From 1f4df7c4d9a36f381dc5f208880dedfc1388b566 Mon Sep 17 00:00:00 2001 From: "Z. Cliffe Schreuders" Date: Wed, 14 Jan 2026 09:46:33 +0000 Subject: [PATCH] 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 --- .../stages/stage_7/asset_manifest.md | 996 ++++++++++++++++++ 1 file changed, 996 insertions(+) create mode 100644 planning_notes/overall_story_plan/mission_initializations/m04_critical_failure/stages/stage_7/asset_manifest.md diff --git a/planning_notes/overall_story_plan/mission_initializations/m04_critical_failure/stages/stage_7/asset_manifest.md b/planning_notes/overall_story_plan/mission_initializations/m04_critical_failure/stages/stage_7/asset_manifest.md new file mode 100644 index 0000000..d5ff555 --- /dev/null +++ b/planning_notes/overall_story_plan/mission_initializations/m04_critical_failure/stages/stage_7/asset_manifest.md @@ -0,0 +1,996 @@ +# Mission 4: "Critical Failure" - Stage 7: Asset Manifest + +**Mission ID:** m04_critical_failure +**Stage:** 7 - Asset Manifest +**Version:** 1.0 +**Date:** 2025-12-28 + +--- + +## Overview + +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. + +--- + +## Character Sprites & Animations + +### Robert Chen (Facility Manager) + +**Sprite File:** `robert_chen.png` +**Dimensions:** 32x32 base sprite (scaled for display) +**Variations:** 6 emotional states + +**Costume Elements:** +- Facility polo shirt (blue with logo) +- Khaki pants +- Glasses (defining feature) +- Safety shoes +- Tablet or clipboard in hand + +**Sprite Variations:** + +1. **Default (Neutral):** + - Idle stance + - Holding tablet + - Professional posture + +2. **Annoyed (Act 1 - Initial Meeting):** + - Crossed arms or hand on hip + - Slight frown + - Defensive body language + +3. **Alarmed (Discovery):** + - Wide eyes behind glasses + - Leaning forward + - Urgent gestures + +4. **Focused (Act 2 - Crisis Mode):** + - At SCADA terminal + - Intense concentration + - Working posture + +5. **Stressed (Act 3 - Emergency):** + - Running hand through hair + - Rubbing eyes + - Tension visible + +6. **Grateful (Resolution):** + - Relaxed shoulders + - Slight smile + - Relief visible + +**Animations Required:** + +- `chen_idle` - Standing with tablet (loop) +- `chen_walk` - Professional walking pace (4 frames) +- `chen_talk` - Gesturing while explaining (4 frames, loop) +- `chen_work_terminal` - Typing at SCADA console (4 frames, loop) +- `chen_stressed` - Adjusting glasses, running hand through hair (6 frames) +- `chen_alarmed` - Sudden reaction, leaning forward (4 frames) +- `chen_relieved` - Exhaling, slumping shoulders (4 frames) + +**Total Frames:** ~30 frames across all animations + +--- + +### Voltage (Critical Mass Leader) + +**Sprite File:** `voltage.png` +**Dimensions:** 32x32 base sprite +**Variations:** 4 tactical states + +**Costume Elements:** +- Dark cargo pants +- Utility jacket +- Tactical vest (modular pouches) +- Combat boots +- Radio earpiece +- Gloves + +**Sprite Variations:** + +1. **Default (Tactical Awareness):** + - Alert stance + - Hand near equipment + - Confident posture + +2. **Working (Laptop Operation):** + - Seated at command laptop + - Focused on screen + - One hand on keyboard + +3. **Combat Ready:** + - Defensive stance + - Cover position + - Tactical movement + +4. **Threatened:** + - Hand near trigger laptop + - Tense posture + - Ready to act + +**Animations Required:** + +- `voltage_idle` - Tactical stance (loop) +- `voltage_walk` - Confident tactical movement (4 frames) +- `voltage_work_laptop` - Operating attack trigger (4 frames, loop) +- `voltage_combat` - Combat defensive posture (4 frames) +- `voltage_escape` - Running toward loading dock (6 frames) +- `voltage_captured` - Hands restrained, defiant (static or 2 frames) + +**Total Frames:** ~24 frames + +--- + +### Critical Mass Operatives (×3) + +**Sprite Files:** `operative_cipher.png`, `operative_relay.png`, `operative_static.png` +**Dimensions:** 32x32 base sprite each +**Shared Base Design:** Tactical casual clothing with variations + +**Operative #1 (Cipher) - Technical Specialist:** +- Lighter tactical gear +- Tool belt visible +- Working posture default + +**Operative #2 (Relay) - Security/Patrol:** +- Medium tactical vest +- Patrol stance default +- Alert scanning posture + +**Operative #3 (Static) - Heavy Support:** +- Heavier tactical vest +- Solid build +- Defensive stance default + +**Shared Animations:** + +- `operative_idle` - Alert stance (loop) +- `operative_walk` - Tactical patrol (4 frames) +- `operative_run` - Combat movement (4 frames) +- `operative_combat` - Fighting stance (4 frames) +- `operative_work` - Tampering with equipment (4 frames, Cipher only) +- `operative_patrol` - Looking around (4 frames, Relay only) +- `operative_defeated` - Incapacitated on ground (static) + +**Total Frames per Operative:** ~20 frames each +**Combined Total:** ~60 frames for all three + +--- + +### Agent 0x99 (Handler - Video/Portrait) + +**Asset Files:** `agent_0x99_portrait.png`, `agent_0x99_video_background.png` +**Format:** Portrait for dialogue, video call background +**Dimensions:** 128x128 portrait, 320x240 video background + +**Variations:** + +1. **Neutral (Briefing):** + - Professional composure + - SAFETYNET facility background + +2. **Concerned (Mid-mission updates):** + - Slight worry + - Urgency visible + +3. **Satisfied (Debrief):** + - Approval + - Mission success acknowledged + +**Animations:** Minimal (talking portrait with mouth movement, 2-3 frames) + +**Total Frames:** ~6 frames (portrait variations) + +--- + +### Security Guard (Minor NPC) + +**Sprite File:** `security_guard.png` +**Dimensions:** 32x32 base sprite +**Variations:** 2 states + +**Costume:** +- Security uniform +- Badge visible +- Seated at desk default + +**Animations:** + +- `guard_idle_seated` - At desk (loop) +- `guard_talk` - Conversation (2 frames) +- `guard_check_credentials` - Examining clipboard (4 frames) +- `guard_wave_through` - Gesturing to entry (2 frames) + +**Total Frames:** ~10 frames + +--- + +### Background Employees (Ambient NPCs) + +**Sprite Files:** `employee_generic_1.png` through `employee_generic_4.png` +**Dimensions:** 32x32 base sprite each +**Purpose:** Ambient movement, shift change atmosphere + +**Variations:** +- Facility work uniforms (various colors) +- Lab coats (technicians) +- Casual work clothes +- Diverse appearances + +**Animations (Shared):** + +- `employee_walk` - Casual walking (4 frames) +- `employee_talk` - Background conversation (2 frames) +- `employee_idle` - Standing (loop) + +**Total Frames:** ~8 frames per employee × 4 = ~32 frames + +--- + +### Player Character (Agent 0x00) + +**Sprite File:** `player_agent.png` +**Dimensions:** 32x32 base sprite +**Variations:** Combat and stealth states (inherited from M1-M3) + +**Mission 4 Specific Additions:** + +**Combat Animations (New for M4):** +- `player_combat_idle` - Combat ready stance (loop) +- `player_combat_attack` - Non-lethal takedown (6 frames) +- `player_combat_dodge` - Evasive movement (4 frames) +- `player_stealth_takedown` - Silent incapacitation (6 frames) +- `player_use_cover` - Behind cover position (4 frames) + +**Total New Frames for M4:** ~24 combat-specific frames + +--- + +## Environment Art Assets + +### Room Tilesets + +**Tileset Files Required:** + +1. **Industrial Facility Base Tileset** (`tileset_industrial.png`) + - Concrete floors (normal, worn, cracked variations) + - Industrial walls (painted, bare concrete) + - Metal grating (walkways, platforms) + - Ceiling tiles (drop ceiling, exposed beams) + - Doors (standard, secure, emergency exit) + - Windows (office, high industrial) + +2. **SCADA/Control Room Tileset** (`tileset_control_room.png`) + - Technical flooring (raised floor panels) + - Monitor arrays (wall-mounted) + - Control panels (various sizes) + - Server racks (with LED indicators) + - Cable management (overhead, floor) + +3. **Chemical Storage Tileset** (`tileset_chemical_storage.png`) + - Chemical tanks (yellow, hazard-marked) + - Containment berms + - Safety stations (eye wash, showers) + - Hazard signage + - Ventilation equipment + +**Tile Dimensions:** 32x32 pixels per tile +**Estimated Tileset Sizes:** 512x512 pixels each (256 tiles per set) + +--- + +### Large Environmental Objects + +**Industrial Equipment:** + +1. **Treatment Tanks** (`obj_treatment_tank.png`) + - Large cylindrical tanks + - Metallic texture + - Variations: 128x128 pixels + +2. **Pump Systems** (`obj_pump_station.png`) + - Industrial pumps with pipes + - Variations: 96x96 pixels + +3. **Chemical Storage Tanks** (`obj_chemical_tank.png`) + - Yellow hazard tanks + - Skull/crossbones symbols + - Variations: 96x128 pixels (tall) + +4. **Backup Generator** (`obj_generator.png`) + - Large industrial generator + - Running state indicators + - Size: 128x96 pixels + +5. **Server Racks** (`obj_server_rack.png`) + - Multiple racks with LED indicators + - Variations: Pristine, tampered + - Size: 64x96 pixels (tall) + +6. **SCADA Monitor Array** (`obj_scada_monitors.png`) + - Wall-mounted monitor bank + - Multiple screens showing data + - Size: 192x128 pixels (wide) + +7. **Metal Catwalks** (`obj_catwalk.png`) + - Walkway sections + - Railings visible + - Tileable: 32x64 pixels per section + +**Total Large Object Assets:** ~15 unique objects with variations + +--- + +### Furniture & Props + +**Office Furniture:** +- `obj_desk.png` - Standard office desk (64x32) +- `obj_cubicle_divider.png` - Office cubicle walls (32x48) +- `obj_filing_cabinet.png` - 4-drawer cabinet (32x48) +- `obj_office_chair.png` - Rolling chair (24x24) +- `obj_coffee_station.png` - Coffee maker area (48x32) +- `obj_water_cooler.png` - Water dispenser (24x48) + +**Industrial Props:** +- `obj_tool_bench.png` - Workbench with tools (96x48) +- `obj_tool_cache.png` - Tool storage locker (48x64) +- `obj_forklift.png` - Loading dock forklift (64x96) +- `obj_pallet_jack.png` - Hand pallet jack (32x64) +- `obj_storage_container.png` - Large shipping container (128x96) + +**Security/Safety:** +- `obj_security_desk.png` - Security checkpoint desk (96x48) +- `obj_metal_detector.png` - Archway scanner (48x96) +- `obj_fire_extinguisher.png` - Wall-mounted extinguisher (16x32) +- `obj_first_aid_station.png` - First aid cabinet (32x48) +- `obj_eye_wash_station.png` - Emergency eye wash (32x48) + +**Technical Equipment:** +- `obj_control_terminal.png` - SCADA operator station (64x64) +- `obj_network_terminal.png` - Server room workstation (64x48) +- `obj_laptop_entropy.png` - Attack trigger laptop (32x24) +- `obj_radio_equipment.png` - Communications gear (48x32) + +**Total Furniture/Props:** ~30 unique assets + +--- + +### Interactive Objects (Special States) + +**Dosing Control Panels** (`obj_dosing_control_1/2/3.png`): +- Normal state +- Bypass device installed (visible tampering) +- Warning indicators active +- Disabled state (after Task 3.2) +- Size: 48x64 pixels +- 4 states × 3 panels = 12 variations + +**Doors with States:** +- `obj_door_closed.png` - Standard closed door +- `obj_door_open.png` - Open door +- `obj_door_locked.png` - Locked (keycard reader visible) +- `obj_door_emergency.png` - Emergency exit (alarm bar) +- 4 variations × 3 types (standard, secure, maintenance) = 12 door assets + +**ENTROPY Equipment:** +- `obj_tactical_vest.png` - Operative equipment (48x48) +- `obj_radio_encrypted.png` - Encrypted radio (24x24) +- `obj_bypass_device.png` - Attack hardware (32x32) +- `obj_entropy_van.png` - Rental van exterior (128x96) + +--- + +## UI Elements + +### SCADA Interface + +**Main SCADA Display** (`ui_scada_main.png`): +- Full screen overlay: 800x600 pixels +- Monitor frame with facility status +- Color-coded indicators (green/yellow/orange/red) +- Parameter readouts +- Alert log section + +**SCADA Components (Modular):** + +1. **Status Indicators** (`ui_scada_indicators.png`): + - Circular gauges (green/yellow/red states) + - Size: 64x64 per gauge + - Variations: 3 colors × 4 gauge types = 12 assets + +2. **Parameter Displays** (`ui_scada_parameters.png`): + - Numerical readouts + - Trend graphs (line charts) + - Size: 128x96 per display panel + +3. **Alert Banners** (`ui_scada_alerts.png`): + - Warning banners (yellow) + - Critical alerts (red, flashing) + - Info notices (blue) + - Size: 400x48 per banner type + +4. **Chemical Dosing Readout** (`ui_dosing_display.png`): + - Station 1, 2, 3 individual displays + - Current ppm levels + - Warning thresholds visible + - Size: 256x128 per station display + +**Urgency Stage Visual Progression:** +- Stage 1: All green indicators +- Stage 2: Yellow warnings appear +- Stage 3: Orange/red warnings, multiple systems +- Stage 4: Flashing red, emergency state +- Stage 5: Clearing warnings, stabilizing + +**Total SCADA UI Assets:** ~25 components + +--- + +### Mission-Specific UI + +**Urgency Stage Indicator** (`ui_urgency_indicator.png`): +- Replaces timer UI +- 5 stage progression bar +- Visual: Facility status icon with color progression +- Size: 64x16 pixels +- States: 5 variations (green → red) + +**Objective Panel Updates:** +- Standard Break Escape objective UI +- M4-specific task icons for: + - SCADA investigation icon + - Combat encounter icon + - Flag submission icon + - Attack disabling icon + +**Chen Trust Level Indicator** (Optional): +- Subtle UI element showing cooperation level +- 5 states: Defensive → Cooperative → Strong Ally +- Size: 32x32 icon + +**Radio Monitoring Interface** (`ui_radio_monitor.png`): +- If player obtains encrypted radio from Operative #1 +- Shows operative chatter +- Scrolling text display +- Size: 300x100 pixels + +--- + +### Item Icons + +**Required Item Icons (32x32 pixels each):** + +**Access Items:** +- `icon_visitor_badge.png` - Visitor ID badge +- `icon_keycard_level1.png` - Blue keycard +- `icon_keycard_level2.png` - Yellow keycard +- `icon_keycard_master.png` - Red keycard + +**Evidence Items:** +- `icon_maintenance_logs.png` - Document/clipboard +- `icon_security_logs.png` - Security report +- `icon_scada_data.png` - Data file icon +- `icon_optigrid_badge.png` - OptiGrid ID badge + +**Intelligence Items:** +- `icon_cipher_note.png` - Handwritten note +- `icon_relay_note.png` - Intelligence document +- `icon_comm_log.png` - Communication logs +- `icon_architect_comm.png` - Special encrypted message +- `icon_facility_log.png` - Multi-facility access records +- `icon_planning_usb.png` - USB drive + +**Equipment Items:** +- `icon_encrypted_radio.png` - Tactical radio +- `icon_flashlight.png` - Flashlight +- `icon_facility_map.png` - Facility blueprint + +**VM Flags (Special Icons):** +- `icon_flag_network_scan.png` - Network topology flag +- `icon_flag_ftp.png` - FTP intelligence flag +- `icon_flag_http.png` - HTTP analysis flag +- `icon_flag_distcc.png` - Distcc exploit flag + +**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.*