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