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Asset Library

Published mirror · Source of truth: Captainswords.app/docs/ASSET_REGISTER.md

Principle

The unit of production should be a reusable art kit, not one-off scenes.

We should build Harbour Kit v1 before trying to build many bespoke story scenes.

Asset categories

1. Terrain and map assets

Usually one version only.

Examples:

  • water tile
  • sand tile
  • grass tile
  • wooden dock tile
  • stone path
  • rocks
  • trees
  • houses
  • harbour office
  • fisherman hut

These are mostly static.

2. NPC assets

Each activity-giving NPC needs a small reusable emotional state set.

MVP NPC states:

  • idle
  • talking
  • worried/problem
  • pointing/explaining
  • happy/success

Optional later:

  • walking
  • carrying object
  • celebrating
  • surprised
  • sitting/working

For four harbour NPCs:

4 NPCs × 5 states = 20 character images.

3. Mission props

Mission props are objects the child changes.

Examples:

  • net
  • basket
  • crate
  • rope
  • lantern
  • sign
  • map piece
  • bridge plank
  • cargo hold

Only mission props need states.

4. FX assets

Reusable visual effects create the feeling of animation.

Examples:

  • sparkle
  • glow
  • stitch
  • dust puff
  • water splash
  • ink reveal
  • success burst
  • wrong wobble
  • soft shine

Smart props

Mission props should behave like smart objects.

A prop should define:

  • type
  • states
  • anchor points
  • allowed effects
  • interaction pattern
  • completion animation

Example:

prop: fishing_net
type: repairable
states:
  - broken
  - repaired
repairPoints:
  - x: 120
    y: 45
  - x: 220
    y: 90
effects:
  - stitch
  - sparkle