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autohero/docs/sprites_instruction.md

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🎮 Sprite & Tileset Implementation Guide (Vertical Slice)

1. Scope

This document defines technical requirements and pipeline rules for using generated sprites, tilesets, and VFX in the project.

Goal: enable a developer to import, slice, and assemble a fully playable vertical slice without ambiguity.


2. Global Standards

Camera: Top-down (3/4)
Tile Size: 64x64 px
Internal Grid: 16x16 px
Padding: 2 px
Format: PNG (RGBA)
Filter Mode: Point (no filtering)
Compression: None
Pixels Per Unit: 64

3. Project Structure

/assets
  /tiles
  /props
  /buildings
  /characters
  /enemies
  /items
  /vfx
  /ui

4. Tileset Implementation

4.1 Import Settings

  • Sprite Mode: Multiple
  • Mesh Type: Full Rect
  • Filter: Point
  • Compression: None

4.2 Grid Slicing

Cell Size: 64x64
Offset: 0,0
Padding: 2px (if present in atlas)
Pivot: Center (0.5, 0.5)

4.3 Tile Categories

Ground Layer (collision + navigation)

road_center
road_variation_01..03
road_edge_N/E/S/W
road_corner_outer
road_corner_inner

Overlay Layer (no collision)

overlay_corruption
overlay_cracks
overlay_grass

4.4 Tilemap Layers

Layer 0: Ground
Layer 1: Overlay
Layer 2: Props (optional tile-based)

4.5 Autotile Requirements

Each terrain type must include:

1 center
4 edges
4 outer corners
4 inner corners
3+ variations

5. Props Implementation

5.1 Import

  • Sprite Mode: Single
  • Pivot: Bottom-Center (0.5, 0.0)

5.2 Rules

Height: 0.51.5 tile
Scale: consistent with tile grid
Collider: BoxCollider (manual)

6. Character (Hero)

6.1 Import Settings

Sprite Mode: Multiple
Cell Size: 64x64
Pivot: Bottom-Center (0.5, 0.0)

6.2 Animation Layout

Row = animation
Column = frame
Direction = left → right

6.3 Required Animations

idle: 6 frames
walk: 8 frames
attack: 68 frames
hit: 4 frames
death: 6 frames

6.4 Runtime Setup

  • Animator Controller required

  • State machine:

    • Idle ↔ Walk
    • Walk → Attack
    • Any → Hit
    • Any → Death

6.5 Collision

Collider: Capsule
Hitbox: smaller than sprite
Weapon hitbox: separate trigger collider

7. Enemies

7.1 Parameters

Size: 96128 px
Pivot: Bottom-Center

7.2 Animations

idle
move
attack
hit
death

7.3 Gameplay Rules

  • Weak points must be visually highlighted
  • Hitbox must NOT match full sprite size

8. Items (Loot)

8.1 Import

Size: 32x32
Pivot: Center (0.5, 0.5)

8.2 Categories

consumables
currency
equipment
keys

8.3 Visual Encoding

common = neutral
rare = blue
epic = purple

9. VFX

9.1 Import

Size: 64128 px
Pivot: Center
Material: Additive / Alpha Blend

9.2 Types

slash
impact
portal
particles
electricity

9.3 Rules

  • VFX must be separate from characters
  • Use flipbook animation where applicable
  • Do NOT bake effects into base sprites

10. UI

10.1 Sizes

Icons: 32x32
Slots: 64x64
Panels: flexible

10.2 Rules

  • Icons must be readable without text
  • Glow indicates interactivity

11. Lighting Model

11.1 Separation

Base sprite = no heavy lighting
Emissive = separate (windows, crystals)
Lighting = runtime (engine)

11.2 Restrictions

DO NOT bake global lighting into tiles
DO NOT mix emissive with base diffuse

12. Naming Convention

tiles/road_center_01.png
tiles/road_edge_n_01.png

props/lamp_01.png

characters/hero_idle_01.png
characters/hero_attack_03.png

enemies/corrupt_beast_idle_01.png

items/potion_red.png

vfx/slash_01.png

ui/icon_attack.png

13. Engine Setup (Unity / Godot)

13.1 Import Settings

Filter Mode = Point
Compression = None
Pixels Per Unit = 64

13.2 Sprite Mode

Tilesets → Multiple
Props/Items → Single
Characters → Multiple

14. Collision System

Tilemap Collider → Ground
Box Collider → Props
Capsule Collider → Characters
Trigger Collider → Attacks / Loot

15. Render Order

1 Ground
2 Overlay
3 Props
4 Characters
5 VFX
6 UI

16. Gameplay Loop (Vertical Slice)

1. Player movement (tilemap navigation)
2. Enter corruption zone
3. Enemy aggro
4. Combat (melee + VFX)
5. Loot drop
6. Loot collection
7. Exit via portal

17. Critical Constraints

All assets must align to 64x64 grid
All sprites must have correct pivot
No mixed pixel density
No baked lighting abuse
Tiles ≠ Props (strict separation)
Minimum 3 variations per tile type

18. Acceptance Criteria

Implementation is valid if:

  • Tilemap builds without seams
  • Character animations play correctly
  • Combat loop is functional
  • Loot is collectible and readable
  • Portal completes loop
  • No visual scale inconsistencies

End of document