From cd19afe0476e22f5d8b7434234d0174a19498a83 Mon Sep 17 00:00:00 2001 From: Alexander Sellite Date: Sun, 26 Jul 2026 15:29:28 +0000 Subject: [PATCH] Update Home --- Home.md | 83 ++++++++++++++++++++++++++++++++++++++------------------- 1 file changed, 56 insertions(+), 27 deletions(-) diff --git a/Home.md b/Home.md index 0dc3b56..63ce2b1 100644 --- a/Home.md +++ b/Home.md @@ -1,51 +1,80 @@ # NETFISHING Wiki -NETFISHING is an early pre-alpha multiplayer fishing game built with Godot 4. The project currently includes fishing, catches, inventory, shops, upgrades, consumable supplies, local progression, and a temporary modular world. +NETFISHING is an early pre-alpha multiplayer fishing game built with Godot 4. -This wiki documents the project’s 3D art pipeline for contributors creating original, human-made assets in Blender and preparing them for Godot. +The project currently includes fishing, catches, inventory, shops, upgrades, consumable supplies, persistent local progression, and a temporary modular world. Visual development is now underway, and contributors are welcome to help replace placeholder art with original human-made 2D and 3D assets. -## 3D Art Contributor Pages +## Contribute -### [1. 3D Model Contributor Guide](https://forge.makearmy.io/asellite/netfishing/wiki/1.-3D-Model-Contributor-Guide) +- [Browse open issues](https://forge.makearmy.io/asellite/netfishing/issues) +- [Create a Forgejo account](https://forge.makearmy.io/user/sign_up) +- [View the repository](https://forge.makearmy.io/asellite/netfishing) +- [Download releases](https://forge.makearmy.io/asellite/netfishing/releases) -Overview of the project’s visual direction, required deliverables, originality rules, and general expectations for 3D contributors. +Look for issues labeled `art`, `2d-art`, `3d-model`, `environment`, `prop`, `good-first-issue`, or `help-wanted`. -### [2. Blender Setup and Scale](https://forge.makearmy.io/asellite/netfishing/wiki/2.-Blender-Setup-and-Scale) +Please read the relevant guide before starting, and ask on the issue if scale, dimensions, collision, animation, file format, or intended use are unclear. -How to configure Blender units, understand scale, use reference objects, apply transforms, and verify asset dimensions in Godot. +## 2D Art Guides -### [3. Modeling and Naming Standards](https://forge.makearmy.io/asellite/netfishing/wiki/3.-Modeling-and-Naming-Standards) +- [1. 2D Art Contributor Guide](https://forge.makearmy.io/asellite/netfishing/wiki/1.-2D-Art-Contributor-Guide) + General 2D art direction, deliverables, originality rules, and contributor expectations. -Geometry, topology, object naming, file naming, origins, pivots, shading, modular construction, and repository organization. +- [1a. 2D Visual Style and Palette](https://forge.makearmy.io/asellite/netfishing/wiki/1a.-2D-Visual-Style-and-Palette) + Palette, pixel treatment, outlines, shading, highlights, UI colors, and environment texture language. -### [4. Terrain and Water](https://forge.makearmy.io/asellite/netfishing/wiki/4.-Terrain-and-Water) +- [1b. Canvas Size, Pixel Scale, and File Formats](https://forge.makearmy.io/asellite/netfishing/wiki/1b.-Canvas-Size%2C-Pixel-Scale%2C-and-File-Formats) + Suggested canvas sizes, nearest-neighbor scaling, transparency, PNG and SVG use, and Godot import basics. -Guidelines for regional terrain meshes, shorelines, seabeds, water-level references, collision meshes, and separating Blender visuals from Godot gameplay systems. +- [1c. Icons and Inventory Art](https://forge.makearmy.io/asellite/netfishing/wiki/1c.-Icons-and-Inventory-Art) + Item icons, hotbar art, silhouettes, padding, color use, and small-size readability. -### [5. Materials and Color](https://forge.makearmy.io/asellite/netfishing/wiki/5.-Materials-and-Color) +- [1d. Fish, Creature, and Journal Art](https://forge.makearmy.io/asellite/netfishing/wiki/1d.-Fish%2C-Creature%2C-and-Journal-Art) + Species silhouettes, anatomy simplification, thumbnails, journal illustrations, highlights, and transparency. -The NETFISHING palette, simple material conventions, color hierarchy, texture restrictions, and Compatibility renderer requirements. +- [1e. UI Panels, Buttons, and HUD Assets](https://forge.makearmy.io/asellite/netfishing/wiki/1e.-UI-Panels%2C-Buttons%2C-and-HUD-Assets) + Rounded panels, buttons, tabs, prompts, nine-patch assets, progress elements, and Godot theme integration. -### [6. Collision and GLB Export](https://forge.makearmy.io/asellite/netfishing/wiki/6.-Collision-and-GLB-Export) +- [1f. Environment Textures for 3D Assets](https://forge.makearmy.io/asellite/netfishing/wiki/1f.-Environment-Textures-for-3D-Assets) + Low-resolution tiling textures for terrain, cliffs, paths, wood, sand, and other 3D surfaces. -How to create simplified collision, prepare models for export, use GLB/glTF settings, and validate imported assets in Godot. +- [1g. 2D Export, Naming, and Godot Import](https://forge.makearmy.io/asellite/netfishing/wiki/1g.-2D-Export%2C-Naming%2C-and-Godot-Import) + Naming rules, export preparation, sprite sheets, texture settings, and in-game validation. -### [7. Contributor Submission Checklist](https://forge.makearmy.io/asellite/netfishing/wiki/7.-Contributor-Submission-Checklist) +- [1h. 2D Contributor Submission Checklist](https://forge.makearmy.io/asellite/netfishing/wiki/1h.-2D-Contributor-Submission-Checklist) + Final checklist for source files, exports, screenshots, dimensions, palettes, import notes, and pull requests. -Required files, screenshots, documentation, pull-request details, licensing checks, and the final checklist to complete before submitting an asset. +## 3D Art Guides -## Quick Start +- [2. 3D Model Contributor Guide](https://forge.makearmy.io/asellite/netfishing/wiki/2.-3D-Model-Contributor-Guide) + General visual direction, required deliverables, originality rules, and modeling expectations. -New 3D contributors should begin with: +- [2a. Blender Setup and Scale](https://forge.makearmy.io/asellite/netfishing/wiki/2a.-Blender-Setup-and-Scale) + Blender units, real-world scale, reference objects, transforms, pivots, and Godot scale testing. -1. [3D Model Contributor Guide](https://forge.makearmy.io/asellite/netfishing/wiki/1.-3D-Model-Contributor-Guide) -2. [Blender Setup and Scale](https://forge.makearmy.io/asellite/netfishing/wiki/2.-Blender-Setup-and-Scale) -3. The page most relevant to the assigned issue +- [2b. Modeling and Naming Standards](https://forge.makearmy.io/asellite/netfishing/wiki/2b.-Modeling-and-Naming-Standards) + Geometry, topology, object naming, file organization, shading, origins, and modular asset kits. -Before starting substantial work, check the repository’s open issues and ask questions if scale, collision, animation, materials, or intended use are unclear. +- [2c. Terrain and Water](https://forge.makearmy.io/asellite/netfishing/wiki/2c.-Terrain-and-Water) + Regional terrain meshes, shorelines, seabeds, water separation, collision, and Godot region composition. -## Project Links +- [2d. Materials and Color](https://forge.makearmy.io/asellite/netfishing/wiki/2d.-Materials-and-Color) + Shared material naming, palette use, color hierarchy, texture limits, and Compatibility renderer guidance. -- [NETFISHING Repository](https://forge.makearmy.io/asellite/netfishing) -- [Open Issues](https://forge.makearmy.io/asellite/netfishing/issues) -- [Releases](https://forge.makearmy.io/asellite/netfishing/releases) \ No newline at end of file +- [2e. Collision and GLB Export](https://forge.makearmy.io/asellite/netfishing/wiki/2e.-Collision-and-GLB-Export) + Simplified collision, GLB export settings, transform checks, and Godot import validation. + +- [2f. Contributor Submission Checklist](https://forge.makearmy.io/asellite/netfishing/wiki/2f.-Contributor-Submission-Checklist) + Final checklist for Blender sources, GLBs, dimensions, materials, collision notes, screenshots, and pull requests. + +## New Contributors + +A good starting path is: + +1. Read the main guide for your art type. +2. Read the page related to the asset you want to create. +3. Pick an open issue. +4. Comment on the issue before starting. +5. Share an early screenshot before polishing the final asset. + +Small props, icons, textures, rocks, mushrooms, and similar bounded tasks are often the easiest place to begin. \ No newline at end of file