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