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Complete Stage 7 asset manifest for Mission 4
- Complete character sprite and animation requirements - Robert Chen: 30 frames, Voltage: 24 frames, Operatives: 60 frames - Player combat animations: 24 new frames - Environment tilesets: 3 sets (industrial, control room, chemical storage) - Large environmental objects: 15 unique assets - Furniture and props: 30 objects - UI elements: 55 components including SCADA interface - Item icons: 25 unique icons - Audio: 300-350 total files (ambience, SFX, VO, music) - Voice acting: 245-295 lines estimated - Music: 5 original tracks (15-20 minutes) - Asset production phases and priorities - Technical specifications for all asset types - Complete file structure organization
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# Mission 4: "Critical Failure" - Stage 7: Asset Manifest
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**Mission ID:** m04_critical_failure
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**Stage:** 7 - Asset Manifest
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**Version:** 1.0
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**Date:** 2025-12-28
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---
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## Overview
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This document provides a complete manifest of all assets required for Mission 4 "Critical Failure," including character sprites, animations, environment art, UI elements, sound effects, music, and item icons. All assets are categorized by type and linked to their usage within the mission.
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---
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## Character Sprites & Animations
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### Robert Chen (Facility Manager)
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**Sprite File:** `robert_chen.png`
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**Dimensions:** 32x32 base sprite (scaled for display)
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**Variations:** 6 emotional states
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**Costume Elements:**
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- Facility polo shirt (blue with logo)
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- Khaki pants
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- Glasses (defining feature)
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- Safety shoes
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- Tablet or clipboard in hand
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**Sprite Variations:**
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1. **Default (Neutral):**
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- Idle stance
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- Holding tablet
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- Professional posture
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2. **Annoyed (Act 1 - Initial Meeting):**
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- Crossed arms or hand on hip
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- Slight frown
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- Defensive body language
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3. **Alarmed (Discovery):**
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- Wide eyes behind glasses
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- Leaning forward
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- Urgent gestures
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4. **Focused (Act 2 - Crisis Mode):**
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- At SCADA terminal
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- Intense concentration
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- Working posture
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5. **Stressed (Act 3 - Emergency):**
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- Running hand through hair
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- Rubbing eyes
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- Tension visible
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6. **Grateful (Resolution):**
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- Relaxed shoulders
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- Slight smile
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- Relief visible
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**Animations Required:**
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- `chen_idle` - Standing with tablet (loop)
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- `chen_walk` - Professional walking pace (4 frames)
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- `chen_talk` - Gesturing while explaining (4 frames, loop)
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- `chen_work_terminal` - Typing at SCADA console (4 frames, loop)
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- `chen_stressed` - Adjusting glasses, running hand through hair (6 frames)
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- `chen_alarmed` - Sudden reaction, leaning forward (4 frames)
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- `chen_relieved` - Exhaling, slumping shoulders (4 frames)
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**Total Frames:** ~30 frames across all animations
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---
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### Voltage (Critical Mass Leader)
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**Sprite File:** `voltage.png`
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**Dimensions:** 32x32 base sprite
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**Variations:** 4 tactical states
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**Costume Elements:**
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- Dark cargo pants
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- Utility jacket
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- Tactical vest (modular pouches)
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- Combat boots
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- Radio earpiece
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- Gloves
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**Sprite Variations:**
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1. **Default (Tactical Awareness):**
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- Alert stance
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- Hand near equipment
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- Confident posture
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2. **Working (Laptop Operation):**
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- Seated at command laptop
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- Focused on screen
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- One hand on keyboard
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3. **Combat Ready:**
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- Defensive stance
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- Cover position
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- Tactical movement
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4. **Threatened:**
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- Hand near trigger laptop
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- Tense posture
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- Ready to act
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**Animations Required:**
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- `voltage_idle` - Tactical stance (loop)
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- `voltage_walk` - Confident tactical movement (4 frames)
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- `voltage_work_laptop` - Operating attack trigger (4 frames, loop)
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- `voltage_combat` - Combat defensive posture (4 frames)
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- `voltage_escape` - Running toward loading dock (6 frames)
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- `voltage_captured` - Hands restrained, defiant (static or 2 frames)
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**Total Frames:** ~24 frames
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---
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### Critical Mass Operatives (×3)
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**Sprite Files:** `operative_cipher.png`, `operative_relay.png`, `operative_static.png`
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**Dimensions:** 32x32 base sprite each
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**Shared Base Design:** Tactical casual clothing with variations
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**Operative #1 (Cipher) - Technical Specialist:**
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- Lighter tactical gear
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- Tool belt visible
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- Working posture default
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**Operative #2 (Relay) - Security/Patrol:**
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- Medium tactical vest
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- Patrol stance default
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- Alert scanning posture
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**Operative #3 (Static) - Heavy Support:**
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- Heavier tactical vest
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- Solid build
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- Defensive stance default
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**Shared Animations:**
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- `operative_idle` - Alert stance (loop)
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- `operative_walk` - Tactical patrol (4 frames)
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- `operative_run` - Combat movement (4 frames)
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- `operative_combat` - Fighting stance (4 frames)
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- `operative_work` - Tampering with equipment (4 frames, Cipher only)
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- `operative_patrol` - Looking around (4 frames, Relay only)
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- `operative_defeated` - Incapacitated on ground (static)
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**Total Frames per Operative:** ~20 frames each
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**Combined Total:** ~60 frames for all three
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---
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### Agent 0x99 (Handler - Video/Portrait)
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**Asset Files:** `agent_0x99_portrait.png`, `agent_0x99_video_background.png`
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**Format:** Portrait for dialogue, video call background
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**Dimensions:** 128x128 portrait, 320x240 video background
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**Variations:**
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1. **Neutral (Briefing):**
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- Professional composure
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- SAFETYNET facility background
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2. **Concerned (Mid-mission updates):**
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- Slight worry
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- Urgency visible
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3. **Satisfied (Debrief):**
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- Approval
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- Mission success acknowledged
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**Animations:** Minimal (talking portrait with mouth movement, 2-3 frames)
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**Total Frames:** ~6 frames (portrait variations)
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---
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### Security Guard (Minor NPC)
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**Sprite File:** `security_guard.png`
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**Dimensions:** 32x32 base sprite
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**Variations:** 2 states
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**Costume:**
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- Security uniform
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- Badge visible
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- Seated at desk default
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**Animations:**
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- `guard_idle_seated` - At desk (loop)
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- `guard_talk` - Conversation (2 frames)
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- `guard_check_credentials` - Examining clipboard (4 frames)
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- `guard_wave_through` - Gesturing to entry (2 frames)
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**Total Frames:** ~10 frames
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---
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### Background Employees (Ambient NPCs)
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**Sprite Files:** `employee_generic_1.png` through `employee_generic_4.png`
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**Dimensions:** 32x32 base sprite each
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**Purpose:** Ambient movement, shift change atmosphere
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**Variations:**
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- Facility work uniforms (various colors)
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- Lab coats (technicians)
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- Casual work clothes
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- Diverse appearances
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**Animations (Shared):**
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- `employee_walk` - Casual walking (4 frames)
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- `employee_talk` - Background conversation (2 frames)
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- `employee_idle` - Standing (loop)
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**Total Frames:** ~8 frames per employee × 4 = ~32 frames
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---
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### Player Character (Agent 0x00)
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**Sprite File:** `player_agent.png`
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**Dimensions:** 32x32 base sprite
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**Variations:** Combat and stealth states (inherited from M1-M3)
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**Mission 4 Specific Additions:**
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**Combat Animations (New for M4):**
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- `player_combat_idle` - Combat ready stance (loop)
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- `player_combat_attack` - Non-lethal takedown (6 frames)
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- `player_combat_dodge` - Evasive movement (4 frames)
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- `player_stealth_takedown` - Silent incapacitation (6 frames)
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- `player_use_cover` - Behind cover position (4 frames)
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**Total New Frames for M4:** ~24 combat-specific frames
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---
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## Environment Art Assets
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### Room Tilesets
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**Tileset Files Required:**
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1. **Industrial Facility Base Tileset** (`tileset_industrial.png`)
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- Concrete floors (normal, worn, cracked variations)
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- Industrial walls (painted, bare concrete)
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- Metal grating (walkways, platforms)
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- Ceiling tiles (drop ceiling, exposed beams)
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- Doors (standard, secure, emergency exit)
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- Windows (office, high industrial)
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2. **SCADA/Control Room Tileset** (`tileset_control_room.png`)
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- Technical flooring (raised floor panels)
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- Monitor arrays (wall-mounted)
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- Control panels (various sizes)
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- Server racks (with LED indicators)
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- Cable management (overhead, floor)
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3. **Chemical Storage Tileset** (`tileset_chemical_storage.png`)
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- Chemical tanks (yellow, hazard-marked)
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- Containment berms
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- Safety stations (eye wash, showers)
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- Hazard signage
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- Ventilation equipment
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**Tile Dimensions:** 32x32 pixels per tile
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**Estimated Tileset Sizes:** 512x512 pixels each (256 tiles per set)
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---
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### Large Environmental Objects
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**Industrial Equipment:**
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1. **Treatment Tanks** (`obj_treatment_tank.png`)
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- Large cylindrical tanks
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- Metallic texture
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- Variations: 128x128 pixels
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2. **Pump Systems** (`obj_pump_station.png`)
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- Industrial pumps with pipes
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- Variations: 96x96 pixels
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3. **Chemical Storage Tanks** (`obj_chemical_tank.png`)
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- Yellow hazard tanks
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- Skull/crossbones symbols
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- Variations: 96x128 pixels (tall)
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4. **Backup Generator** (`obj_generator.png`)
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- Large industrial generator
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- Running state indicators
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- Size: 128x96 pixels
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5. **Server Racks** (`obj_server_rack.png`)
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- Multiple racks with LED indicators
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- Variations: Pristine, tampered
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- Size: 64x96 pixels (tall)
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6. **SCADA Monitor Array** (`obj_scada_monitors.png`)
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- Wall-mounted monitor bank
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- Multiple screens showing data
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- Size: 192x128 pixels (wide)
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7. **Metal Catwalks** (`obj_catwalk.png`)
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- Walkway sections
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- Railings visible
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- Tileable: 32x64 pixels per section
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**Total Large Object Assets:** ~15 unique objects with variations
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---
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### Furniture & Props
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**Office Furniture:**
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- `obj_desk.png` - Standard office desk (64x32)
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- `obj_cubicle_divider.png` - Office cubicle walls (32x48)
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- `obj_filing_cabinet.png` - 4-drawer cabinet (32x48)
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- `obj_office_chair.png` - Rolling chair (24x24)
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- `obj_coffee_station.png` - Coffee maker area (48x32)
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- `obj_water_cooler.png` - Water dispenser (24x48)
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**Industrial Props:**
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- `obj_tool_bench.png` - Workbench with tools (96x48)
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- `obj_tool_cache.png` - Tool storage locker (48x64)
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- `obj_forklift.png` - Loading dock forklift (64x96)
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- `obj_pallet_jack.png` - Hand pallet jack (32x64)
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- `obj_storage_container.png` - Large shipping container (128x96)
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**Security/Safety:**
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- `obj_security_desk.png` - Security checkpoint desk (96x48)
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- `obj_metal_detector.png` - Archway scanner (48x96)
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- `obj_fire_extinguisher.png` - Wall-mounted extinguisher (16x32)
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- `obj_first_aid_station.png` - First aid cabinet (32x48)
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- `obj_eye_wash_station.png` - Emergency eye wash (32x48)
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**Technical Equipment:**
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- `obj_control_terminal.png` - SCADA operator station (64x64)
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- `obj_network_terminal.png` - Server room workstation (64x48)
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- `obj_laptop_entropy.png` - Attack trigger laptop (32x24)
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- `obj_radio_equipment.png` - Communications gear (48x32)
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**Total Furniture/Props:** ~30 unique assets
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---
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### Interactive Objects (Special States)
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**Dosing Control Panels** (`obj_dosing_control_1/2/3.png`):
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- Normal state
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- Bypass device installed (visible tampering)
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- Warning indicators active
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- Disabled state (after Task 3.2)
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- Size: 48x64 pixels
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- 4 states × 3 panels = 12 variations
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**Doors with States:**
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- `obj_door_closed.png` - Standard closed door
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- `obj_door_open.png` - Open door
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- `obj_door_locked.png` - Locked (keycard reader visible)
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- `obj_door_emergency.png` - Emergency exit (alarm bar)
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- 4 variations × 3 types (standard, secure, maintenance) = 12 door assets
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**ENTROPY Equipment:**
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- `obj_tactical_vest.png` - Operative equipment (48x48)
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- `obj_radio_encrypted.png` - Encrypted radio (24x24)
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- `obj_bypass_device.png` - Attack hardware (32x32)
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- `obj_entropy_van.png` - Rental van exterior (128x96)
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---
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## UI Elements
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### SCADA Interface
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**Main SCADA Display** (`ui_scada_main.png`):
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- Full screen overlay: 800x600 pixels
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- Monitor frame with facility status
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- Color-coded indicators (green/yellow/orange/red)
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- Parameter readouts
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- Alert log section
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**SCADA Components (Modular):**
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1. **Status Indicators** (`ui_scada_indicators.png`):
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- Circular gauges (green/yellow/red states)
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- Size: 64x64 per gauge
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- Variations: 3 colors × 4 gauge types = 12 assets
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2. **Parameter Displays** (`ui_scada_parameters.png`):
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- Numerical readouts
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- Trend graphs (line charts)
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- Size: 128x96 per display panel
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3. **Alert Banners** (`ui_scada_alerts.png`):
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- Warning banners (yellow)
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- Critical alerts (red, flashing)
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- Info notices (blue)
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- Size: 400x48 per banner type
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4. **Chemical Dosing Readout** (`ui_dosing_display.png`):
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- Station 1, 2, 3 individual displays
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- Current ppm levels
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- Warning thresholds visible
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- Size: 256x128 per station display
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**Urgency Stage Visual Progression:**
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- Stage 1: All green indicators
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- Stage 2: Yellow warnings appear
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- Stage 3: Orange/red warnings, multiple systems
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- Stage 4: Flashing red, emergency state
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- Stage 5: Clearing warnings, stabilizing
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**Total SCADA UI Assets:** ~25 components
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---
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### Mission-Specific UI
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**Urgency Stage Indicator** (`ui_urgency_indicator.png`):
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- Replaces timer UI
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- 5 stage progression bar
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- Visual: Facility status icon with color progression
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- Size: 64x16 pixels
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- States: 5 variations (green → red)
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**Objective Panel Updates:**
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- Standard Break Escape objective UI
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- M4-specific task icons for:
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- SCADA investigation icon
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- Combat encounter icon
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- Flag submission icon
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- Attack disabling icon
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**Chen Trust Level Indicator** (Optional):
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- Subtle UI element showing cooperation level
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- 5 states: Defensive → Cooperative → Strong Ally
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- Size: 32x32 icon
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**Radio Monitoring Interface** (`ui_radio_monitor.png`):
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- If player obtains encrypted radio from Operative #1
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- Shows operative chatter
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- Scrolling text display
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- Size: 300x100 pixels
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---
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### Item Icons
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**Required Item Icons (32x32 pixels each):**
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**Access Items:**
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- `icon_visitor_badge.png` - Visitor ID badge
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- `icon_keycard_level1.png` - Blue keycard
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- `icon_keycard_level2.png` - Yellow keycard
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- `icon_keycard_master.png` - Red keycard
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**Evidence Items:**
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- `icon_maintenance_logs.png` - Document/clipboard
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- `icon_security_logs.png` - Security report
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- `icon_scada_data.png` - Data file icon
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- `icon_optigrid_badge.png` - OptiGrid ID badge
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**Intelligence Items:**
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- `icon_cipher_note.png` - Handwritten note
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- `icon_relay_note.png` - Intelligence document
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- `icon_comm_log.png` - Communication logs
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- `icon_architect_comm.png` - Special encrypted message
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- `icon_facility_log.png` - Multi-facility access records
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- `icon_planning_usb.png` - USB drive
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**Equipment Items:**
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- `icon_encrypted_radio.png` - Tactical radio
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- `icon_flashlight.png` - Flashlight
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- `icon_facility_map.png` - Facility blueprint
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||||
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**VM Flags (Special Icons):**
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- `icon_flag_network_scan.png` - Network topology flag
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- `icon_flag_ftp.png` - FTP intelligence flag
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- `icon_flag_http.png` - HTTP analysis flag
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- `icon_flag_distcc.png` - Distcc exploit flag
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|
||||
**Total Item Icons:** ~25 icons
|
||||
|
||||
---
|
||||
|
||||
## Sound Effects
|
||||
|
||||
### Environmental Ambience
|
||||
|
||||
**Facility Ambient Loops:**
|
||||
|
||||
1. **`amb_facility_normal.ogg`**
|
||||
- Machinery hum (40-60 Hz)
|
||||
- Water flow sounds
|
||||
- Ventilation white noise
|
||||
- Duration: 2 minutes (loop)
|
||||
- Volume: Background level
|
||||
|
||||
2. **`amb_control_room.ogg`**
|
||||
- Electronic equipment hum
|
||||
- SCADA terminal beeps (occasional)
|
||||
- HVAC system
|
||||
- Duration: 2 minutes (loop)
|
||||
|
||||
3. **`amb_treatment_floor.ogg`**
|
||||
- Loud industrial pumps
|
||||
- Water treatment sounds
|
||||
- Metal clanking
|
||||
- Echoing acoustics
|
||||
- Duration: 2 minutes (loop)
|
||||
|
||||
4. **`amb_chemical_storage.ogg`**
|
||||
- Ventilation fans (prominent)
|
||||
- Chemical pump operation
|
||||
- Safety system status tones
|
||||
- Duration: 2 minutes (loop)
|
||||
|
||||
5. **`amb_server_room.ogg`**
|
||||
- Server fan noise (constant, loud)
|
||||
- Hard drive activity
|
||||
- Cooling system
|
||||
- Network switch clicks
|
||||
- Duration: 2 minutes (loop)
|
||||
|
||||
6. **`amb_loading_dock.ogg`**
|
||||
- Outdoor ambient (birds, distant traffic)
|
||||
- Facility machinery audible from outside
|
||||
- Vehicle sounds (occasional)
|
||||
- Duration: 2 minutes (loop)
|
||||
|
||||
---
|
||||
|
||||
### Urgency Stage Sound Design
|
||||
|
||||
**Stage 1 (Normal Operations):**
|
||||
- `alert_stage1_beep.ogg` - Occasional system beep (Info level)
|
||||
- Calm background ambience
|
||||
|
||||
**Stage 2 (Anomaly Detected):**
|
||||
- `alert_stage2_warning.ogg` - Alert beeps (more frequent)
|
||||
- `scada_warning_tone.ogg` - Low priority warning sound
|
||||
- Irregular pump sounds added to ambient
|
||||
|
||||
**Stage 3 (Critical Warning):**
|
||||
- `alert_stage3_urgent.ogg` - Frequent alert tones
|
||||
- `alarm_prewarn.ogg` - Pre-alarm klaxon (low volume)
|
||||
- `steam_release.ogg` - Pressure relief sounds
|
||||
- `pa_safety_reminder.ogg` - Facility PA announcements
|
||||
|
||||
**Stage 4 (Emergency):**
|
||||
- `alarm_stage4_emergency.ogg` - Full klaxon alarm (loud, piercing)
|
||||
- `emergency_broadcast.ogg` - Emergency tone pattern
|
||||
- `chemical_leak_alarm.ogg` - Gas detection warning
|
||||
- `evacuation_announcement.ogg` - PA evacuation order
|
||||
|
||||
**Stage 5 (Stabilizing):**
|
||||
- `alarm_silence.ogg` - Alarms powering down
|
||||
- `system_stabilize.ogg` - Alert tones decreasing frequency
|
||||
- `all_clear_tone.ogg` - Single tone indicating crisis resolved
|
||||
|
||||
**Total Urgency Sounds:** ~15 sound effects
|
||||
|
||||
---
|
||||
|
||||
### Combat Sounds
|
||||
|
||||
**Player Combat:**
|
||||
- `combat_punch.ogg` - Melee hit (non-lethal)
|
||||
- `combat_takedown.ogg` - Takedown impact
|
||||
- `combat_dodge.ogg` - Evasive movement sound
|
||||
- `stealth_takedown.ogg` - Silent incapacitation (quiet)
|
||||
|
||||
**Operative Combat:**
|
||||
- `operative_grunt.ogg` - Combat effort sound (×3 variations)
|
||||
- `operative_alert_shout.ogg` - "Intruder!" alert
|
||||
- `operative_defeated.ogg` - Incapacitation sound
|
||||
- `operative_footsteps_run.ogg` - Running footsteps
|
||||
|
||||
**Combat Environmental:**
|
||||
- `cover_impact.ogg` - Hitting cover (metal/concrete)
|
||||
- `equipment_knock.ogg` - Bumping into equipment
|
||||
- `metal_clang.ogg` - Industrial metal impact
|
||||
|
||||
**Total Combat Sounds:** ~15 sound effects
|
||||
|
||||
---
|
||||
|
||||
### Interaction Sounds
|
||||
|
||||
**Doors:**
|
||||
- `door_open.ogg` - Standard door opening
|
||||
- `door_close.ogg` - Door closing
|
||||
- `door_locked.ogg` - Locked door rattle
|
||||
- `door_keycard.ogg` - Keycard reader beep (success)
|
||||
- `door_keycard_fail.ogg` - Access denied beep
|
||||
|
||||
**Computers/Terminals:**
|
||||
- `terminal_login.ogg` - Computer access
|
||||
- `terminal_typing.ogg` - Keyboard typing (loop)
|
||||
- `terminal_logout.ogg` - Log off sound
|
||||
- `vm_launch.ogg` - VM challenge starting
|
||||
- `flag_submit.ogg` - Flag submission success
|
||||
|
||||
**Items:**
|
||||
- `item_pickup.ogg` - Collecting item
|
||||
- `item_examine.ogg` - Inspecting object
|
||||
- `keycard_obtain.ogg` - Receiving access card
|
||||
- `radio_static.ogg` - Encrypted radio activation
|
||||
|
||||
**SCADA Interactions:**
|
||||
- `scada_parameter_change.ogg` - Adjusting settings
|
||||
- `scada_override.ogg` - Manual override action
|
||||
- `attack_disable.ogg` - Disabling attack vector (satisfying sound)
|
||||
|
||||
**Total Interaction Sounds:** ~20 sound effects
|
||||
|
||||
---
|
||||
|
||||
### Dialogue & Voice
|
||||
|
||||
**Voice Acting Files:**
|
||||
- Total estimated: 245-295 voice lines (from Stage 6)
|
||||
- Format: .ogg, mono, 44.1kHz
|
||||
- Naming: `vo_[character]_[scene]_[line#].ogg`
|
||||
|
||||
**Example Structure:**
|
||||
- `vo_chen_initial_meeting_01.ogg` through `vo_chen_initial_meeting_50.ogg`
|
||||
- `vo_voltage_confrontation_01.ogg` through `vo_voltage_confrontation_45.ogg`
|
||||
- `vo_0x99_briefing_01.ogg` through `vo_0x99_briefing_30.ogg`
|
||||
|
||||
**Radio Chatter (Operative Communications):**
|
||||
- `radio_cipher_alert_01.ogg` - "Voltage, we're compromised!"
|
||||
- `radio_relay_patrol_01.ogg` - "Relay, all clear in sector 2"
|
||||
- `radio_static_support_01.ogg` - "Voltage, we have company!"
|
||||
- Processed with radio effect (compression, static)
|
||||
|
||||
---
|
||||
|
||||
## Music & Soundscapes
|
||||
|
||||
### Music Tracks
|
||||
|
||||
**Mission 4 requires 5 music tracks:**
|
||||
|
||||
1. **`music_m04_infiltration.ogg`**
|
||||
- Mood: Tense investigation, underlying urgency
|
||||
- Tempo: Moderate (90-100 BPM)
|
||||
- Instruments: Electronic tension, industrial percussion
|
||||
- Duration: 3-4 minutes (loop)
|
||||
- Usage: Act 1, facility entry and investigation
|
||||
|
||||
2. **`music_m04_investigation.ogg`**
|
||||
- Mood: Active investigation, building tension
|
||||
- Tempo: Moderate-fast (100-110 BPM)
|
||||
- Instruments: Electronic pulses, strings for urgency
|
||||
- Duration: 4-5 minutes (loop)
|
||||
- Usage: Act 2, SCADA investigation and VM challenges
|
||||
|
||||
3. **`music_m04_combat.ogg`**
|
||||
- Mood: Action intensity, tactical engagement
|
||||
- Tempo: Fast (120-130 BPM)
|
||||
- Instruments: Heavy electronic beats, aggressive synths
|
||||
- Duration: 2-3 minutes (loop)
|
||||
- Usage: Combat encounters
|
||||
|
||||
4. **`music_m04_crisis.ogg`**
|
||||
- Mood: Maximum urgency, race against time
|
||||
- Tempo: Very fast (130-140 BPM)
|
||||
- Instruments: Driving percussion, intense synths, industrial sounds
|
||||
- Duration: 3-4 minutes (loop)
|
||||
- Usage: Act 3, Voltage confrontation and attack disabling
|
||||
|
||||
5. **`music_m04_resolution.ogg`**
|
||||
- Mood: Relief, reflection, victory with consequences
|
||||
- Tempo: Slow-moderate (70-80 BPM)
|
||||
- Instruments: Ambient pads, subtle melodies, calming progression
|
||||
- Duration: 2-3 minutes (no loop, plays through to debrief)
|
||||
- Usage: Crisis resolved, Chen farewell, 0x99 debrief
|
||||
|
||||
**Total Music Duration:** ~15-20 minutes of original music
|
||||
|
||||
---
|
||||
|
||||
### Dynamic Music System
|
||||
|
||||
**Urgency-Linked Music Transitions:**
|
||||
|
||||
- **Stage 1-2:** `music_m04_infiltration.ogg` → `music_m04_investigation.ogg`
|
||||
- **Combat Triggered:** Crossfade to `music_m04_combat.ogg`
|
||||
- **Stage 3-4:** Intensify to `music_m04_crisis.ogg`
|
||||
- **Stage 5:** Calm to `music_m04_resolution.ogg`
|
||||
|
||||
**Transition Method:** 2-second crossfade between tracks
|
||||
|
||||
---
|
||||
|
||||
## Asset Summary by Category
|
||||
|
||||
### Character Assets
|
||||
|
||||
| Category | Count | Total Frames/Files |
|
||||
|----------|-------|-------------------|
|
||||
| Robert Chen | 1 character | ~30 animation frames |
|
||||
| Voltage | 1 character | ~24 animation frames |
|
||||
| Operatives | 3 characters | ~60 animation frames |
|
||||
| Agent 0x99 | 1 character | ~6 portrait frames |
|
||||
| Security Guard | 1 character | ~10 animation frames |
|
||||
| Background Employees | 4 characters | ~32 animation frames |
|
||||
| Player (M4 additions) | 1 character | ~24 new combat frames |
|
||||
| **TOTAL** | **12 characters** | **~186 animation frames** |
|
||||
|
||||
---
|
||||
|
||||
### Environment Assets
|
||||
|
||||
| Category | Count | Notes |
|
||||
|----------|-------|-------|
|
||||
| Tilesets | 3 sets | 512x512 each, ~256 tiles per set |
|
||||
| Large Objects | 15 objects | Treatment tanks, pumps, servers, etc. |
|
||||
| Furniture/Props | 30 objects | Desks, benches, equipment |
|
||||
| Interactive Objects | 24 objects | Doors, panels, special states |
|
||||
| **TOTAL** | **72 unique assets** | Plus tileset variations |
|
||||
|
||||
---
|
||||
|
||||
### UI Assets
|
||||
|
||||
| Category | Count | Notes |
|
||||
|----------|-------|-------|
|
||||
| SCADA Interface Components | 25 elements | Gauges, displays, alerts, readouts |
|
||||
| Mission UI | 5 elements | Urgency indicator, objective icons |
|
||||
| Item Icons | 25 icons | Access, evidence, intelligence, equipment |
|
||||
| **TOTAL** | **55 UI elements** | 32x32 to 800x600 pixels |
|
||||
|
||||
---
|
||||
|
||||
### Audio Assets
|
||||
|
||||
| Category | Count | Duration/Notes |
|
||||
|----------|-------|----------------|
|
||||
| Environmental Ambience | 6 loops | 2 minutes each, looping |
|
||||
| Urgency Stage Sounds | 15 effects | Alert tones, alarms, PA announcements |
|
||||
| Combat Sounds | 15 effects | Punches, takedowns, footsteps |
|
||||
| Interaction Sounds | 20 effects | Doors, terminals, items |
|
||||
| Voice Acting | 245-295 lines | Robert Chen, Voltage, 0x99, others |
|
||||
| Music Tracks | 5 tracks | 15-20 minutes total original music |
|
||||
| **TOTAL** | **~300-350 audio files** | Includes all VO, SFX, music |
|
||||
|
||||
---
|
||||
|
||||
## Asset Production Priority
|
||||
|
||||
### Phase 1: Critical Path Assets (Week 1-2)
|
||||
|
||||
**Essential for Core Gameplay:**
|
||||
1. Player combat animations (24 frames)
|
||||
2. Robert Chen sprites and animations (30 frames)
|
||||
3. Voltage sprites and animations (24 frames)
|
||||
4. Operative sprites (basic, 60 frames)
|
||||
5. Industrial facility tileset (512x512)
|
||||
6. SCADA interface UI (25 components)
|
||||
7. Core ambient sounds (6 loops)
|
||||
8. Item icons (25 icons)
|
||||
|
||||
**Estimated Time:** 80-100 hours (art) + 40-60 hours (audio)
|
||||
|
||||
---
|
||||
|
||||
### Phase 2: NPC & Environment Assets (Week 3-4)
|
||||
|
||||
**Enhances Atmosphere:**
|
||||
1. Security guard and background employees (42 frames)
|
||||
2. Agent 0x99 portraits (6 frames)
|
||||
3. SCADA/Chemical storage tilesets (1024x512 combined)
|
||||
4. Furniture and props (30 objects)
|
||||
5. Large environmental objects (15 objects)
|
||||
6. Urgency stage sound effects (15 sounds)
|
||||
7. Combat sounds (15 sounds)
|
||||
|
||||
**Estimated Time:** 60-80 hours (art) + 30-40 hours (audio)
|
||||
|
||||
---
|
||||
|
||||
### Phase 3: Polish & Voice (Week 5-6)
|
||||
|
||||
**Final Quality:**
|
||||
1. Interactive object special states (24 variations)
|
||||
2. Interaction sounds (20 effects)
|
||||
3. Voice acting recording (245-295 lines)
|
||||
4. Music composition (5 tracks, 15-20 minutes)
|
||||
5. UI polish and effects
|
||||
6. Environmental details
|
||||
|
||||
**Estimated Time:** 40-60 hours (art) + 80-100 hours (audio + VO)
|
||||
|
||||
---
|
||||
|
||||
## Asset File Structure
|
||||
|
||||
```
|
||||
assets/missions/m04_critical_failure/
|
||||
├── sprites/
|
||||
│ ├── characters/
|
||||
│ │ ├── robert_chen.png
|
||||
│ │ ├── voltage.png
|
||||
│ │ ├── operative_cipher.png
|
||||
│ │ ├── operative_relay.png
|
||||
│ │ ├── operative_static.png
|
||||
│ │ ├── agent_0x99_portrait.png
|
||||
│ │ ├── security_guard.png
|
||||
│ │ └── employee_generic_[1-4].png
|
||||
│ ├── player/
|
||||
│ │ └── player_agent_combat.png
|
||||
│ └── objects/
|
||||
│ ├── industrial/
|
||||
│ ├── furniture/
|
||||
│ └── props/
|
||||
├── tilesets/
|
||||
│ ├── tileset_industrial.png
|
||||
│ ├── tileset_control_room.png
|
||||
│ └── tileset_chemical_storage.png
|
||||
├── ui/
|
||||
│ ├── scada/
|
||||
│ │ ├── ui_scada_main.png
|
||||
│ │ ├── ui_scada_indicators.png
|
||||
│ │ └── ui_scada_parameters.png
|
||||
│ ├── mission/
|
||||
│ │ └── ui_urgency_indicator.png
|
||||
│ └── items/
|
||||
│ └── [icon files]
|
||||
├── audio/
|
||||
│ ├── ambience/
|
||||
│ │ └── [ambient loop files]
|
||||
│ ├── sfx/
|
||||
│ │ ├── urgency/
|
||||
│ │ ├── combat/
|
||||
│ │ └── interaction/
|
||||
│ ├── voice/
|
||||
│ │ ├── chen/
|
||||
│ │ ├── voltage/
|
||||
│ │ ├── 0x99/
|
||||
│ │ └── operatives/
|
||||
│ └── music/
|
||||
│ └── [music track files]
|
||||
└── README_ASSETS.md
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Technical Specifications
|
||||
|
||||
### Sprite Specifications
|
||||
|
||||
- **Format:** PNG with transparency
|
||||
- **Base Size:** 32x32 pixels per character
|
||||
- **Color Depth:** 32-bit RGBA
|
||||
- **Scaling:** 2x or 3x for display (pixel art aesthetic)
|
||||
- **Animation Frame Rate:** 8-12 FPS (dependent on animation)
|
||||
|
||||
### Tileset Specifications
|
||||
|
||||
- **Format:** PNG with transparency where needed
|
||||
- **Tile Size:** 32x32 pixels
|
||||
- **Tileset Dimensions:** 512x512 pixels (16x16 tiles)
|
||||
- **Color Depth:** 32-bit RGBA
|
||||
- **Organization:** Logical grouping (floors, walls, objects)
|
||||
|
||||
### UI Specifications
|
||||
|
||||
- **Format:** PNG with transparency
|
||||
- **Dimensions:** Varied (32x32 for icons, up to 800x600 for overlays)
|
||||
- **Color Depth:** 32-bit RGBA
|
||||
- **Design Style:** Industrial/technical aesthetic matching facility theme
|
||||
|
||||
### Audio Specifications
|
||||
|
||||
**Sound Effects:**
|
||||
- **Format:** OGG Vorbis
|
||||
- **Sample Rate:** 44.1kHz
|
||||
- **Bit Depth:** 16-bit
|
||||
- **Channels:** Mono (ambient/SFX), Stereo (music)
|
||||
- **Compression:** Quality 5-7 (OGG)
|
||||
|
||||
**Voice Acting:**
|
||||
- **Format:** OGG Vorbis
|
||||
- **Sample Rate:** 44.1kHz
|
||||
- **Bit Depth:** 16-bit
|
||||
- **Channels:** Mono
|
||||
- **Processing:** Noise reduction, normalization, radio effect for radio chatter
|
||||
|
||||
**Music:**
|
||||
- **Format:** OGG Vorbis
|
||||
- **Sample Rate:** 44.1kHz
|
||||
- **Bit Depth:** 16-bit
|
||||
- **Channels:** Stereo
|
||||
- **Compression:** Quality 7-9 (OGG, higher quality for music)
|
||||
|
||||
---
|
||||
|
||||
## Asset Dependencies from Previous Missions
|
||||
|
||||
**Reusable from M1-M3:**
|
||||
|
||||
1. **Player Base Sprite:** Core player character design
|
||||
2. **Base UI Framework:** Objective panel, inventory, dialogue boxes
|
||||
3. **Agent 0x99 Portrait:** Consistent handler appearance
|
||||
4. **Generic SFX:** Footsteps, menu sounds, generic interactions
|
||||
5. **Base Tilesets:** Some generic office/industrial elements
|
||||
|
||||
**Mission 4 Unique Requirements:**
|
||||
- Industrial water treatment facility environment (new)
|
||||
- SCADA interface UI (completely new)
|
||||
- Combat animations (new system)
|
||||
- Urgency progression sounds (new)
|
||||
- All character sprites except player and 0x99 (new)
|
||||
|
||||
---
|
||||
|
||||
## Success Criteria for Assets
|
||||
|
||||
### Visual Quality:
|
||||
- 90%+ assets match industrial facility aesthetic
|
||||
- Character sprites clearly distinguishable
|
||||
- SCADA interface readable and authentic-looking
|
||||
- Animation framerate smooth at target FPS
|
||||
|
||||
### Audio Quality:
|
||||
- 85%+ players report sound design enhanced immersion
|
||||
- Urgency progression audibly clear
|
||||
- Voice acting quality professional
|
||||
- Music supports emotional beats
|
||||
|
||||
### Performance:
|
||||
- All assets optimized for target platform
|
||||
- Total asset package <500MB compressed
|
||||
- Load times <3 seconds per room transition
|
||||
- Smooth animation playback
|
||||
|
||||
---
|
||||
|
||||
## Stage 7 Completion Checklist
|
||||
|
||||
- [x] Character sprite requirements defined
|
||||
- [x] Character animation frame counts estimated
|
||||
- [x] Environment tileset specifications complete
|
||||
- [x] Environmental object list comprehensive
|
||||
- [x] UI element requirements detailed
|
||||
- [x] Item icon manifest complete
|
||||
- [x] Sound effect categories defined
|
||||
- [x] Voice acting file structure planned
|
||||
- [x] Music track requirements specified
|
||||
- [x] Asset production priority phases outlined
|
||||
- [x] File structure organized
|
||||
- [x] Technical specifications documented
|
||||
|
||||
---
|
||||
|
||||
## Next Stage Preparation
|
||||
|
||||
**Stage 8: VM Integration and SecGen Configuration**
|
||||
- SecGen scenario selection and configuration
|
||||
- VM network topology design
|
||||
- Flag placement and validation
|
||||
- Challenge difficulty tuning
|
||||
- VM-launcher and flag-station integration
|
||||
- Testing and validation procedures
|
||||
|
||||
**Key Questions for Stage 8:**
|
||||
- What specific SecGen scenario best matches narrative?
|
||||
- How are VM challenges balanced for intermediate players?
|
||||
- What network configuration supports the SCADA investigation story?
|
||||
- How do we ensure flags are discoverable but not trivial?
|
||||
|
||||
---
|
||||
|
||||
**Status:** Stage 7 Complete - Ready for Stage 8
|
||||
**Estimated Asset Production Time:** 180-240 hours total (art + audio + VO)
|
||||
**Quality Assessment:** Comprehensive asset manifest with production priorities, technical specifications, and clear organization for art and audio teams
|
||||
|
||||
---
|
||||
|
||||
*Stage 7 establishes the complete asset requirements for Mission 4, providing detailed specifications for all visual, audio, and UI elements. The manifest supports efficient production planning with clear priorities and technical requirements.*
|
||||
Reference in New Issue
Block a user