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Harbour Kit v1

Published mirror · Source of truth: pending in Captainswords.app/docs

Purpose

Harbour Kit v1 is the first reusable world kit for CaptainsWorld.

It should provide enough assets to build the first guided top-down area, support multiple Fisherman / Harbour Master / Pier Manager missions, and test the full mission architecture without needing bespoke illustrations for every activity.

The goal is not to create a perfect final harbour.

The goal is to create a reusable art and interaction kit that proves:

One small world can generate many distinct learning missions.


1. Design Goal

The Harbour should feel:

  • warm
  • safe
  • coastal
  • child-friendly
  • slightly magical
  • busy but not cluttered
  • readable from a top-down 2D perspective

The child should understand:

  • where they are
  • who needs help
  • what is interactable
  • what area is currently locked
  • what changed after missions are completed

2. Art Direction

Camera

Top-down 3/4 perspective.

Similar structure to classic Pokémon towns, but with more modern pixel-art detail and warmth.

Suggested tile size

48×48 px.

This gives enough room for expressive props and characters without making the asset workload too heavy.

Character size

Captain and NPCs should be around 64–80 px tall.

Style

Modern premium pixel art.

References in spirit:

  • Eastward-style warm pixel environments
  • Sea of Stars-style readable top-down towns
  • Pokémon-style clarity and navigation

Not full 2.5D illustration.

Palette

Warm coastal palette:

  • soft blues
  • sandy yellows
  • warm wood browns
  • gentle greens
  • cream highlights
  • soft orange/gold accents

Avoid harsh black outlines.


3. Map Scope

Harbour Kit v1 should support one small guided playable area.

Required areas

1. Shore / Bottle Arrival

Purpose:

  • first moment
  • bottle pickup
  • tutorial movement
  • story catalyst

Assets needed:

  • sand tiles
  • shoreline edge
  • small waves
  • bottle prop
  • sparkle / arrow indicator
  • footprints optional

2. Wooden Pier

Purpose:

  • Fisherman missions
  • Pier Manager / cargo missions
  • boat access later

Assets needed:

  • dock tiles
  • dock posts
  • ropes
  • moored boat
  • fishing props
  • cargo props

3. Harbour Office

Purpose:

  • Harbour Master location
  • story guidance
  • unlock boat / captain outfit

Assets needed:

  • small office building
  • sign
  • notice board
  • map board
  • door
  • window

4. Market Corner

Purpose:

  • sorting / delivery / matching missions

Assets needed:

  • market stall
  • crates
  • baskets
  • fish table
  • barrels
  • labels

5. Locked Sea Route

Purpose:

  • communicate future progression

Assets needed:

  • blocked pier gate or rope barrier
  • fog over water
  • distant lighthouse silhouette
  • small route marker

4. Terrain Assets

Required terrain tiles

water_tile
water_edge_horizontal
water_edge_vertical
water_corner_inner
water_corner_outer

sand_tile
sand_to_water_edge
sand_to_grass_edge

grass_tile
grass_detail_variants

wooden_dock_tile
wooden_dock_edge
wooden_dock_corner
wooden_dock_post

stone_path_tile
stone_path_edge

Optional terrain polish

small_shell
small_pebble
seaweed_patch
grass_flower_patch
wet_sand_overlay
foam_strip

Notes

Terrain assets should tile cleanly.

The map should be built from reusable pieces, not painted as one large background.


5. Building Assets

Harbour Office

Required states:

harbour_office_normal
harbour_office_lit_optional

Required details:

door
window
roof
small_sign
notice_board

Fisherman Hut / Stall

Required states:

fisherman_hut_normal

Optional states:

fisherman_hut_busy
fisherman_hut_closed

Market Stall

Required states:

market_stall_empty
market_stall_active

This can visually change as the harbour becomes restored.


6. NPC Assets

Each mission-giving NPC should have 5 MVP states.

Captain

Minimum required:

captain_idle_down
captain_idle_up
captain_idle_left
captain_idle_right

captain_walk_down
captain_walk_up
captain_walk_left
captain_walk_right

Optional for MVP if static interaction is easier:

captain_reading
captain_happy
captain_pointing

Fisherman

Required states:

fisherman_idle
fisherman_talk
fisherman_worried
fisherman_point
fisherman_happy

Harbour Master

Required states:

harbour_master_idle
harbour_master_talk
harbour_master_worried
harbour_master_point
harbour_master_happy

Pier Manager

Required states:

pier_manager_idle
pier_manager_talk
pier_manager_worried
pier_manager_point
pier_manager_happy

Shopkeeper / Market Helper

Required states:

shopkeeper_idle
shopkeeper_talk
shopkeeper_worried
shopkeeper_point
shopkeeper_happy

NPC rule

Do not create mission-specific NPC animations for MVP.

Avoid:

fisherman_repairing_net
fisherman_sorting_fish
fisherman_pulling_boat

Use generic emotional states instead.

The props and FX should carry the mission-specific action.


7. Universal Props

These props should be reusable across Captain's Words and Captain's Numbers.

Core props

crate
barrel
basket
bucket
rope
net
signpost
wooden_sign
lantern
plank
map_board
paper_note
bottle
small_boat
cargo_cart
fish_token
shell_token

Reuse examples

Basket

Can support:

  • count fish
  • sort objects
  • deliver supplies
  • collect shells
  • store word cards

Crate

Can support:

  • cargo counting
  • label reading
  • sorting
  • delivery
  • spelling labels

Rope

Can support:

  • pull boat
  • connect bridge
  • measure length
  • untangle path

Lantern

Can support:

  • light mission
  • reading mission
  • counting oil mission
  • reveal hidden sign mission

8. Mission Props and States

Mission props are objects the child can change.

Repairable props

Fishing Net

fishing_net_broken
fishing_net_repaired

Metadata:

type: repairable
effects:
  - stitch
  - sparkle
repairPoints:
  - top_left
  - centre
  - bottom_right

Broken Basket

basket_broken
basket_repaired

Metadata:

type: repairable
effects:
  - snap
  - sparkle

Broken Sign

sign_fallen
sign_fixed

Metadata:

type: repairable
effects:
  - dust
  - pop
  - sparkle

Revealable props

Faded Crate Label

crate_label_faded
crate_label_clear

Metadata:

type: revealable
effects:
  - ink_reveal
  - glow

Harbour Map Board

map_board_blank
map_board_partial
map_board_revealed

Metadata:

type: revealable
effects:
  - ink_reveal
  - map_glow

Fillable props

Basket

Use:

basket_empty
fish_token

The engine fills the basket procedurally by placing fish tokens inside.

Avoid baking:

basket_1_fish
basket_2_fish
basket_3_fish

unless absolutely needed.

Cargo Boat

Use:

boat_empty
crate
barrel
basket

The engine places cargo items procedurally.


Progressive props

Lighthouse Route Fog

fog_full
fog_half
fog_clear

Could also be rendered as a particle/fog overlay with opacity changes.

Harbour Activity Level

harbour_quiet
harbour_warmer
harbour_active

This could be achieved with overlays and NPC visibility rather than full map variants.


9. FX Library

Reusable FX are what make the world feel alive.

Required MVP FX

sparkle_success
soft_glow
wrong_wobble
letter_fly_to_target
object_pop
dust_puff
stitch_line
ink_reveal
water_splash
small_bounce
soft_shine

FX usage

Repair mission

letter_fly_to_target
stitch_line
sparkle_success

Reveal mission

ink_reveal
soft_glow
soft_shine

Sort mission

object_pop
small_bounce
sparkle_success

Wrong answer

wrong_wobble
soft_error_pulse

Avoid creating unique FX per mission.


10. Mission UI Modes Supported by Harbour Kit

Harbour Kit v1 should support three mission UI modes.

Mode 1: Focus Object Mode

Used when one object is central.

Examples:

  • repair fishing net
  • restore crate label
  • fix sign
  • light lantern

Required assets:

  • one mission prop
  • prop problem state
  • prop success state
  • FX
  • letter/word/number interaction UI

Mode 2: Progressive Object Mode

Used when one object changes over several answers.

Examples:

  • clear fog
  • light harbour lamp
  • restore map board
  • prepare boat

Required assets:

  • object start state
  • object mid state
  • object complete state
  • progress FX

Mode 3: World Action Mode

Used when child moves/sorts/places objects.

Examples:

  • load cargo
  • sort fish crates
  • place labels on signs
  • deliver baskets
  • match words to objects

Required assets:

  • draggable object sprites
  • target containers / zones
  • success state or completion feedback

11. Example Missions Supported by Harbour Kit v1

Captain's Words

Mission 1: Bottle Arrival

Location:

shore

Props:

bottle
sparkle_indicator
letter_scroll

Mechanic:

read_word_or_short_sentence

World change:

harbour_master_intro_unlocked

Mission 2: Repair the Fisherman's Net

Location:

wooden_pier

NPC:

fisherman

Props:

fishing_net_broken
fishing_net_repaired

Mechanic:

missing_letter

FX:

letter_fly_to_target
stitch_line
sparkle_success

Mission 3: Restore Crate Labels

Location:

market_corner

NPC:

fisherman or shopkeeper

Props:

crate
crate_label_faded
crate_label_clear

Mechanic:

missing_letter or read_word

FX:

ink_reveal
soft_glow

Mission 4: Sort the Catch

Location:

market_corner

NPC:

fisherman

Props:

fish_token
labelled_crates
sorting_table

Mechanic:

match_word_to_category

FX:

object_pop
small_bounce
sparkle_success

Captain's Numbers

Mission 5: Load the Cargo

Location:

pier

NPC:

pier_manager

Props:

cargo_boat
crate
barrel
basket

Mechanic:

count_objects

Interaction:

drag crates into boat

Mission 6: Share Fish Fairly

Location:

harbour_lane

NPC:

fisherman

Props:

fish_token
three_baskets
delivery_cart

Mechanic:

equal_groups

Interaction:

drag fish into baskets

12. World Progression States

The harbour should visually change as the child helps.

State 0: Quiet Harbour

Before missions:

  • fewer NPCs visible
  • some signs faded
  • boat unavailable
  • fog blocks sea route
  • market quiet

State 1: Harbour Warming Up

After 2–3 missions:

  • market stall opens
  • more crates organized
  • fisherman happier
  • some lamps glow
  • dock looks tidier

State 2: Harbour Ready

After enough trust:

  • Harbour Master gives boat
  • captain outfit unlocks
  • route to lighthouse opens
  • fog reduces
  • boat becomes interactable

Implementation note

Do not create three complete harbour maps.

Use:

  • NPC visibility
  • prop states
  • overlays
  • lights
  • blocked/unblocked paths
  • small environmental changes

13. Required Data Metadata

Each asset should have metadata so the engine can use it.

Prop metadata example

id: fishing_net
category: mission_prop
archetype: repairable
states:
  problem: fishing_net_broken
  complete: fishing_net_repaired
allowedPatterns:
  - repair
allowedMechanics:
  - missing_letter
  - spell_word
effects:
  correct:
    - letter_fly_to_target
    - stitch_line
  complete:
    - sparkle_success
anchors:
  repairPoints:
    - x: 120
      y: 45
    - x: 180
      y: 90
    - x: 230
      y: 130

NPC metadata example

id: fisherman
category: npc
location: harbour_pier
states:
  idle: fisherman_idle
  talk: fisherman_talk
  worried: fisherman_worried
  point: fisherman_point
  happy: fisherman_happy
missionDomains:
  - fishing
  - sea
  - weather
  - delivery
preferredVerbs:
  - repair
  - guide
  - deliver
  - sort
preferredProps:
  - fishing_net
  - fish_token
  - basket
  - rope
  - boat

14. MVP Asset Count Estimate

Terrain

Approx. 15–25 tiles.

Buildings

Approx. 3–5 buildings.

NPCs

4 NPCs × 5 states = 20 NPC images.

Captain movement adds more if animated:

  • 4 directions idle
  • 4 directions walk animation

Props

Approx. 20–30 reusable props.

Mission prop states

Approx. 8–12 mission props × 2–3 states = 20–30 state images.

FX

Approx. 10–12 reusable FX animations.

Total rough MVP kit

Approx. 80–120 small assets.

This is not tiny, but it is manageable and reusable.

It is far better than creating a new illustrated scene for every mission.


15. Production Priority

Phase 1: Minimum playable harbour

Create:

  • water
  • sand
  • dock
  • shore
  • captain
  • fisherman
  • bottle
  • one net
  • one crate
  • one basket
  • sparkle
  • letter fly
  • stitch FX

Supports:

  • bottle pickup
  • fisherman net mission
  • basic movement
  • one reward moment

Phase 2: Harbour community

Add:

  • Harbour Master
  • Pier Manager
  • harbour office
  • market stall
  • cargo boat
  • crates
  • fish tokens
  • signs
  • ink reveal FX

Supports:

  • 3–5 unique missions

Phase 3: Progression and unlock

Add:

  • fog route
  • boat unlock
  • captain outfit state
  • route marker
  • lighthouse silhouette
  • harbour activity state changes

Supports:

  • major harbour transformation event
  • transition to lighthouse

16. Key Decision

Harbour Kit v1 is the production foundation.

Do not create many bespoke story scenes yet.

Do not create full 2.5D illustrations for every mission.

Build a reusable modern top-down pixel art kit first.

The kit should let us prove:

CaptainsWorld can create many memorable, visually distinct learning missions from one coherent world asset library.