# Breach Hunters Pixel Art Spec 1
## Brief
We would like tilesets, environment assets (foliage/rocks, etc), and enemies to start.
**Deadline**: Open and can extend as necessary; we can arrange milestones if that makes it easier to manage
**License**: Exclusive use; we are open to adjustments/customization of current existing assets you may have, as long as we are allowed to use it wherever necessary (in-game or NFTs)
In our game we have 10 different biomes/themes for locations:
1. Meadow
2. Cyberpunk
3. **Necro** (*)
4. Steampunk
5. Mecha
6. Dragon
7. Water
8. Wind
9. Volcano
10. Fire
We can just focus on one at first and then we create variation of the same assets for other themes.
**Necro** seems a popular one from our community so let's start with that one.
***Keywords for Necro***:
- swamp vibe,
- necromancer crypts with a hint of Tim Burton's Nightmare before Christmas
- Magical toxic sludge
### Reference images
**Official Concept Sketches** - feel free to reference elements here as you see fit


---
## Necro Deliverables
### 1. Necro Enemy Sprites
We plan to have 6 different types of enemies, with different class-types:
1. Basic enemy
2. Tank type
3. Range type
4. Melee type
5. Magic type
6. Enemy healer type
7. (+ Item drops)
To be submitted as:
- **PNG** Spritesheets
- **GIF** for preview
- **Aseprite** rawfiles
***Note**:
- all sprites can be around 4-8 frames as needed
- no strict enemy sprite height/dimensions; as long as they appear well with 32px reso tilesets; so around 32-50px will be fine (can go smaller/bigger as needed)
- all enemy sprite will be in 3/4 view like in reference sprite below (with front-side and back-side views):

Source: https://www.spriters-resource.com/pc_computer/ragnarokonline/ *Ragnarok Online sprites are amazing inspiration
---
## Enemy Spec
1. **Basic Enemy**
candle monster

- Standing (Idle) -- front-side + back-side views
- bouncing
- Attacking -- headbutt
- Hurt/Dying state -- + effects
2. **Tank type: Graveyard Golem**

- Standing (Idle)
- Walking
- Attacking -- charging tank/club smash + effects
- Hurt/Dying state -- + effects
3. **Range type: Goblin**

- Standing (Idle)
- Walking
- Attacking -- poisoned knife throw + effects
- Hurt/Dying state -- + effects
4. **Melee type: Undead Knight**

- Standing (Idle)
- Walking
- Attacking -- sword slash + effects
- Hurt/Dying state -- + effects
5. **Magic type: Baba Yaga**

- Standing (Idle)
- Walking
- Attacking -- magical cursing/scream + effects
- Hurt/Dying state -- + effects
6. **Enemy healer type: Undead Priest**

- Standing (Idle)
- Walking
- Healing -- unholy health + effects
- Hurt/Dying state -- + effects
7. **Enemy Item drops**
- meat
- bone
- seeds
---
### *Open image in new tab for larger view
## Existing Character sprite + Enemy scale

## Existing character sprite


## Character + Environment mockups

---
### 2. Necro Environment Assets
To be exported as:
- **PNG** and **Tiled Map Editor-ready files with automapping**
- both **Direct Transition** (no transparency) and **Generic Transtion** (with transparency for blending)
- **Aseprite** rawfiles
1. **Tilesets**
(32px Resolution; covering all necessary edges, transitions and terrain elevations)
- Grass/groundcover base
- base dirt
- stone floor
- stone path
- dirt walls (for elevations)
- brick walls (with moss/cracks)
- stone walls
- grass variations (at least 3)
- swamp water (static + animated)
- stone stairs + balusters
2. **Objects/Decor Elements**
- short grass (static + animated; ie. when character walks there are grass rustling)
- tall grass (static + animated; ie. like when it's harvested/cut)
- flowers (at least 5 variations; something fitting for a graveyard; could even be dead flowers)
- dead leaves decor
- dead shrubs and roots poking out the ground (at least 3 variation)
- rocks/boulders (need plenty variations big and small: 1x1; 2x2 tilesize)
- broken stone pillars (at least 5)
- dead hollow logs (2 angles: 3/4 and sideview)
- Trees
- with sparse leaves
- regular
- with hanging decor (skulls; voodoo dolls; spiderweb;vines or whatnot)
- magical (magical green glow peeking through the cracks/openings of hollow trees)
- no leaves
- regular
- with hanging decor
- magical
- magical rune spells on the ground (static + animated)
- 1x1 tilesize
- 2x2 tilesize
- tombstones (at least 3 styles; front + side view)
- trap thorny vines (animated)
- static
- triggered (rustling)
- trapping mode (multi-layered perhaps, so we can sandwich character sprite in between)
- dead/hurt state
- wood and iron fencing (front + side view)
- coffin
- closed
- slightly open
- open and empty
- open with skeleton
- zombie bird gargoyles/statues (pose can be changed as needed)
- 
- street lantern
- torch (static/animated; with and without green fire)
- treasure chest (front, back, side view)
- open (with magic glow)
- empty
- closed
3. **Misc**
- open to adding additional environment assets you think could be fun to add (we can arrange this as additional work afterwards)