narejeno
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docs/MASTER_DEVELOPMENT_ROADMAP.md
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docs/MASTER_DEVELOPMENT_ROADMAP.md
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# 🗺️ NovaFarma - Master Development Roadmap
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## 📅 Complete Feature Planning Document
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**Version**: 3.0 - 5.0
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**Status**: Master Roadmap
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**Estimated Total Time**: 12-18 months
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---
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## 🎯 ALREADY IMPLEMENTED (v2.5.0)
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### ✅ **15 Complete Systems:**
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1. Visual Sound Cue System
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2. Input Remapping System
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3. Screen Reader System
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4. Dyslexia Support System
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5. ADHD/Autism Support System
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6. Motor Accessibility System
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7. Visual Enhancement System
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8. Fog of War System
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9. UI Graphics System
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10. Building Visuals System
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11. Skill Tree System
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12. Crafting Tiers System
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13. Farm Automation System
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14. Subtitle System
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15. Animal Breeding System
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**Total**: 9,350 lines of code, 18 documentation files
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---
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## 📋 REMAINING FEATURES ROADMAP
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---
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## 🤖 Farm Automation Tiers (v3.0)
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**Priority**: HIGH
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**Estimated Time**: 30 hours
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**Dependencies**: FarmAutomationSystem (already implemented)
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### **Implementation Plan:**
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```javascript
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class AutomationTierSystem {
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constructor() {
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this.currentTier = 1;
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this.tiers = {
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1: { name: 'Manual Labor', efficiency: 1.0, automation: 0 },
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2: { name: 'Zombie Workers', efficiency: 0.5, automation: 0.3, unlock: 'tame_5_zombies' },
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3: { name: 'Creature Helpers', efficiency: 0.75, automation: 0.6, unlock: 'befriend_10_creatures' },
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4: { name: 'Mechanical', efficiency: 1.0, automation: 0.9, unlock: 'build_all_automation' },
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5: { name: 'AI Farm', efficiency: 1.5, automation: 1.0, unlock: 'singularity_quest' }
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};
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}
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upgradeTier() {
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if (this.checkUnlockRequirements(this.currentTier + 1)) {
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this.currentTier++;
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this.applyTierBonuses();
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}
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}
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}
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```
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### **Features:**
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- ✅ Tier progression system
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- ✅ Unlock requirements
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- ✅ Efficiency scaling
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- ✅ Self-optimizing AI (Tier 5)
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- ✅ Automatic resource balancing
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**Status**: Ready for implementation
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---
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## 🍳 Cooking & Recipe System (v3.1)
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**Priority**: HIGH
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**Estimated Time**: 25 hours
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**Dependencies**: InventorySystem, SkillTreeSystem
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### **Core Mechanics:**
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```javascript
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class CookingSystem {
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recipes = {
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'wheat_bread': {
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ingredients: { wheat: 3, water: 1 },
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cookTime: 30, // seconds
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buffs: { hunger: 50, health: 10 },
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xp: 10
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},
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'mutant_stew': {
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ingredients: { mutant_meat: 2, carrot: 3, potato: 2 },
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cookTime: 60,
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buffs: { strength: 20, duration: 300 },
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xp: 50
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}
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};
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cook(recipeId) {
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const recipe = this.recipes[recipeId];
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// Consume ingredients
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// Start cooking timer
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// Apply buffs on completion
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// Grant XP
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}
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}
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```
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### **Features:**
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- 50+ recipes
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- Food buffs (speed, health, stamina)
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- Spoilage system (decay over time)
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- Cooking skill progression
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- Recipe discovery
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**Estimated Recipes**: 50+
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**Cooking Stations**: Stove, Oven, Grill, Cauldron
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---
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## 🎣 Fishing System (v3.1)
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**Priority**: MEDIUM
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**Estimated Time**: 20 hours
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**Dependencies**: None
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### **Minigame Design:**
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```javascript
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class FishingMinigame {
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startFishing() {
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// Wait for bite (random 2-5 seconds)
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this.waitForBite();
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// Show indicator
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this.showBiteIndicator();
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// Timing challenge
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this.startReelChallenge();
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}
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startReelChallenge() {
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// Moving bar minigame
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// Player must keep fish in green zone
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// Success = catch, Failure = fish escapes
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}
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}
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```
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### **Fish Types:**
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- **Common (70%)**: Bass, Trout, Carp
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- **Rare (25%)**: Salmon, Tuna, Pike
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- **Legendary (5%)**: Golden Fish, Sea Dragon, Kraken
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### **Features:**
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- Fishing rod crafting (5 tiers)
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- Bait system (worms, lures, special)
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- Fish tank/aquarium (decorative)
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- Fishing skill progression
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- Fishing tournaments (multiplayer)
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---
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## ⛏️ Mining & Dungeons (v3.2)
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**Priority**: HIGH
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**Estimated Time**: 60 hours
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**Dependencies**: Procedural generation, Combat system
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### **Cave Generation:**
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```javascript
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class CaveGenerator {
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generateCave(depth, seed) {
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const cave = {
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depth,
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size: 50 + depth * 10,
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rooms: this.generateRooms(depth),
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tunnels: this.connectRooms(),
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ores: this.placeOres(depth),
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enemies: this.spawnEnemies(depth),
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boss: depth % 10 === 0 ? this.createBoss() : null
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};
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return cave;
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}
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placeOres(depth) {
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const oreDistribution = {
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0: ['copper', 'tin'],
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10: ['iron', 'coal'],
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20: ['gold', 'silver'],
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30: ['diamond', 'mythril']
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};
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// Place ores based on depth
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}
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}
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```
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### **Features:**
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- Procedural cave generation
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- Mining elevator/shaft
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- Ore veins (depth-based)
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- Cave enemies (bats, spiders, moles)
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- Mine cart transport
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- Dungeon bosses (every 10 levels)
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**Depth Levels**: 50+
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**Ore Types**: 10+
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**Enemy Types**: 15+
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---
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## 👹 Boss Battles (v3.2)
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**Priority**: HIGH
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**Estimated Time**: 40 hours
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**Dependencies**: Combat system, Dungeon system
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### **Boss System:**
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```javascript
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class BossSystem {
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bosses = {
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'mutant_king': {
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hp: 10000,
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phases: [
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{ threshold: 100, attacks: ['slash', 'charge'] },
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{ threshold: 50, attacks: ['slash', 'charge', 'summon'] },
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{ threshold: 25, attacks: ['berserk', 'aoe', 'heal'] }
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],
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loot: ['legendary_sword', 'mutant_crown', 'boss_trophy']
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}
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};
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updateBoss(boss, delta) {
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// Check phase transitions
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if (boss.hp < boss.currentPhase.threshold) {
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this.transitionPhase(boss);
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}
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// Execute attacks
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this.executeAttack(boss);
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}
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}
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```
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### **Boss List:**
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1. **Mutant King** - Giant mutant cow (Level 10)
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2. **Zombie Horde Leader** - Commands zombie army (Level 20)
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3. **Ancient Tree** - Forest guardian (Level 30)
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4. **Ice Titan** - Snow biome boss (Level 40)
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5. **Fire Dragon** - Final boss (Level 50)
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### **Features:**
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- Multi-phase fights
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- Unique mechanics per boss
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- Boss arenas (special locations)
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- Legendary loot drops
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- Respawn timers (7 days)
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---
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## 📖 Story & Quest System (v4.0)
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**Priority**: VERY HIGH
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**Estimated Time**: 80 hours
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**Dependencies**: Dialogue system, Cutscene system
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### **Act Structure:**
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#### **Act 1: Survival (Day 1-10)**
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```javascript
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const act1Quests = [
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{
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id: 'first_harvest',
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name: 'Prvi Pridelek',
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objective: 'Harvest 10 wheat',
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reward: { xp: 100, item: 'iron_hoe' }
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},
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{
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id: 'safe_haven',
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name: 'Varno Zatočišče',
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objective: 'Build fence around farm',
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reward: { xp: 150, blueprint: 'reinforced_fence' }
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},
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{
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id: 'night_watch',
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name: 'Nočna Straža',
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objective: 'Survive first zombie night',
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reward: { xp: 200, item: 'torch_pack' }
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}
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];
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```
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#### **Act 2: Discovery (Day 11-20)**
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- Find radio in city ruins
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- Tame first zombie worker
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- Explore abandoned lab
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- Meet Lyra (mutant elf)
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#### **Act 3: The Truth (Day 21-30)**
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- Collect research documents
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- Find Patient Zero
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- Choose faction (Human/Zombie/Hybrid)
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- Final boss battle
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### **Characters:**
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- **Old Jakob** - Merchant, backstory
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- **Lyra** - Mutant elf, mutation guide
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- **Grok** - Troll guardian
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- **Dr. Chen** - Radio voice, quest giver
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- **Zombie King** - Main antagonist
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### **Dialogue System:**
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```javascript
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class DialogueSystem {
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showDialogue(npcId, dialogueTree) {
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// Display dialogue UI
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// Show choices
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// Track relationship
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// Apply consequences
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}
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trackRelationship(npcId, choice) {
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this.relationships[npcId] += choice.relationshipDelta;
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// Unlock new dialogue options
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// Affect quest outcomes
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}
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}
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```
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### **Endings (5 Total):**
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1. **Cure Ending** - Save humanity
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2. **Zombie King Ending** - Rule the undead
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3. **Escape Ending** - Find new settlement
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4. **Farmer Ending** - Peaceful farm life
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5. **Mutation Ending** - Unite both sides
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---
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## 🌐 Multiplayer & Social (v5.0)
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**Priority**: MEDIUM
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**Estimated Time**: 120 hours
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**Dependencies**: Networking, Server infrastructure
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### **Co-op Mode:**
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```javascript
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class MultiplayerSystem {
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hostGame() {
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// Create server
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// Share join code
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// Synchronize world state
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}
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joinGame(code) {
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// Connect to host
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// Download world state
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// Spawn player
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}
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syncPlayers(delta) {
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// Update player positions
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// Sync inventory changes
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// Sync world modifications
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}
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}
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```
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### **Features:**
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- 2-4 player co-op
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- Host/Join system
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- Shared world state
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- Co-op quests
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- Player trading
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- Global marketplace
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- Leaderboards
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- Seasonal events
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### **Trading System:**
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```javascript
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class TradingSystem {
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createTrade(player1, player2) {
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return {
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player1: { items: [], gold: 0 },
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player2: { items: [], gold: 0 },
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status: 'pending'
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};
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}
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executeTrade(trade) {
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// Verify items
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// Transfer items
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// Update inventories
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}
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}
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```
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---
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## 📊 IMPLEMENTATION TIMELINE
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### **Phase 1: Core Gameplay (v3.0) - 3 months**
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- Farm Automation Tiers
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- Cooking System
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- Fishing System
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- **Total**: 75 hours
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### **Phase 2: Exploration (v3.2) - 4 months**
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- Mining & Dungeons
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- Boss Battles
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- Cave generation
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- **Total**: 100 hours
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### **Phase 3: Story (v4.0) - 4 months**
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- Quest system
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- Dialogue system
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- Cutscenes
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- Multiple endings
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- **Total**: 80 hours
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### **Phase 4: Multiplayer (v5.0) - 6 months**
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- Co-op mode
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- Trading system
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- Leaderboards
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- Social features
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- **Total**: 120 hours
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---
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## 💰 BUDGET ESTIMATES
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### **Development Costs:**
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- **Programming**: 375 hours × $50/hr = $18,750
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- **Art Assets**: 100 hours × $40/hr = $4,000
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- **Sound/Music**: 50 hours × $45/hr = $2,250
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- **Testing**: 80 hours × $30/hr = $2,400
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- **Server Infrastructure**: $200/month × 12 = $2,400
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**Total Estimated Cost**: ~$30,000
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---
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## 🎯 SUCCESS METRICS
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### **Player Engagement:**
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- 80% complete Act 1
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- 60% complete Act 2
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- 40% complete Act 3
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- 50% try multiplayer
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- 70% use automation tiers
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### **Content Completion:**
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- 50+ recipes
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- 10+ boss fights
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- 5 endings
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- 100+ quests
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- 50+ dungeon levels
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---
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## 📝 NOTES
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### **Technical Considerations:**
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- Multiplayer requires dedicated servers
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- Save system must support cloud sync
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- Procedural generation needs optimization
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- Boss AI requires extensive testing
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### **Design Philosophy:**
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- Accessibility first (already achieved)
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- Player choice matters
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- Multiple playstyles supported
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- Replayability through endings
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---
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**Last Updated**: 2025-12-12 23:15
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**Version**: Master Roadmap v1.0
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**Total Estimated Development**: 12-18 months
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**Total Estimated Cost**: $30,000
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---
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## 🏆 CONCLUSION
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NovaFarma has an **incredible foundation** with 15 complete systems. The roadmap above provides a clear path to becoming a **AAA-quality indie game** with:
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- Deep story and quests
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- Extensive multiplayer
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- Procedural dungeons
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- Epic boss battles
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- Complete automation tiers
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**Current Status**: Production Ready (v2.5.0)
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**Future Potential**: Industry-Leading Indie Game (v5.0)
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**The journey continues!** 🚀✨
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Reference in New Issue
Block a user