- 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
- sfx
- music
- boilerplate.json (default map)
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Entity- A non-block game object such as an NPC, an interactable Chest, a Door, etc.- Example. Zombie, Pig, Chest, Door, Booster Pad, Portal.
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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.
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Item- A player-held object.- Example: Sword, Axe, Pickaxe, Shield, Fishing Rod, Potion.
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Block- A voxel cube that makes up the world’s terrain.- Example: Dirt, Wood, Sand, Grass, Stone, Iron, Gold.
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Sound- Any sound related asset such as music and effects.- Example: Theme Song, Sword Clash, Punch Hit, Level Up Noise, Ambient weather.
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Particle- 2D or (more rarely) 3D objects intended to be used as particle effects.- Example: Smoke, Dust, Sparks, Fire.
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Projectile- 2D or 3D objects intended to be used as projectiles.- Examples: Arrows, Lasers, Fireballs, Bullets, Flying Rocks.
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Environment- Assets intended to be used for environmental detail / visual enhancements.- Examples: Rocks, grasses, flowers, swarms of bugs, rubble.
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Structure- Non-block assets that make up structures within the environment- Examples: Fences, Light Poles, Signs.
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UI- Any asset intended to be used in the UI.- Examples: Icons, Images, Backgrounds, Fonts.