Visions Of Reality Assets

Structure

  • The src/ directory contains all data related to the assets for the game
  • The tools/boards/ directory contains any LEONARDO whiteboards for prototyping, explaining, etc...
  • The tools/kanban/ directory contains the issues for tracking what assets are done.

Views

Local View

Comes into view only when in game, and a user is focused on a grid cell / tile

Sprite models are alawys fixed to 32 square pixels. Any backgrounds should be a minimum length of 512 pixels and a height of 400

World View

All entities on the game board will be rendered as voxels fixed to 64 cubic pixels.

UI View

Sprite models are alawys fixed to 32 square pixels.

Editors

  • MagicaVoxel for any assets that are voxel like, for example World View objects
  • 2D sprite editors (Aseprite, Photoshop, figma, etc...) for UI and Local View objects

Important Notes

The game has an innate combinatorial explosion of possible assets due to the combo system where entities can be represented in one of three tier. Each tier builds upon the last tier, and the assets should reflect this. Follow the paradigm of kitbashing, where we create models from pieces of other assets. This way we create a large variaty of choices and can dynamically add them in the game code when a valid combination occurs.

ENSURE GIT LFS IS INSTALLED

  • To install git lfs enter
git lfs install
  • If any new file types are added to the project we must track them using the following command...
git lfs track "*.<extension>"
Description
A repo to track the assets for the game Visions of Reality
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