Update: Island System Phase 1, Ocean Visualization, UI Visibility, Electron Build Fixes
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nova farma TRAE/MASTER_GAME_BIBLE.md
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# Master Game Bible - Nova Farma
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## 1. Game Overview
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**Title:** Nova Farma
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**Genre:** Survival / Farming Simulation / Isometric RPG
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**Platform:** Desktop (Electron/Phaser 3)
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**Visual Style:** Pixel Art (Isometric/Top-Down Hybrid)
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## 2. Core World System: The Island
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The game world has been refactored from a continuous map to an **Island System**.
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- **Playable Area:** A central island (20x20 tiles) defined by coordinate bounds.
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- **Boundaries:** Hard collision limits prevent the player from walking off into the ocean.
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- **Ocean:**
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- Code-drawn deep blue rectangle (`0x004488`) surrounds the island.
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- No external image assets are used for the water background to keep it clean and procedural.
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- **Elevation:**
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- A visual "cliff" effect is created using a dark brown (`0x5C4033`) tileSprite (`ground_base`) shifted 15px down.
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- A shadow rectangle (`0x000000`, alpha 0.3) simulates height above the water.
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## 3. Characters
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- **Kai:** Main protagonist. Uses a spritesheet for animations.
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- **Gronk:** Secondary character/NPC. Uses a dedicated spritesheet.
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## 4. UI & UX
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- **HUD:**
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- Health Bar (Top Left)
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- Weather Widget (Top Right)
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- Minimap (Bottom Right)
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- Hotbar (Bottom Center)
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- **Visibility:** All UI elements have increased padding (60px) and scale (1.0) for better readability on desktop screens.
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## 5. Technical Stack
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- **Engine:** Phaser 3
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- **Wrapper:** Electron (v28.3.3)
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- **Build System:** electron-builder
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- **Critical Configurations:**
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- `disableHardwareAcceleration`: Enabled to prevent black screen issues on macOS.
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- `no-sandbox` & `disable-gpu`: Added for stability.
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- `asar: false`: Disabled to prevent file loading issues with local assets.
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- File Loading: Uses `file://` protocol with absolute paths in `electron-main.cjs`.
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## 6. Asset Management
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- **Vegetation:** Realistic trees and dense grass have been disabled/removed per "Clean Slate" approach.
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- **Water:** Ponds and puddles removed. Only the surrounding ocean exists.
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- **Ground:** Uses `ground_base` (dirt/grass hybrid) as the primary floor tile.
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## 7. Future Expansion (Planned)
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- **Bridge Hook:** Coordinates reserved on the right edge of the island for a future bridge to "The City" or other islands.
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- **Interaction:** "Look at Ocean" idle animation to be implemented when approaching the edge.
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