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5.4 KiB
5.4 KiB
🎮 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: 0.5–1.5 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: 6–8 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: 96–128 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: 64–128 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