Create organized folder structure for Kenney assets

- Added comprehensive folder structure for models, sprites, and sounds
- Created README.md guides in each folder explaining what assets go where
- Added ASSET_ORGANIZATION_GUIDE.md with step-by-step instructions
- Organized folders for:
  - 3D models (characters, platforms, collectibles, obstacles, environment)
  - UI sprites (icons, touch controls, panels)
  - Sound effects (player, enemies, collectibles, UI, level events)
- Prepared for importing Kenney asset packs (Platformer Kit, Food Kit, Character Pack, UI Pack)
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# 📦 ASSET ORGANIZATION GUIDE
This guide will help you organize your downloaded Kenney assets into the correct folders.
---
## 🎯 QUICK START
1. **Check the folder structure** - All folders have been created for you!
2. **Read the README.md** in each folder to understand what goes there
3. **Drag and drop** your Kenney assets into the appropriate folders
4. **Commit and push** to Git when done
5. **Let me know** and I'll verify everything loaded correctly!
---
## 📂 FOLDER STRUCTURE OVERVIEW
```
Starter-Kit-3D-Platformer/
├── models/ # 3D Models (.glb, .gltf)
│ ├── characters/
│ │ ├── player/ # Player model (already exists)
│ │ └── enemies/ # 📖 Enemy models → Read README
│ │
│ ├── platforms/ # 📖 Platform models → Read README
│ ├── collectibles/
│ │ └── fruits/ # 📖 Fruit models (Food Kit) → Read README
│ │
│ ├── obstacles/ # 📖 Crates, spikes, springs → Read README
│ └── environment/
│ ├── jungle/ # 📖 Trees, rocks, ruins → Read README
│ └── props/ # 📖 Checkpoints, flags → Read README
├── sprites/ # 2D Images (.png)
│ ├── ui/
│ │ ├── icons/ # 📖 Life, fruit, star icons → Read README
│ │ ├── touch_controls/ # 📖 Mobile controls → Read README
│ │ └── panels/ # 📖 UI backgrounds → Read README
│ └── effects/ # Particle sprites
├── sounds/ # Audio Files (.ogg)
│ ├── player/ # 📖 Spin, hurt, death → Read README
│ ├── collectibles/ # 📖 Fruit collect, life gain → Read README
│ ├── obstacles/ # 📖 Crate break, spring → Read README
│ ├── enemies/ # 📖 Enemy sounds → Read README
│ ├── ui/ # 📖 Button clicks → Read README
│ ├── level/ # 📖 Checkpoint, victory → Read README
│ └── music/ # 📖 Background music (optional) → Read README
├── objects/ # Godot Scenes (.tscn)
│ └── (We'll create these together after assets are imported)
├── scenes/ # Game Scenes
│ └── (We'll create these together)
└── scripts/ # GDScript Files
└── (We'll create these together)
```
---
## ✅ ASSET CHECKLIST
### 🔴 HIGH PRIORITY (Need these to start):
#### From **FOOD KIT**:
- [ ] 3-5 fruit models (.glb) → `models/collectibles/fruits/`
- apple.glb, orange.glb, banana.glb, etc.
#### From **PLATFORMER KIT**:
- [ ] Crate models (.glb) → `models/obstacles/`
- crate.glb (basic wooden crate)
- [ ] Spring/bounce pad (.glb) → `models/obstacles/`
- spring_pad.glb or spring.glb
- [ ] Spike trap (.glb) → `models/obstacles/`
- spike.glb or spike_trap.glb
- [ ] Checkpoint model (.glb) → `models/environment/props/`
- checkpoint.glb or flag_checkpoint.glb
#### From **UI PACK** (or Game Icons):
- [ ] Life/heart icon (.png) → `sprites/ui/icons/`
- icon_life.png or icon_heart.png
- [ ] Fruit icon (.png) → `sprites/ui/icons/`
- icon_fruit.png
- [ ] Star icon (.png) → `sprites/ui/icons/`
- icon_star.png
- [ ] Pause button (.png) → `sprites/ui/icons/`
- button_pause.png
---
### 🟡 MEDIUM PRIORITY (Good to have):
#### From **CHARACTER PACK**:
- [ ] 2-3 enemy models (.glb) → `models/characters/enemies/`
- Rename to: enemy_patroller.glb, enemy_spinner.glb
#### From **PLATFORMER KIT**:
- [ ] Additional platform variants → `models/platforms/`
- [ ] More obstacle types → `models/obstacles/`
#### From **NATURE KIT** (if downloaded):
- [ ] Trees, rocks, plants → `models/environment/jungle/`
---
### 🟢 LOW PRIORITY (Polish & optional):
#### Sound Effects:
- [ ] Spin attack sound → `sounds/player/`
- [ ] Hurt/death sounds → `sounds/player/`
- [ ] Fruit collect sound → `sounds/collectibles/`
- [ ] Checkpoint sound → `sounds/level/`
- [ ] Victory fanfare → `sounds/level/`
#### UI Assets:
- [ ] Touch control sprites → `sprites/ui/touch_controls/`
- [ ] Panel backgrounds → `sprites/ui/panels/`
#### Environment:
- [ ] Decorative props → `models/environment/`
---
## 🔧 GODOT IMPORT SETTINGS (AFTER copying files)
Once you've copied assets into folders:
1. **Open Godot 4.5**
2. **Let it auto-import** (may take a few minutes)
3. **Check 3D models**:
- Click on a `.glb` file in FileSystem
- Check "Import" tab
- Ensure scale looks correct (usually 1.0)
4. **Check textures**:
- Icons should be "Lossy" or "Lossless" compression
- Enable "Mipmaps" for 3D textures
5. **Check audio**:
- Format: OggVorbis
- Loop: OFF (for sound effects), ON (for music)
---
## 📝 FILE NAMING TIPS
When copying files from Kenney packs, rename them to be clear:
### Good naming:
- `apple.glb`
- `crate.glb`
- `enemy_patroller.glb`
- `icon_life.png`
### Bad naming:
- `food_03.glb` ✗ (unclear)
- `obj_45.glb` ✗ (unclear)
- `asset.glb` ✗ (too generic)
**Use lowercase with underscores!**
---
## 🚀 NEXT STEPS
### After organizing assets:
1. **Commit to Git:**
```bash
git add models/ sprites/ sounds/
git commit -m "Add Kenney asset packs (Platformer, Food, Character, UI)"
git push -u origin claude/godot-crash-platformer-011CUjb3gBpfQk8UcwrEPXaX
```
2. **Tell Claude:** "Assets synced!"
3. **Claude will:**
- Verify all assets imported correctly
- Start building game systems
- Create scene files (.tscn) for each asset
- Build the complete Level 1 experience!
---
## ❓ QUESTIONS?
- **Don't have a specific asset?** → Skip it! We can work around it or use placeholders
- **Unsure which file to use?** → Check the README.md in each folder
- **Multiple variants of same asset?** → Pick one, or include all variants!
- **Can't find Kenney sounds?** → We can use free sounds from freesound.org later
---
## 📄 LICENSE & ATTRIBUTION
All Kenney assets are **CC0 1.0 Universal (Public Domain)**
Source: https://kenney.nl/
You can use them freely in your game, commercial or not!
---
**Ready to start? Open your Kenney asset downloads and start dragging files into the folders!** 🎮

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# Enemy Character Models
**Source:** Kenney Animated Characters or Character Pack
## What to put here:
Pick 2-3 simple enemy models from the Character Pack:
### Recommended:
- `enemy_patroller.glb` - Basic enemy that walks back and forth
- `enemy_spinner.glb` - Spinning/rotating enemy
- `enemy_jumper.glb` - Hopping enemy (optional)
### Good Enemy Types:
- Small blob/slime creatures
- Simple robots
- Generic monsters
- Animal characters
## Naming Convention:
Rename downloaded models to:
- `enemy_TYPE.glb` (e.g., `enemy_blob.glb`, `enemy_robot.glb`)
This keeps naming consistent and clear!
## Animation:
If the models have animations, Godot will auto-import them.
We'll set up simple patrol AI for these enemies.

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# Fruit Models (Collectibles)
**Source:** Kenney Food Kit (https://kenney.nl/assets/food-kit)
## What to put here:
- `apple.glb` - Main collectible fruit
- `orange.glb` - Alternative fruit
- `banana.glb` - Alternative fruit
- `cherry.glb` - Small bonus fruit (worth more points)
- `watermelon.glb` - Rare fruit (worth 5+ fruits)
## Usage:
These will be the main collectibles in the game (like Wumpa fruit in Crash Bandicoot).
Collect 100 fruits = 1 extra life!
## File Format:
- `.glb` or `.gltf` 3D models
- Kenney assets are usually scaled correctly (1 unit = 1 meter)

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# Jungle Environment Assets
**Source:** Kenney Nature Kit (https://kenney.nl/assets/nature-kit)
## What to put here:
### Trees & Plants:
- `tree_palm.glb` - Palm tree
- `tree_jungle.glb` - Generic jungle tree
- `bush_large.glb` - Large bush
- `plant_tropical.glb` - Tropical plants
- `vine.glb` - Hanging vines (if available)
### Rocks & Terrain:
- `rock_large.glb` - Large rock
- `rock_small.glb` - Small rock
- `stone_*.glb` - Various stone props
### Ruins (for "Jungle Ruins" theme):
- `pillar_*.glb` - Ancient pillars
- `arch_*.glb` - Archways
- `ruins_*.glb` - Broken structures
- `statue_*.glb` - Ancient statues (if available)
## Usage:
These are DECORATIVE assets for visual polish.
They don't need collision unless you want them to be obstacles.

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# Environment Props
**Source:** Kenney Platformer Kit
## What to put here:
### Checkpoint & Goal:
- `checkpoint.glb` - Checkpoint flag/marker (IMPORTANT!)
- `goal_flag.glb` - Level finish flag
- `sign_*.glb` - Direction signs (optional)
### Decorative:
- `flower_*.glb` - Flowers
- `mushroom_*.glb` - Mushrooms
- Any other small decorative props
## Note:
You already have:
- `cloud.glb`
- `flag.glb`
Only add NEW props here!

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# Obstacle Models
**Source:** Kenney Platformer Kit (https://kenney.nl/assets/platformer-kit)
## What to put here:
### Breakable Objects:
- `crate.glb` - Wooden crate (breakable)
- `crate_metal.glb` - Metal crate variant
- `crate_tnt.glb` - Explosive crate (optional)
### Hazards:
- `spike_trap.glb` - Spike hazard (instant damage)
- `spike_floor.glb` - Floor spikes
- `saw_blade.glb` - Rotating saw (if available)
### Interactive:
- `spring_pad.glb` - Bounce pad (launches player upward)
- `hammer_rotating.glb` - Rotating obstacle (if available)
## Usage:
- **Crates**: Player can break with spin attack or jump
- **Spikes**: Instant damage on contact
- **Springs**: Launches player to higher platforms

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# Platform Models
**Source:** Kenney Platformer Kit (https://kenney.nl/assets/platformer-kit)
## What to put here:
### Additional Platform Types:
- `platform_small.glb` - Small platform for precision jumps
- `platform_large.glb` - Large platform
- `platform_long.glb` - Long rectangular platform
- `platform_round.glb` - Circular platform
- `platform_moving.glb` - Moving platform variant
### Theme Variants (if available):
- `platform_jungle_*.glb` - Jungle-themed platforms
- `platform_stone_*.glb` - Stone/ruins platforms
- `platform_wood_*.glb` - Wooden platforms
## Note:
You already have these existing platforms:
- `platform.glb`
- `platform_medium.glb`
- `platform_grass_large_round.glb`
- `platform_falling.glb`
Only add NEW platform variants here!

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# Collectible Sound Effects
## What to put here:
### NEW Sounds Needed:
- `fruit_collect.ogg` - Picking up fruit (can be similar to coin sound)
- `life_gain.ogg` - Gaining extra life (special, celebratory sound!)
- `gem_collect.ogg` - Special collectible (optional)
- `fruit_bundle.ogg` - Collecting multiple fruits at once (optional)
## Already Exists:
- `coin.ogg` ✓ (can be reused for fruits if needed)
## Sound Design Tips:
- Fruit collect: Bright, positive, short (~0.2-0.5 sec)
- Life gain: Longer, celebratory (~1-2 sec) with ascending tones
- Make it satisfying! This is key to "one more try" psychology
## File Format:
- `.ogg` format
- Keep file sizes small

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# Enemy Sound Effects
## What to put here:
### NEW Sounds Needed:
- `enemy_hit.ogg` - Player hits enemy (spin attack)
- `enemy_death.ogg` - Enemy defeated
- `enemy_alert.ogg` - Enemy notices player (optional)
- `enemy_attack.ogg` - Enemy attacks (optional)
## Sound Design:
- Hit: Impact sound, punch/kick
- Death: Defeat sound (can be comedic/cartoonish)
- Alert: Surprise sound effect
## File Format:
- `.ogg` format
- Keep sounds distinct from player sounds
## Variation:
Can have different sounds for different enemy types!

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# Level Sound Effects
## What to put here:
### IMPORTANT Sounds:
- `checkpoint.ogg` - Checkpoint activation (satisfying chime/bell)
- `level_complete.ogg` - Level finish (victory fanfare!)
- `game_over.ogg` - Game over (sad trombone or dramatic sound)
### Optional:
- `level_start.ogg` - Level begins countdown (3, 2, 1, GO!)
- `countdown.ogg` - Timer warning (when time running out)
## Sound Design:
- **Checkpoint**: Positive, reassuring sound
- **Level complete**: Big, celebratory (2-3 seconds)
- **Game over**: Clear ending sound
## File Format:
- `.ogg` format
- These can be slightly larger files (victory music ~2-5 sec)

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# Background Music
## What to put here:
### Optional Music Tracks:
- `menu_theme.ogg` - Main menu background music
- `level_jungle_theme.ogg` - Level 1 background music
- `level_complete_jingle.ogg` - Short victory jingle
## Music Source:
- Kenney may not have music
- Free options:
- Incompetech (royalty-free music)
- FreePD.com (public domain)
- OpenGameArt.org
- Make your own with tools like Bosca Ceoil
## File Format:
- `.ogg` format
- Loop enabled in Godot import settings
- Keep file size reasonable for web (<2MB per track)
## Note:
**Music is OPTIONAL for initial version!**
We can add it later for polish.
Focus on sound effects first!

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# Obstacle Sound Effects
## What to put here:
### NEW Sounds Needed:
- `crate_break.ogg` - Breaking wooden crate
- `explosion.ogg` - TNT crate explosion
- `spike_hit.ogg` - Hitting spikes (hurt sound)
- `spring_bounce.ogg` - Bounce pad activation
## Already Exists:
- `break.ogg` ✓ (can be reused for crates)
- `fall.ogg`
## Usage:
- Crate break: Wood cracking/splintering
- Explosion: Big impact sound
- Spring bounce: Boing/spring sound
- Spike hit: Sharp impact
## File Format:
- `.ogg` format

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# Player Sound Effects
## What to put here:
### NEW Sounds Needed:
- `spin_attack.ogg` - Spin attack whoosh sound
- `hurt.ogg` - Player takes damage
- `death.ogg` or `fall_death.ogg` - Player dies
- `slide.ogg` - Sliding sound (optional)
- `double_jump.ogg` - Second jump sound (optional, can reuse jump.ogg)
## Already Exists:
- `jump.ogg`
- `land.ogg`
- `walking.ogg`
## File Format:
- `.ogg` format (best for Godot/web)
- Mono or stereo
- Keep file sizes small (<100KB each for web performance)
## Where to Find:
- Kenney may have some sound effects
- Or use free sites like freesound.org, sonniss.com
- Can also generate simple sounds with tools like Bfxr or ChipTone

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# UI Sound Effects
## What to put here:
### NEW Sounds Needed:
- `button_click.ogg` - Generic button press
- `menu_select.ogg` - Menu option selection
- `menu_navigate.ogg` - Moving between menu options
- `pause.ogg` - Opening pause menu
- `unpause.ogg` - Closing pause menu
## Sound Design:
- Keep UI sounds subtle and not annoying
- Short duration (~0.1-0.3 sec)
- Clean, professional sound
## File Format:
- `.ogg` format
- Very small file size
## Optional:
These can wait until we build the UI!

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# UI Icons
**Source:** Kenney Game Icons or UI Pack
## What to put here:
### ESSENTIAL Icons (high priority):
- `icon_life.png` or `icon_heart.png` - Life/health indicator
- `icon_fruit.png` - Fruit counter icon (for HUD)
- `icon_star.png` - Star rating icon
- `icon_timer.png` or `icon_clock.png` - Timer/clock icon
### Button Icons:
- `button_pause.png` - Pause button
- `button_play.png` - Play/resume button
- `button_restart.png` - Restart button
- `button_home.png` - Main menu button
- `button_settings.png` - Settings button
### Optional:
- `icon_trophy.png` - Achievement/completion
- `icon_star_empty.png` - Empty star (for ratings)
- `icon_star_filled.png` - Filled star
## File Format:
- PNG format (transparent background preferred)
- Recommended size: 64x64 or 128x128 pixels
- Will be used in HUD and menus

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# UI Panels & Backgrounds
**Source:** Kenney UI Pack
## What to put here:
### Panel Backgrounds:
- `panel_menu.png` - Main menu background panel
- `panel_popup.png` - Popup/dialog background
- `panel_hud.png` - HUD background (optional)
- `panel_dark.png` - Dark overlay for pause screen
### Button Backgrounds:
- `button_normal.png` - Normal button state
- `button_hover.png` - Hover/pressed state
- `button_disabled.png` - Disabled state
## Usage:
These create the visual style for menus and UI elements.
9-slice scaling works great for panels of different sizes.
## Optional:
If Kenney doesn't have these, we can create simple colored rectangles in Godot!

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# Touch Control Sprites (Mobile)
**Source:** Kenney UI Pack or Game Icons
## What to put here:
### Virtual Joystick:
- `joystick_base.png` - Base circle (background)
- `joystick_thumb.png` - Thumb/stick (moves with input)
### Action Buttons:
- `button_jump.png` - Jump button (e.g., "A" or up arrow icon)
- `button_spin.png` - Spin attack button (e.g., rotation icon)
- `button_sprint.png` - Sprint button (optional)
## Recommended Style:
- Semi-transparent (alpha ~0.5-0.7)
- Circular buttons work best
- Size: 128x128 or 256x256 pixels
## Usage:
These will overlay on the screen for mobile/touch devices.
Desktop players won't see them.