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players
npcs
environment
projectiles
structures
items
particles
misc
<Block Name> / <block texture>.png
or <Block Name> / <6 different face textures, -x.png, +x.png, -y.png, +y.png, -z.png, +z.png>
<skybox descriptive name>/ <6 face textures, -x.png, +x.png, -y.png, +y.png, -z.png, +z.png>
fonts
icons
logos
Any other UI assets
boilerplate.json (default map)
Asset Definition / Terminology
Entity - A non-block game object such as an NPC, an interactable Chest, a Door, etc.
Example. Zombie, Pig, Chest, Door, Booster Pad, Portal.
Misc - A misc. asset that would be outside of the bounds of the other categories.
Example: A muzzle-flash from a gun, footstep marks on ground, bullet hole.
Item - A player-held object.
Example: Sword, Axe, Pickaxe, Shield, Fishing Rod, Potion.
Block - A voxel cube that makes up the world’s terrain.
Example: Dirt, Wood, Sand, Grass, Stone, Iron, Gold.
Sound - Any sound related asset such as music and effects.
Example: Theme Song, Sword Clash, Punch Hit, Level Up Noise, Ambient weather.
Particle - 2D or (more rarely) 3D objects intended to be used as particle effects.
Example: Smoke, Dust, Sparks, Fire.
Projectile - 2D or 3D objects intended to be used as projectiles.
Examples: Arrows, Lasers, Fireballs, Bullets, Flying Rocks.
Environment - Assets intended to be used for environmental detail / visual enhancements.
Examples: Rocks, grasses, flowers, swarms of bugs, rubble.
Structure - Non-block assets that make up structures within the environment
Examples: Fences, Light Poles, Signs.
UI - Any asset intended to be used in the UI.
Examples: Icons, Images, Backgrounds, Fonts.
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