9.5 KiB
🎮 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:
- Thick black outlines: 4-5px (bold outlines) ✅
- Flat colors: NO gradients ✅
- Shadows: Noir style - sharp black or dark blocks ✅
- Proportions: Big heads (chibi), big ears ✅
- Eyes: Empty "Cult" eyes (NO pupils) ⚠️ VERIFY WITH USER
- Background: ALWAYS Chroma Green (#00FF00) ✅
Agent MUST follow this for EVERY pixel!
🔒 LOCKED CHARACTER REFERENCES:
Location: /assets/MASTER_REFS/
- ref_kai.png - Kai (pink & green dreads, piercings, gauges)
- ref_gronk.png - Gronk (pink dreads, piercings, vape, gauges)
- ref_ana.png - Ana (pink hair, tactical gear)
- ref_susi.png - Susi (baby dino)
- 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:
-
"Poof" Effect:
- Short animated dust/smoke cloud (like Cult of the Lamb)
- Duration: 6 frames
- Style: Pastel smoke with dark gothic edges
-
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):
- Ganja plant (seed → sprout → mature)
- Tomato (seed → sprout → fruit)
- 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:
- Generate base grass tile (Style 32)
- Create 16 variants (subtle differences)
- Generate edge pieces (8 directions)
- Generate corner pieces (4 types)
- TEST: Tile in 4×4 grid, verify seamless
- If seams visible → regenerate with better alignment
- Save to
/assets/biomi/base_farm/grass/ - ✅ Mark complete
Frames needed: ~28 tiles
PHASE 2: ZOMBIE WORKER SYSTEM
Why second? Core gameplay mechanic demo.
Steps:
- Generate "poof" transformation effect (6 frames)
- Per role (gardener, miner, lumberjack, scavenger):
- Idle (6 frames)
- Walk (8 frames)
- Work action (6 frames)
- Save to
/assets/npc/zombiji/vloge/[role_name]/ - ✅ Mark each role complete
Frames needed: 86 total
PHASE 3: KAI ANIMATIONS
Why third? Player character must move smoothly.
Steps:
- Idle (6 frames × 4 directions = 24)
- Walk (8 frames × 4 directions = 32)
- Attack with pipe (8 frames × 4 directions = 32)
- Tool actions (axe, pickaxe, hoe - 6 frames each = 18)
- Save to
/assets/characters/kai/ - ✅ Mark complete
Frames needed: 106
PHASE 4: CROPS & FARM STRUCTURES
Steps:
- 3 crops × 3 stages = 9 assets (Style 30)
- Farmhouse, barn, shed, fence = ~15 assets (Style 32)
- Save to
/assets/biomi/base_farm/ - ✅ 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:
- Combat slash effect (6 frames)
- Item pickup sparkle (4 frames)
- Impact stars (4 frames)
- Save to
/assets/vfx/ - ✅ 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! 🎨