This commit is contained in:
2025-12-13 00:02:38 +01:00
parent 93757fc8c4
commit 0b65d86e65
34 changed files with 13572 additions and 1210 deletions

View File

@@ -0,0 +1,458 @@
# 🎮 NovaFarma - Complete Gameplay Features Roadmap
## 📅 Planning Document for Future Development
**Status**: Roadmap
**Target Version**: 3.0+
**Priority**: Future Development
---
## 🐑 Advanced Animal Breeding System
### **Implementation Complexity**: HIGH
**Estimated Time**: 40-60 hours
**Dependencies**: FarmAutomationSystem, GeneticsLab (BuildingVisualsSystem)
### **Phase 1: Normal Animals (v3.0)**
#### **Core Breeding Mechanics:**
```javascript
class AnimalBreedingSystem {
breedAnimals(male, female) {
// Check compatibility
if (male.species !== female.species) return false;
// Calculate gestation period
const gestationDays = {
sheep: 7,
cow: 14,
chicken: 3,
pig: 10,
horse: 21
};
// Create offspring
const baby = this.createOffspring(male, female);
// Schedule birth
this.scheduleBirth(baby, gestationDays[male.species]);
}
createOffspring(parent1, parent2) {
return {
species: parent1.species,
genetics: this.inheritGenetics(parent1, parent2),
age: 0,
stage: 'baby' // baby → teen → adult
};
}
}
```
#### **Animals to Implement:**
- ✅ Sheep (Male + Female → Lamb, 7 days)
- ✅ Cows (Bull + Cow → Calf, 14 days)
- ✅ Chickens (Rooster + Hen → Chick, 3 days)
- ✅ Pigs (Boar + Sow → Piglet, 10 days)
- ✅ Horses (Stallion + Mare → Foal, 21 days)
---
### **Phase 2: Genetics System (v3.1)**
#### **Genetic Traits:**
```javascript
class GeneticsSystem {
inheritGenetics(parent1, parent2) {
return {
color: this.inheritColor(parent1, parent2),
size: this.inheritSize(parent1, parent2),
speed: this.inheritSpeed(parent1, parent2),
production: this.inheritProduction(parent1, parent2),
mutation: this.checkMutation() // 5% chance
};
}
inheritColor(p1, p2) {
// Mendelian genetics
const dominant = ['brown', 'black'];
const recessive = ['white', 'golden'];
// 50% from each parent
return Math.random() < 0.5 ? p1.color : p2.color;
}
checkMutation() {
if (Math.random() < 0.05) {
return {
type: 'golden_fleece',
rarity: 'legendary',
bonus: { production: 2.0 }
};
}
return null;
}
}
```
#### **Traits to Track:**
- Color inheritance (Mendelian genetics)
- Size variations (small/medium/large)
- Speed traits (fast/slow)
- Production traits (milk, wool, eggs)
- Rare mutations (5% chance)
---
### **Phase 3: Mutated Creatures (v3.2)**
#### **Special Buildings Required:**
```javascript
const mutantBuildings = {
mutation_lab: {
cost: { iron: 50, glass: 20, circuit: 10 },
unlockQuest: 'Lab Access'
},
reinforced_stable: {
cost: { steel: 30, concrete: 40 },
unlockQuest: 'Stable Foundation'
},
containment_field: {
cost: { energy_crystal: 5, steel: 20 },
powerCost: 50
},
genetic_sequencer: {
cost: { circuit: 15, glass: 10 },
unlockQuest: 'Gene Sample'
}
};
```
#### **Quest Chain:**
1. **"Stable Foundation"** - Build Reinforced Stable
2. **"Lab Access"** - Find Dr. Ana (NPC quest)
3. **"Gene Sample"** - Collect mutant DNA (dungeon drop)
4. **"Controlled Breeding"** - Complete safety course (tutorial)
#### **Mutant Breeding:**
```javascript
class MutantBreedingSystem {
breedMutants(mutant1, mutant2) {
// Requires Mutation Serum
if (!this.hasItem('mutation_serum')) return false;
// Failure chances
const roll = Math.random();
if (roll < 0.5) {
return { result: 'death', message: 'Breeding failed - creature died' };
}
if (roll < 0.8) {
return { result: 'sterile', message: 'Offspring is sterile' };
}
// Success!
return {
result: 'success',
offspring: this.createMutantBaby(mutant1, mutant2),
loot: ['mutant_hide', 'mutant_horn']
};
}
}
```
#### **Mutant Animals:**
- 🐮 **Mutant Cow** - 2x size, aggressive, drops rare meat
- 🐔 **Three-Headed Chicken** - 3x eggs, chaotic movement
- 🐷 **Giant Pig** - Rideable mount, high HP
- 🐴 **Zombie Horse** - Undead, never tires, spooky
- 🐑 **Fire Sheep** - Flame wool, fire resistance
---
### **Phase 4: Breeding Stations (v3.3)**
#### **Station Types:**
```javascript
const breedingStations = {
love_pen: {
type: 'automatic',
animals: 'normal',
speed: 1.0,
cost: { wood: 20, fence: 10 }
},
incubation_chamber: {
type: 'controlled',
animals: 'eggs',
temperature: 'adjustable',
cost: { iron: 15, glass: 10 }
},
mutation_lab: {
type: 'manual',
animals: 'mutants',
failureChance: 0.5,
cost: { steel: 30, circuit: 20 }
},
cloning_vat: {
type: 'expensive',
animals: 'any',
cost: { energy_crystal: 10, bio_gel: 50 }
}
};
```
---
### **Phase 5: Baby Care System (v3.4)**
#### **Care Mechanics:**
```javascript
class BabyCareSystem {
updateBaby(baby, delta) {
// Hunger
baby.hunger -= delta / 60000; // 1% per minute
// Growth
if (baby.hunger > 50) {
baby.age += delta / 86400000; // 1 day = 1 age point
}
// Stage progression
if (baby.age > 7) baby.stage = 'teen';
if (baby.age > 14) baby.stage = 'adult';
// Bonding
if (this.isPlayerNearby(baby)) {
baby.bonding += delta / 120000; // 1% per 2 minutes
}
}
feedBaby(baby, food) {
baby.hunger = Math.min(100, baby.hunger + food.nutrition);
baby.bonding += 5; // Feeding increases bond
}
}
```
---
## 🤖 Farm Automation Tiers
### **Tier Progression:**
#### **Tier 1: Manual Labor**
- Player does everything
- No automation
- Learning phase
#### **Tier 2: Zombie Workers**
- Unlock: Tame 5 zombies
- Speed: 50% of player
- Tasks: Plant, harvest, water
- Management: Required
#### **Tier 3: Creature Helpers**
- Unlock: Befriend 10 creatures
- Speed: 75% of player
- Tasks: Crafting, sorting, transport
- Specialization: Each creature type
#### **Tier 4: Mechanical Automation**
- Unlock: Build all automation buildings
- Speed: 100% (24/7)
- Tasks: Everything
- Management: Minimal
#### **Tier 5: AI Farm**
- Unlock: "Singularity" quest
- Speed: Self-optimizing
- Tasks: Autonomous
- Management: None (just collect profits)
---
## 🍳 Cooking & Recipe System
### **Implementation:**
```javascript
class CookingSystem {
discoverRecipe(ingredients) {
const recipe = this.matchRecipe(ingredients);
if (recipe && !this.knownRecipes.has(recipe.id)) {
this.knownRecipes.add(recipe.id);
return recipe;
}
}
cook(recipe) {
const food = {
name: recipe.name,
buffs: recipe.buffs,
spoilTime: Date.now() + recipe.freshness
};
return food;
}
}
```
### **Food Buffs:**
- Speed boost (+20% for 5 minutes)
- Health regen (+5 HP/sec for 10 minutes)
- Stamina boost (+50 max stamina)
- XP boost (+50% for 1 hour)
---
## 🎣 Fishing System
### **Minigame:**
```javascript
class FishingMinigame {
startFishing() {
// Wait for bite
this.waitTime = Math.random() * 5000 + 2000;
setTimeout(() => {
this.showBiteIndicator();
this.startReelMinigame();
}, this.waitTime);
}
startReelMinigame() {
// Timing-based minigame
// Press space when indicator is in green zone
}
}
```
### **Fish Types:**
- Common: Bass, Trout (70%)
- Rare: Salmon, Tuna (25%)
- Legendary: Golden Fish, Sea Dragon (5%)
---
## ⛏️ Mining & Dungeons
### **Cave Generation:**
```javascript
class CaveGenerator {
generateCave(depth) {
const cave = {
depth,
size: 50 + depth * 10,
ores: this.placeOres(depth),
enemies: this.spawnEnemies(depth),
boss: depth % 10 === 0 ? this.createBoss(depth) : null
};
return cave;
}
}
```
### **Ore Distribution:**
- Depth 0-10: Copper, Tin
- Depth 10-20: Iron, Coal
- Depth 20-30: Gold, Silver
- Depth 30+: Diamond, Mythril
---
## 👹 Boss Battles
### **Boss Mechanics:**
```javascript
class BossSystem {
createBoss(type) {
return {
name: type,
hp: 10000,
phases: [
{ hp: 100, attacks: ['slash', 'charge'] },
{ hp: 50, attacks: ['slash', 'charge', 'summon'] },
{ hp: 25, attacks: ['berserk', 'aoe'] }
],
loot: this.generateLegendaryLoot()
};
}
}
```
### **Boss Types:**
- **Mutant King** - Giant mutant cow
- **Zombie Horde Leader** - Commands zombie army
- **Ancient Tree** - Forest boss
- **Ice Titan** - Snow biome boss
- **Fire Dragon** - Final boss
---
## 📊 Implementation Priority
### **High Priority (v3.0):**
1. Normal Animal Breeding
2. Genetics System
3. Cooking System
4. Fishing System
### **Medium Priority (v3.1):**
1. Mutant Creatures
2. Baby Care System
3. Mining System
4. Automation Tiers
### **Low Priority (v3.2+):**
1. Boss Battles
2. Dungeons
3. AI Farm
4. Advanced Genetics
---
## 💰 Budget Estimates
### **Development Time:**
- Animal Breeding: 40 hours
- Genetics: 30 hours
- Mutants: 50 hours
- Cooking: 20 hours
- Fishing: 15 hours
- Mining: 40 hours
- Bosses: 30 hours
**Total**: ~225 hours (6 weeks full-time)
---
## 🎯 Success Metrics
### **Player Engagement:**
- 80% of players breed animals
- 50% discover all recipes
- 30% breed mutants
- 60% reach automation tier 3+
### **Content Completion:**
- All animals implemented
- 50+ recipes
- 10+ mutant types
- 5+ boss fights
---
**Last Updated**: 2025-12-12 23:05
**Version**: Roadmap v1.0
**Status**: 📋 Planning Phase
---
## 📝 Notes
This roadmap covers ALL remaining gameplay features from TASKS.md. Each system is designed to integrate with existing systems (FarmAutomation, BuildingVisuals, SkillTree, etc.).
**Implementation should follow this order:**
1. Core mechanics first (breeding, cooking)
2. Polish existing systems
3. Add advanced features (mutants, bosses)
4. Final optimization and balancing
**Total estimated development time**: 6-8 months for complete implementation of all features.