Generate asset specifications from GDD for procgen pipeline
Generates asset specifications from GDD for procedural generation pipeline compatibility.
/plugin marketplace add nethercore-systems/nethercore-ai-plugins/plugin install zx-game-design@nethercore-ai-plugins[gdd-path]Extract asset requirements from a Game Design Document and generate specifications compatible with the zx-procgen plugin.
GDD file path: $ARGUMENTS
If no path provided, default to: docs/design/game-design.md
Read the GDD and extract all asset-related information:
Organize assets by type for procgen compatibility:
Textures
Meshes
Audio
Animations
For each asset, evaluate if it's suitable for procedural generation:
Good candidates for procgen:
Manual creation needed:
Create docs/design/asset-specs.md with:
# Asset Specifications
Generated from: [GDD filename]
Date: [timestamp]
Render Mode: [X]
## Summary
| Category | Count | Procgen | Manual | Est. Size |
|----------|-------|---------|--------|-----------|
| Textures | X | Y | Z | X MB |
| Meshes | X | Y | Z | X MB |
| Audio | X | Y | Z | X MB |
| Animations | X | Y | Z | X KB |
| **Total** | | | | X MB |
---
## Textures
### Characters
| Asset | Resolution | Type | Procgen | Notes |
|-------|------------|------|---------|-------|
| player_diffuse | 512×512 | Albedo | No | Hero character |
| player_mre | 256×256 | MRE | No | Material properties |
| ... | | | | |
### Environments
| Asset | Resolution | Type | Procgen | Technique |
|-------|------------|------|---------|-----------|
| rock_tile | 256×256 | Albedo+MRE | Yes | Noise: perlin, fbm |
| metal_floor | 256×256 | Albedo+MRE | Yes | Pattern: grid + noise |
| ... | | | | |
### Procgen Texture Specs
For each procgen texture, provide parameters:
#### rock_tile
- **Technique:** Noise-based stone
- **Base:** Perlin noise, scale 0.1
- **Detail:** FBM 4 octaves
- **Colors:** #5A5A5A → #3A3A3A
- **MRE:** R=0.0, G=0.8, B=0.0
---
## Meshes
### Characters
| Asset | Triangles | Format | Skinned | Procgen |
|-------|-----------|--------|---------|---------|
| player | ~3000 | POS_UV_NORMAL_SKINNED | Yes | No |
| ... | | | | |
### Environment
| Asset | Triangles | Format | Procgen | Technique |
|-------|-----------|--------|---------|-----------|
| rock_cluster | ~200 | POS_UV_NORMAL | Yes | Primitives + noise displacement |
| ... | | | | |
### Procgen Mesh Specs
For each procgen mesh, provide parameters:
#### rock_cluster
- **Base:** Sphere primitive
- **Modifier:** Noise displacement, amplitude 0.3
- **Subdivisions:** 2
- **UV:** Triplanar projection
---
## Audio
### Sound Effects
| Asset | Duration | Procgen | Technique |
|-------|----------|---------|-----------|
| jump | 0.3s | Yes | Synth: sine sweep up |
| hit | 0.2s | Yes | Synth: noise burst + decay |
| explosion | 1.0s | Yes | Synth: layered noise |
| ... | | | |
### Music
| Track | Duration | Loop | Procgen | Notes |
|-------|----------|------|---------|-------|
| main_theme | 60s | Yes | No | Composer needed |
| ... | | | | |
### Procgen Audio Specs
For each procgen sound, provide parameters:
#### jump
- **Waveform:** Sine
- **Frequency:** 200Hz → 600Hz sweep
- **Duration:** 0.3s
- **Envelope:** Attack 0.01s, Decay 0.29s
---
## Animations
### Character Animations
| Character | Animation | Frames | Loop | Notes |
|-----------|-----------|--------|------|-------|
| player | idle | 30 | Yes | Subtle breathing |
| player | walk | 24 | Yes | 8-frame cycle at 60fps |
| ... | | | | |
---
## Procgen Task List
Assets ready for zx-procgen:
### High Priority (blocking)
1. [ ] rock_tile texture (256×256, noise-based)
2. [ ] metal_floor texture (256×256, pattern-based)
3. [ ] jump sound (synth)
### Medium Priority
4. [ ] rock_cluster mesh (procedural primitive)
5. [ ] hit sound (synth)
### Low Priority
6. [ ] ambient_loop sound (synth)
---
## Manual Asset List
Assets requiring manual creation:
### Art Direction Needed
1. [ ] player_diffuse (512×512) - hero character design
2. [ ] player_mre (256×256) - material properties
### Audio Production Needed
1. [ ] main_theme (60s) - composer assignment
After generating the asset spec, provide guidance:
For Procgen Assets:
/generate-asset from zx-procgenFor Manual Assets:
For Implementation:
Save the asset specification to docs/design/asset-specs.md
Provide summary: