¶ Assets in Plastic
- All WIP files and concepts should be in the plastic workspace
- Work in the plastic workspace
- Check-in regularly
- Keep structure clean
- Keep unused assets and concepts if they could be useful later
- Use the OldAssets folder to archive old files
¶ Assets in Unity
- Stick to the naming
- Stick to the folder structure
- No different revisions of assets
- Delete test assets as soon as they're not needed anymore
¶ Naming
¶ Assets
- Use a name in upper CamelCase with no spaces or underscores, which describes the asset.
- Use descriptive but short names for individual assets (e.g. EyeFlower, BubbleLeaveTree)
- Use numeration if the asset is part of a set or a larger number of similar sprites (e.g. Grass1, Grass2, ...)
- If there are multiple versions of the asset, start with the base name and then add the additional description eg. "Tank", "TankEmpty" and "TankOvergrown"
- If an asset has multiple sprites use a "_" and a suffix
- Different parts/layers, additionally to the base sprite eg. "_Glas", "_Plants"
- Interchangeable parts/layers of an asset
- Masks ("_Mask")
¶ Prefabs for Assets
- Same name as the asset
- If the prefab contains multiple assets then use the name of the base asset
- For different versions of a prefab use a "_" and a suffix
- eg. "CylinderTank_Broken", "CylinderTank_Empty", "CylinderTank_Connected"
¶ Labels of Prefabs
- Each prefab is labelled according to its descending position in the folder structure of the level hierarchy (e.g.: wall decals are labelled: 'Decoration', 'Decals', 'Wall')
- Every subfolder in which the prefab is located, starting with 'Decoration', is therefore also named/labelled
- There are two additional labels that are not available as folders yet: 'SmallStones' and 'BigStones' and are only a practical way of finding specific stone sizes if needed
¶ Workflow Definition / Definition of Done
TO DO | Issue/asset is not started yet |
PROGRESS | Working on issue/asset |
REVIEW |
|
DONE |
|