Art Appendix

Art Appendix
Reference for all art assets needed

Format

File Name: The name of the file as seen in the directory

Description: what is it

Size: unless noted, this is always in pixels

Frames of animation: How many frames do we need. If there is no animation, leave as 0.

Generic Sprites
File Name: Browncoats_logo.png

Description: The official team logo. It features a man in a brown coat and the team name.

Size: 750 x 462

Frames of Animation: 0

File Name: Name_logo.png

Description: The official team name logo, without the man

Size: 848 x 178

Frames of Animation: 0

File Name: Man_logo.png

Description: The official logo man, with no team name.

Size: 373 x 542

Frames of Animation: 0

Titles / Screen Sprites
File Name: screen_digipenlogo.png

Description: A HD rendering of the official Digipen name logo.

Size: 800 x 450

Frames of Animation: 0

File Name: sprite_mainmenubackground.png

Description: if needed, a background for the main menu. Picture of a galaxy with lots of stars. It might be possible we can render a scene for this.

Size: 800 x 450

Frames of Animation: 0

File Name: sprite_gametitle.png

Description: The game's title, in proper font.

Size: 500 x 100, or as needed

Frames of Animation: 0

Button Sprites
This section does not contain anything specific to the HUD

File Name: sprite_playbutton.png

Description: a button for the main menu that says 'Play'. It should highlight when moussed over, and change color when clicked.

Size: 200 x 100

Frames of Animation: 3 (default state, mouse over state, click state)

File Name: sprite_optionsbutton.png

Description: a button to open the options menu. it should say 'Options'. This one is meant for the main menu. If it is stylized a simpler version might have to be made for the pause screen.It should highlight when moussed over, and change color when clicked.

Size: 200 x 100

Frames of Animation: 3 (default state, mouse over state, click state)

File Name: sprite_creditsbutton.png

Description: a button that says 'Credits'. It will bring us to the credit screen. This one is meant for the main menu. If it is stylized a simpler version might have to be made for the pause screen. It should highlight when moussed over, and change color when clicked.

Size: 200 x 100

Frames of Animation: 3 (default state, mouse over state, click state)

File Name: sprite_quitbutton.png

Description: a button that says 'Quit Game'. It will quit the game. This one is meant for the main menu. If it is stylized a simpler version might have to be made for the pause screen. It should highlight when moussed over, and change color when clicked.

Size: 200 x 100

Frames of Animation: 3 (default state, mouse over state, click state)

File Name: sprite_backbutton.png

Description: a button stat says 'Back'. this can be used on any screen to navigate to the previous screen so should stay as neutral as possible. It should highlight when moussed over, and change color when clicked.

Size: 200 x 100

Frames of Animation: 3 (default state, mouse over state, click state)

File Name: sprite_resumebutton.png

Description: a button stat says 'Resume game'. This button will only be found on the pause screen to return to the game. It should highlight when moussed over, and change color when clicked.

Size: 200 x 100

Frames of Animation: 3 (default state, mouse over state, click state)

HUD Sprites
File Name: sprite_laserindicator.png

Description: A HUD element that indicated the cooldown/availability of the laser weapon. It must have 1 frame showing when the weapon is up, and the second showing when the weapon is down. When the weapon is down it will most likely on number on top indicating when it will be up again. Therefore this frame must be unobtrusive.

Size: MAX 500 x 500

Frames of animation: 2 (default frame, on cooldown frame)

File Name: sprite_missileindicator.png

Description: A HUD element that indicated the cooldown/availability of the missile weapon. It must have 1 frame showing when the weapon is up, and the second showing when the weapon is down. When the weapon is down it will most likely on number on top indicating when it will be up again. Therefore this frame must be unobtrusive.

Size: MAX 500 x 500

Frames of animation: 2 (default frame, on cooldown frame)

File Name: sprite_shieldindicator.png

Description: A HUD element that indicated the cooldown/availability of the shield weapon. It must have 1 frame showing when the weapon is up, and the second showing when the weapon is down. When the weapon is down it will most likely on number on top indicating when it will be up again. Therefore this frame must be unobtrusive.

Size: MAX 500 x 500

Frames of animation: 2 (default frame, on cooldown frame)

File Name: sprite_timeresourcebar.png

Description: A HUD element that shows how much energy the player has left to put into time dilation. It can be a bar or sphere, but should be echo-able by the player health.

Size: MAX 500 x 500

Frames of animation: TBD (we have to figure out how/what we're doing this first)

File Name: sprite_playerhealth.png

Description: A HUD element that shows the player how much health/ship integrity they have left. It may be a bar or sphere but should echo the time resource element.

Size: MAX 500 x 500

Frames of animation: TDB (we have to figure out how/what we're doing this first)

File Name: sprite_currencybackground.png

Description: A HUD element that currency resource information can use as a background. It can be as simple as a box. it should be stretchable just in case.

Size: MAX 500 x 500

Frames of animation: TDB (we have to figure out how/what we're doing this first)

Particle Sprites
File Name: particle_dot.png

Description: a dot that's faded at the edges. This will be used for generic particle systems. It should be white so its color can be changed.

Size: 100 x 100

Frames of animation: 0

File Name: particle_smoke.png

Description: a fluffy particle. Meant for smoke trails from engines and possible burning wreckage.

Size:100 x 100

Frames of animation: 0

Model List
Reference information can be found under *Visual Design

Character Models
File Name: model_playership.fbx

Description: Model of the player's spaceship. Exported with any animations.

Size: TBD

Frames of animation: 0 (TBD)

File Name: model_basicenemyship.fbx

Description: model of the generic enemies ('space pirates'). This is a fairly weak enemy and should not be too complicated/detailed.

Size: TBD

Frames of animation: 0 (TBD)

File Name: model_enhancedenemyship.fbx

Description: An upgraded model of the enemy ('pirate') ships. These models are meant for mid-tier enemies, and should be more detailed than the basic ships.

Size: TBD

Frames of animation: 0 (TBD)

File Name: model_bossenemyship.fbx

Description: Model for the strongest of the enemy (pirate) ships. The most detailed, and the most dangerous looking.

Size: TBD

Frames of animation: 0 (TBD)

File Name: model_neutralship.fbx

Description: An NPC ship that looks somewhat similar to the player ship. They should be fairly large, as these are transport ships.

Size: TBD

Frames of animation: 0 (TBD)

Overworld Models
File Name: model_friendlyplanet.fbx

Description: A large spherical planet. It has a few large cities scattered over it that we can see as it turns.

Size: TBD

Frames of animation: 0

File Name: model_enemyplanet.fbx

Description: A large, broken planet with war time defense all over the surface. (weapon silos, fortresses that look like cities).

Size: TBD

Frames of animation: 0

File Name: model_asteroid.fbx

Description: A very misshapen and pocketed rock. This asset will be resized a lot. It should look unique from different angles to diversify clumps with a lot of them.

Size: TBD

Frames of animation: 0

File Name: model_spacestation.fbx

Description: A circular station, often a hub for missions. It should match the style of the neutral ships.

Size: TBD

Frames of animation: 0 (TBD)

Texture List
NOTE: These file names should be the same as the model name, with 'diffuse_' in place of 'model_'

Character Textures
File Name: diffuse_playership.png

Description: texture for the player ship.

Size: 1024 x 1024

Frames of animation: 0

File Name: diffuse_basicenemyship.png

Description: texture for the weakest enemy ships

Size: 1024 x 1024

Frames of animation: 0

File Name: diffuse_enhancedenemyship.png

Description: texture for normal enemy ships

Size: 1024 x 1024

Frames of animation: 0

File Name: diffuse_bossenemyship.png

Description: texture for the strongest enemy ships

Size: 1024 x 1024

Frames of animation: 0

File Name: diffuse_asteroid.png

Description: A brownish/grey texture for the asteroids. It should be able to be changed color randomly for diversity.

Size: 1024 x 1024

Frames of animation: 0

Overworld Textures
File Name: diffuse_friendlyplanet.png

Description: texture for mission giving planets

Size: 1024 x 1024

Frames of animation: 0

File Name: diffuse_enemyplanet.png

Description: texture for unfriendly planets.

Size: 1024 x 1024

Frames of animation: 0

File Name: diffuse_spacestation.png

Description: texture for the space stations.

Size: 1024 x 1024

Frames of animation: 0

Fonts
Papyrus: Team logo font. Potential game title and credits titles font.

Veranda: Primary in game numbers and text font.

Times New Roman: Backup font for various things such as credits and the menus.