at peak (zombie silhouette changing inside)
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4. **Frame 4:** Cloud dissipates, zombie in new outfit (after)
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**Poof cloud details:**
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- Pastel smoke/dust color with dark gothic edges
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- Completely obscures zombie during transformation
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- Should be separate VFX layer (can overlay on any zombie)
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---
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## 3️⃣ STYLE 32 SPECIFICS:
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### **Movement Rules:**
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**✅ DO:**
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- **Sharp, clear movements** (roguelike clarity)
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- **Distinct poses** each frame (no in-betweens)
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- **Flat color fills** stay clean (NO blurring edges)
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- **Thick outlines** remain 4-5px throughout
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- **Hop motion** for walk (classic cozy RPG feel)
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**❌ DON'T:**
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- No soft blurs or gradients
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- No pixel confusion (muddy colors)
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- No smooth tweening (motion should be choppy/charming)
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- No outline thickness changes (keep 4-5px)
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---
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### **Eye Rules:**
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**NORMAL (alive, active):**
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- Eyes stay **WITH PUPILS** (like Kai reference - colored eyes)
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- Pupils can shift slightly for direction changes
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- **Example:** Kai looking down = pupils visible, centered
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**SPECIAL STATES:**
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- **DEAD:** X_X eyes (cross marks)
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- **STUNNED:** Spiral eyes @_@
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- **SLEEPING:** Closed eyes (horizontal lines)
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**NOT "empty cult eyes" - Style 32 HAS PUPILS!** ✅
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---
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### **Dreadlock Physics:**
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**Kai & Gronk have dreadlocks = IMPORTANT!**
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**Rules:**
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- Dreadlocks always lag behind head movement (delayed follow)
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- **Jump/hop:** Dreads fly UP (gravity delayed)
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- **Land:** Dreads fall DOWN (bounce)
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- **Turn:** Dreads swing in opposite direction (momentum)
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- **Idle:** Gentle side-to-side sway (breathing motion)
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**Amount of movement:**
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- Idle: 2-3px sway
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- Walk: 5-8px swing
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- Run: 10-15px dramatic swing
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- Impact: Full swing 20px+
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---
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## 4️⃣ SHRANJEVANJE IN POTRJEVANJE:
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### **File Structure:**
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```
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/assets/animations/
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├── kai/
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│ ├── idle_down.png (4 frames horizontal strip)
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│ ├── idle_up.png
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│ ├── idle_right.png (left = mirror this!)
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│ ├── walk_down.png (6 frames)
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│ ├── walk_up.png
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│ ├── walk_right.png
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│ ├── work_axe.png (6 frames)
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│ ├── work_pickaxe.png
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│ └── work_hoe.png
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│
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├── gronk/
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│ ├── idle_front.png (only front view for companion)
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│ ├── walk_down.png
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│ └── vape_exhale.png
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│
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├── ana/
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│ ├── idle_front.png
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│ └── portraits.png (3 emotions side-by-side)
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│
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├── susi/
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│ ├── idle_side.png
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│ └── walk_side.png
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│
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└── zombiji/
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├── gardener/
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│ ├── idle_front.png
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│ ├── walk_down.png
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│ └── work_till.png
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├── miner/
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├── lumberjack/
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├── scavenger/
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└── poof_transform.png (shared VFX)
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```
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---
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### **Quality Checklist (Before ✅):**
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**Per animation, verify:**
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**Visual Match:**
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- [ ] Colors match MASTER_REFS exactly (eyedropper test)
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- [ ] Dreadlock color identical (Kai green, Gronk pink)
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- [ ] Outline thickness 4-5px consistent
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- [ ] Eyes have pupils (colored, like Kai)
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- [ ] Chibi proportions maintained (big head, small body)
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- [ ] Clothing details correct (patches, piercings, etc)
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**Technical:**
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- [ ] Chroma green background (#00FF00) clean
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- [ ] 64×64px per frame
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- [ ] Transparent PNG (alpha channel)
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- [ ] No green fringing on edges
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- [ ] Frames aligned properly (no jumping)
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**Animation:**
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- [ ] Loop smoothly (last frame → first frame seamless)
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- [ ] Dreadlocks physics accurate (lag, bounce)
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- [ ] Hop motion visible in walk (Frame 4 = up in air)
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- [ ] Impact frame clear (tool work animations)
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**When ALL checks pass → Add ✅ to filename and commit!**
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---
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## 5️⃣ GENERATION WORKFLOW:
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### **Step-by-step per animation:**
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**1. PREPARE:**
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- Load MASTER_REF for character
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- Extract exact colors (eyedropper)
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- Note all details (piercings, patches, etc)
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**2. GENERATE FRAMES:**
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- Generate Frame 1 (key pose)
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- Verify against MASTER_REF
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- If match ✅ → continue to Frame 2
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- If mismatch ❌ → regenerate Frame 1
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- Repeat for all frames
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**3. ASSEMBLE SPRITESHEET:**
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- Combine frames into horizontal strip
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- Verify spacing (64px per frame)
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- Check alignment (no wobble)
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- Test loop (last → first seamless?)
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**4. SAVE & MARK:**
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- Save to correct folder
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- Add ✅ to commit message
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- Update production checklist
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---
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## 6️⃣ SPECIAL NOTES PER CHARACTER:
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### **KAI:**
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- Green dreadlocks (exact shade from ref_kai.png)
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- Multiple piercings visible in ALL frames
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- Torn hoodie with patches
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- Backpack visible from behind
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- **Most complex** - do this character FIRST to set standard!
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### **GRONK:**
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- Pink dreadlocks (exact shade from ref_gronk.png)
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- Pastel green orc skin
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- **ALWAYS holding vape pen** (not cigarette!)
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- Wide baggy shirt (loose fit)
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- **ONLY 2 ARMS** (common mistake - verify!)
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### **ANA:**
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- **TWIN of Kai** (similar face structure!)
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- Pink/magenta hair (not dreadlocks)
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- Tactical vest always visible
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- Less animations than Kai (only idle + portraits for demo)
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### **SUSI:**
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- Dachshund-shaped (long body, short legs)
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- Black & orange coloring
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- Pink collar always visible
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- Cute hop for walk (exaggerated chibi motion)
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### **ZOMBIES:**
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- ALL use ref_zombie.png as base face/body
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- ONLY outfit changes between roles
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- Matted dirty dreadlocks on ALL zombie variants
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- Gray-green decayed skin (consistent tone)
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- Shambling walk (slower, heavier than alive characters)
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---
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## 7️⃣ PRODUCTION START ORDER:
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**Priority sequence (from easiest to hardest):**
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1. **✅ SUSI** (simplest, 2 animations) - Practice/warm-up
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2. **✅ ANA** (simple, mostly static) - Build confidence
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3. **✅ GRONK** (companion, 3 animations) - Moderate complexity
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4. **✅ KAI** (main character, MOST animations) - Full production
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5. **✅ ZOMBIE ROLES** (modular system, 4 roles) - Final push
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**Per character:**
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- Start with IDLE (establish baseline)
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- Then WALK (verify motion works)
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- Then specialized (WORK, VAPE, etc)
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---
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## 8️⃣ TROUBLESHOOTING:
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**Common issues & fixes:**
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❌ **Problem:** Dreadlocks don't move
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✅ **Fix:** Add 2-3px sway in idle, 5-8px in walk
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❌ **Problem:** Walk looks like "slide"
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✅ **Fix:** Add hop motion (Frame 4 = body UP)
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❌ **Problem:** Colors don't match reference
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✅ **Fix:** Use eyedropper on MASTER_REF, copy exact hex codes
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❌ **Problem:** Outlines inconsistent thickness
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✅ **Fix:** Regenerate with "very thick black outlines 4-5px" in prompt
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❌ **Problem:** Green fringing on edges
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✅ **Fix:** Ensure pure #00FF00 background, no anti-aliasing on edges
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❌ **Problem:** Animation doesn't loop
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✅ **Fix:** Last frame must transition smoothly back to Frame 1
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---
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## ✅ FINAL CONFIRMATION:
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**Agent, kada završiš svaki spritesheet:**
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1. Verify against MASTER_REF (pixel-perfect check)
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2. Test loop (play all frames, check seamless)
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3. Save to `/assets/animations/[character]/`
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4. Git commit with "✅ [Character] [Animation] COMPLETE"
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5. Update DEMO_COMPLETE_ASSET_LIST.md checklist
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6. Move to next animation
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**When zie totale animacije za en character = DONE:**
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- Mark character as ✅ in production tracker
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- Celebrate! 🎉
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- Move to next character
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---
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## 🎯 SUCCESS CRITERIA:
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**Demo is shippable when ALL these have ✅:**
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- [ ] Susi (idle, walk)
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- [ ] Ana (idle, portraits)
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- [ ] Gronk (idle, walk, vape)
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- [ ] Kai (idle, walk, work×3)
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- [ ] Zombies (4 roles: idle, walk, work each)
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- [ ] Poof transform effect (shared VFX)
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**When ALL ✅ → DEMO ANIMATIONS COMPLETE!** 🎉🎮
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---
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**Ready to start with SUSI (warmup character)?** 🦖✨
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