From 12f039c21f46e4cff45e00542fec0f71db3176f7 Mon Sep 17 00:00:00 2001 From: David Kotnik Date: Fri, 9 Jan 2026 14:44:48 +0100 Subject: [PATCH] =?UTF-8?q?=F0=9F=8E=AF=20ULTIMATE=20MASTER=20IMPLEMENTATI?= =?UTF-8?q?ON=20PLAN=20-=20Complete=20Roadmap?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ๐Ÿ“Š FULL GAME PRODUCTION PLAN (76-99 hours, 2-4 weeks) ๐ŸŽต AUDIO (129 files total): - DEMO: 45 files (music + SFX + ambient + UI) - Faza 1: +60 files (biomes, animals, combat, crafting) - Faza 2: +24 files (town, NPCs, buildings) ๐ŸŽฎ MECHANICS (8 major systems): 1. Resource Logistics (8-10h) - Kai auto-pickup radius - Zombie Lumberjack (chops trees) - Zombie Carrier (transports to storage) - Storage building - Working Table crafting 2. HIPODEVIL666CITY Management (6-8h) - Neon population board (Total/F/NF) - Zombie Statistician (1 coin/day) - City Generator (electricity) - Power grid โ†’ lamps + UV lights 3. House Upgrades & Basement (5-6h) - Tent โ†’ Shack โ†’ House โ†’ +Basement - Illegal basement farming (Cannabis, Mushrooms) - UV lights = 2.3x faster growth - Raid risk mechanics 4. Procedural Mine (6-8h) - Infinite generation (new each visit) - Deeper floors = better ores - Iron, Coal, Blood Ore - Zombie land expansion 5. Visual Effects (4-5h) - 20px blur-to-clear intro - Vertex shader (hair/wheat sway) - Displacement shader (water ripples) 6. Controller Support (3-4h) - Full Xbox analog control - Rumble feedback - Button prompts 7. Parent Memories System (8-10h) โญ NEW! - 4 static memories (photos + narration) - 4 interactive flashbacks (playable) - Parent character sprites - Mini-games with emotional payoff 8. Early Access Features - Gronk auto-unlock (first 20 buyers) - Twitch tester keys ๐ŸŽจ ASSETS NEEDED (~133 sprites): - Mechanics: 35 sprites - Buildings: 15 sprites - Mine: 8 sprites - Controller UI: 10 sprites - Parent Memories: 65 sprites (biggest addition!) ๐Ÿ“… TIMELINE: - Week 1: Audio + Core Mechanics - Week 2: Buildings + Visuals - Week 3: Parent Memories + Assets - Week 4: Polish + Launch โšก QUICK WIN (1 week MVP): 1. Audio (45 files) - Days 1-2 2. Auto-pickup + Zombies - Day 3 3. Storage + Crafting - Day 4 4. House upgrade - Day 5 5. Controller + Intro - Day 6-7 = Playable demo in 7 days! ๐ŸŽฏ PRIORITIES: ๐Ÿ”ฅ Critical: Audio, Resource system, Crafting, House ๐ŸŸก Important: City, Electric, Basement, Mine, Memories ๐ŸŸข Nice: Interactive memories, Faza 1 audio, Advanced polish Full breakdown with code examples, asset specs, and step-by-step guide! --- ULTIMATE_MASTER_IMPLEMENTATION_PLAN.md | 1273 ++++++++++++++++++++++++ 1 file changed, 1273 insertions(+) create mode 100644 ULTIMATE_MASTER_IMPLEMENTATION_PLAN.md diff --git a/ULTIMATE_MASTER_IMPLEMENTATION_PLAN.md b/ULTIMATE_MASTER_IMPLEMENTATION_PLAN.md new file mode 100644 index 000000000..a37723f73 --- /dev/null +++ b/ULTIMATE_MASTER_IMPLEMENTATION_PLAN.md @@ -0,0 +1,1273 @@ +# ๐ŸŽฏ ULTIMATE MASTER IMPLEMENTATION PLAN +## Complete Roadmap: DEMO + Faza 1 + Faza 2 (Audio + Mechanics + Features) + +**Created:** January 9, 2026, 14:41 CET +**Purpose:** Complete implementation plan for playable game +**Includes:** Audio, Mechanics, Parent Memories, Assets +**Timeline:** 2-4 weeks to full Alpha v2.5 + +--- + +## ๐Ÿ“Š EXECUTIVE SUMMARY + +### **What Needs to Be Done:** + +| Category | Items | Est. Time | Priority | +|----------|-------|-----------|----------| +| **Audio** | 129 files | 3-4 hours | ๐Ÿ”ฅ HIGH | +| **Core Mechanics** | 8 systems | 40-50 hours | ๐Ÿ”ฅ HIGH | +| **Parent Memories** | Story system | 8-10 hours | ๐ŸŸก MED | +| **Missing Assets** | ~150 sprites | 10-15 hours | ๐ŸŸก MED | +| **Polish & Testing** | QA + bugs | 15-20 hours | ๐ŸŸข LOW | +| **TOTAL** | - | **76-99 hours** | (~2-3 weeks) | + +--- + +# ๐ŸŽต PART 1: AUDIO IMPLEMENTATION + +## Phase 1: DEMO Audio (45 files) - 3-4 hours + +### **Step 1: Acquire Audio (2-3 hours)** +โœ… Download guide ready: `AUDIO_DOWNLOAD_QUICK_GUIDE.md` + +**Tasks:** +- [ ] Convert 8 .wav music tracks to .ogg (15 min) +- [ ] Download Kenney packs (30 min) + - RPG Audio, Impact Sounds, Interface, Digital Audio +- [ ] Download Freesound.org specific sounds (1 hour) + - Farming, combat, zombies, animals +- [ ] Download OpenGameArt ambient loops (15 min) +- [ ] Organize into `/assets/audio/` structure (30 min) + +### **Step 2: Integration (1 hour)** + +**Tasks:** +- [ ] Test all 45 files load in Phaser +- [ ] Configure AudioManager.js +- [ ] Set up music transitions +- [ ] Test SFX triggers +- [ ] Volume balancing + +**Result:** DEMO audio 100% functional โœ… + +--- + +## Phase 2: Faza 1 Audio (+60 files) - 2-3 hours + +**When:** After implementing Faza 1 biomes/combat + +**Tasks:** +- [ ] Download biome music (desert, swamp, cave, boss) +- [ ] Get animal sounds (10 farm animals) +- [ ] Get advanced combat SFX (15 files) +- [ ] Get crafting sounds (5 files) +- [ ] Get environment sounds (5 files) +- [ ] Integrate into AudioManager + +--- + +## Phase 3: Faza 2 Audio (+24 files) - 1-2 hours + +**When:** After implementing town restoration + +**Tasks:** +- [ ] Download town music (busy, church, tavern) +- [ ] Get town SFX (bells, market, NPCs) +- [ ] Get building completion stingers +- [ ] Integrate into town systems + +--- + +# ๐ŸŽฎ PART 2: CORE MECHANICS IMPLEMENTATION + +## ๐ŸŒฒ MECHANIC 1: Resource Logistics & Automation (8-10 hours) + +### **System Overview:** +Implement full resource gathering โ†’ storage โ†’ crafting pipeline + +### **Components:** + +#### **A. Kai Auto-Pickup System (2 hours)** + +**Features:** +- [ ] Radius-based auto-collection (5-tile radius) +- [ ] Resources fly to inventory with animation +- [ ] Satisfying "pop" SFX on pickup +- [ ] UI counter updates + +**Implementation:** +```javascript +// src/systems/ResourceAutoPickup.js +class ResourceAutoPickup { + constructor(player, radius = 5) { + this.player = player; + this.radius = radius * 32; // tiles to pixels + this.pickupDelay = 200; // ms between pickups + } + + update() { + // Check for resources in radius + // Auto-collect with animation + // Update inventory + // Play SFX + } +} +``` + +**Assets Needed:** +- โœ… Have: Kai sprite, inventory UI +- โŒ Need: Pickup particle effect (1 sprite) + +--- + +#### **B. Zombie Worker AI (4 hours)** + +**Zombie Types:** + +**1. Zombie Lumberjack (Gozdar)** +- [ ] Path to nearest tree +- [ ] Chop animation (use axe swing) +- [ ] Drop wood on ground +- [ ] Find next tree + +**2. Zombie Carrier (Nosilec)** +- [ ] Detect items on ground +- [ ] Pick up item (carry animation) +- [ ] Path to storage +- [ ] Deposit item +- [ ] Return to patrol + +**Implementation:** +```javascript +// src/entities/ZombieWorker.js +class ZombieWorker extends Phaser.GameObjects.Sprite { + constructor(scene, x, y, type) { + this.type = type; // 'lumberjack' or 'carrier' + this.state = 'idle'; // idle, working, carrying, depositing + this.assignedTask = null; + this.carryingItem = null; + } + + update() { + switch(this.state) { + case 'idle': this.findWork(); break; + case 'working': this.doWork(); break; + case 'carrying': this.deliverItem(); break; + } + } +} +``` + +**Assets Needed:** +- โœ… Have: Zombie sprites (50 frames) +- โŒ Need: Carrying animation variant (8 frames) +- โŒ Need: Axe tool sprite for zombie (1 sprite) + +--- + +#### **C. Storage Building (1 hour)** + +**Features:** +- [ ] Small shed sprite (3x3 tiles) +- [ ] Capacity: 500 items (upgradable) +- [ ] Visual fill indicator +- [ ] Deposit/withdraw UI + +**Implementation:** +```javascript +// src/buildings/Storage.js +class Storage extends Building { + constructor(scene, x, y) { + this.capacity = 500; + this.contents = new Map(); // resource -> count + this.fullness = 0; // 0-1 for visual + } + + deposit(resource, amount) { + // Add to storage + // Update UI + // Play SFX + } +} +``` + +**Assets Needed:** +- โœ… Have: Building sprites from Faza 1 infrastructure +- โŒ Need: Small storage shed sprite (1 sprite) + +--- + +#### **D. Working Table / Crafting (1 hour)** + +**Features:** +- [ ] First buildable structure +- [ ] Opens crafting UI +- [ ] Recipes for basic tools + +**Crafting Recipes:** +- Wooden Hoe: 10 wood +- Wooden Axe: 5 wood +- Wooden Pickaxe: 10 wood + 5 stone +- Watering Can: 10 wood + 5 iron + +**Implementation:** +```javascript +// src/ui/CraftingUI.js +class CraftingUI { + constructor(scene) { + this.recipes = CRAFTING_RECIPES; + this.selectedRecipe = null; + } + + canCraft(recipe) { + // Check if player has resources + return recipe.materials.every(mat => + this.player.inventory.has(mat.id, mat.amount) + ); + } + + craft(recipe) { + // Deduct materials + // Create item + // Play animation + SFX + } +} +``` + +**Assets Needed:** +- โœ… Have: Tool sprites (8 tools) +- โŒ Need: Crafting table sprite (1 sprite) +- โŒ Need: Crafting UI panel (1 sprite) + +--- + +## ๐Ÿ™๏ธ MECHANIC 2: HIPODEVIL666CITY Management (6-8 hours) + +### **System Overview:** +Dynamic city with population tracking, electricity, and NPC workers + +### **Components:** + +#### **A. Neon Population Board (2 hours)** + +**Features:** +- [ ] Neon noir aesthetic sign +- [ ] Real-time population counter +- [ ] Categories: Total, Functional, Non-functional +- [ ] Flicker effect for broken bulbs + +**Display:** +``` +โ•”โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•— +โ•‘ HIPODEVIL666CITY POPULATION โ•‘ +โ•‘ โ•‘ +โ•‘ TOTAL: [###] citizens โ•‘ +โ•‘ F: [###] functional โ•‘ +โ•‘ NF: [###] non-functionalโ•‘ +โ•šโ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ• +``` + +**Implementation:** +```javascript +// src/entities/PopulationBoard.js +class PopulationBoard extends Phaser.GameObjects.Container { + constructor(scene, x, y) { + this.totalText = scene.add.text(x, y, '0', neonStyle); + this.functionalText = scene.add.text(x, y+20, '0', neonStyle); + this.nonFunctionalText = scene.add.text(x, y+40, '0', neonStyle); + this.needsUpdate = false; + } + + update(cityData) { + if (!cityData.statisticianPaid) { + this.needsUpdate = true; + return; // No updates without payment! + } + this.refresh(cityData); + } +} +``` + +**Assets Needed:** +- โŒ Need: Neon board background (1 sprite) +- โŒ Need: Neon number sprites (0-9, 10 sprites) +- โœ… Have: Neon glow shader (can create) + +--- + +#### **B. Zombie Statistician NPC (2 hours)** + +**Features:** +- [ ] Office worker zombie +- [ ] Updates board daily +- [ ] Requires 1 Coin/day payment +- [ ] Grumbles if not paid +- [ ] Board freezes without updates + +**Dialogue:** +- Paid: "Numbers are current, boss!" +- Unpaid: "No pay, no work. Board stays old." +- Hire: "I'll keep your stats updated. 1 coin per day." + +**Implementation:** +```javascript +// src/npcs/ZombieStatistician.js +class ZombieStatistician extends NPC { + constructor(scene, x, y) { + this.salaryPerDay = 1; // coins + this.lastPaidDay = 0; + this.isPaid = false; + } + + dailyUpdate(currentDay) { + if (this.lastPaidDay < currentDay) { + this.isPaid = false; + this.showUnhappy(); + } + } + + payWage() { + if (player.coins >= this.salaryPerDay) { + player.coins -= this.salaryPerDay; + this.isPaid = true; + this.updateBoard(); + } + } +} +``` + +**Assets Needed:** +- โŒ Need: Office zombie sprite (11 sprites: idle, walk, action, portrait) +- โœ… Have: Zombie base (can recolor/add suit) + +--- + +#### **C. City Generator (Electric System) (2-3 hours)** + +**Features:** +- [ ] Central power building +- [ ] Powers street lamps +- [ ] Powers basement UV lights +- [ ] Requires fuel (coal/oil) +- [ ] Visual: Lights on/off based on power + +**Power Grid:** +``` +Generator (Fuel) โ†’ Power Lines โ†’ Consumers + โ”œโ”€ Street Lamps + โ”œโ”€ UV Lights (basement) + โ””โ”€ Future: Other buildings +``` + +**Implementation:** +```javascript +// src/systems/ElectricitySystem.js +class ElectricitySystem { + constructor(scene) { + this.generator = null; + this.powerGrid = []; + this.isPowered = false; + } + + update() { + if (!this.generator.hasFuel()) { + this.isPowered = false; + this.turnOffAll(); + return; + } + + this.generator.consumeFuel(); + this.isPowered = true; + this.powerAllDevices(); + } + + powerAllDevices() { + this.powerGrid.forEach(device => { + device.turnOn(); + device.playHumSound(); + }); + } +} +``` + +**Assets Needed:** +- โŒ Need: Generator building sprite (1 sprite) +- โŒ Need: Power line poles (2 variations) +- โœ… Have: Street lamp sprites (from Faza 2) +- โŒ Need: UV light strip for basement (1 sprite) + +--- + +## ๐Ÿ  MECHANIC 3: Building Upgrades & Basement Economy (5-6 hours) + +### **System Overview:** +House progression unlocks hidden basement farming + +### **Components:** + +#### **A. House Upgrade System (2 hours)** + +**Progression:** +1. Tent (starter) +2. Wooden Shack (10 wood, 5 stone) +3. Small House (50 wood, 20 stone, 10 iron) +4. House with Basement (100 wood, 50 stone, 25 iron, 10 glass) + +**Features:** +- [ ] Visual upgrade on map +- [ ] Interior changes +- [ ] Basement unlocks at level 4 +- [ ] Ladder/stairs to basement + +**Implementation:** +```javascript +// src/buildings/PlayerHouse.js +class PlayerHouse extends Building { + constructor(scene, x, y) { + this.level = 1; // Tent + this.hasBasement = false; + } + + upgrade() { + if (!this.canAffordUpgrade()) return false; + + this.level++; + this.updateSprite(); + + if (this.level >= 4) { + this.unlockBasement(); + } + return true; + } + + unlockBasement() { + this.hasBasement = true; + this.createBasementEntrance(); + // Show tutorial about basement farming + } +} +``` + +**Assets Needed:** +- โŒ Need: Tent sprite (1 sprite) +- โŒ Need: Wooden shack sprite (1 sprite) +- โœ… Have: House sprites (from Kai house references) +- โŒ Need: Basement entrance/ladder (1 sprite) + +--- + +#### **B. Basement Farming System (3-4 hours)** + +**Features:** +- [ ] Hidden underground room +- [ ] Grow illegal crops (Cannabis, Magic Mushrooms) +- [ ] UV lights speed up growth (if powered) +- [ ] Secret income source +- [ ] Risk: Raids can discover it + +**Crop Growth:** +- Without UV: 7 days +- With UV (powered): 3 days +- Cannabis: High value (50 coins/harvest) +- Magic Mushrooms: Very high value (100 coins/harvest) + +**Implementation:** +```javascript +// src/systems/BasementFarm.js +class BasementFarm { + constructor(scene) { + this.plots = []; // max 10 plots + this.uvLights = []; + this.isPowered = false; + } + + update(delta) { + if (!this.isPowered) { + // Normal growth rate + this.growCrops(delta, 1.0); + } else { + // 2.3x faster with UV + this.growCrops(delta, 2.3); + this.playUVHumSound(); + } + } + + checkForRaid() { + if (this.hasVisibleCrops() && Math.random() < 0.01) { + // Guards might discover! + triggerRaidEvent(); + } + } +} +``` + +**Assets Needed:** +- โœ… Have: Cannabis growth sprites (6 stages) +- โŒ Need: Magic Mushroom growth sprites (6 stages) +- โŒ Need: Basement room tile set (floor, walls) +- โŒ Need: UV light fixture sprite (1 sprite) +- โœ… Have: Crop plot tiles + +--- + +## โ›๏ธ MECHANIC 4: Procedural Mine & Land Expansion (6-8 hours) + +### **System Overview:** +Infinite procedural mine + zombie-powered land clearing + +### **Components:** + +#### **A. Procedural Mine Generation (4 hours)** + +**Features:** +- [ ] New layout each visit +- [ ] Multiple floors (deeper = better ores) +- [ ] Resources: Iron, Coal, Blood Ore +- [ ] Enemies increase with depth +- [ ] Ladder to go deeper + +**Generation Algorithm:** +```javascript +// src/procedural/MineGenerator.js +class MineGenerator { + generate(floor, seed) { + const rng = new SeededRandom(seed + floor); + + // Generate cave layout + const layout = this.generateCaveLayout(rng); + + // Place resources based on floor + const oreSpawns = { + iron: floor >= 1 ? rng.int(10, 20) : 0, + coal: floor >= 2 ? rng.int(5, 15) : 0, + bloodOre: floor >= 5 ? rng.int(1, 5) : 0 + }; + + this.placeOres(layout, oreSpawns, rng); + + // Place enemies (more on deeper floors) + const enemyCount = 5 + (floor * 2); + this.placeEnemies(layout, enemyCount, rng); + + return layout; + } +} +``` + +**Assets Needed:** +- โŒ Need: Cave wall tiles (4 variations) +- โŒ Need: Cave floor tiles (3 variations) +- โŒ Need: Iron ore sprite (1 sprite) +- โŒ Need: Coal ore sprite (1 sprite) +- โŒ Need: Blood ore sprite (1 sprite, glowing red) +- โŒ Need: Ladder sprite (1 sprite) +- โœ… Have: Mining animation (player swing pickaxe) + +--- + +#### **B. Land Expansion System (2-3 hours)** + +**Features:** +- [ ] Zombies clear ruins/trees on command +- [ ] Expands usable farm area +- [ ] Costs resources to assign zombies +- [ ] Visual progress (debris โ†’ clear land) + +**Command System:** +```javascript +// src/systems/LandExpansion.js +class LandExpansion { + constructor(scene) { + this.clearableObjects = []; // trees, ruins, rocks + this.activeWorkers = []; + } + + assignClearingCrew(area) { + // Cost: 3 zombies + 10 coins + if (!player.hasZombies(3)) return false; + if (!player.hasCoins(10)) return false; + + const crew = player.assignZombies(3); + crew.forEach(zombie => { + zombie.startClearing(area); + }); + + this.trackProgress(area); + } + + onClearComplete(area) { + // Convert to usable farmland + this.expandFarmBoundary(area); + returnZombies(); + } +} +``` + +**Implementation Steps:** +1. Player clicks "Expand" button +2. Draws area to clear +3. Assigns zombie crew +4. Zombies path to debris +5. Debris removal animation +6. Farmland tile appears +7. Boundary expands + +**Assets Needed:** +- โœ… Have: Zombie worker sprites +- โœ… Have: Ruin/debris sprites (from Faza 2 buildings) +- โŒ Need: Clearing progress overlay (1 sprite) + +--- + +## ๐ŸŽจ MECHANIC 5: Visual Effects & Shaders (4-5 hours) + +### **System Overview:** +Professional visual polish + +### **Components:** + +#### **A. 20px Blur Intro (1 hour)** + +**Features:** +- [ ] Game starts with 20px blur +- [ ] Gradually clears over 5 seconds +- [ ] Kai waking up dialogue +- [ ] First-time player experience + +**Implementation:** +```javascript +// src/scenes/IntroScene.js +class IntroScene extends Phaser.Scene { + create() { + // Start with blur + this.cameras.main.setPostPipeline('BlurPostFX'); + this.cameras.main.getPostPipeline('BlurPostFX').blurStrength = 20; + + // Tween to clear + this.tweens.add({ + targets: this.cameras.main.getPostPipeline('BlurPostFX'), + blurStrength: 0, + duration: 5000, + ease: 'Sine.easeOut', + onComplete: () => { + this.startDialogue("Where... where am I?"); + } + }); + } +} +``` + +**Assets Needed:** +- โœ… Have: Kai sprite +- โœ… Have: Dialogue system +- โŒ No new assets needed + +--- + +#### **B. Physics Shaders (2-3 hours)** + +**Shaders:** + +**1. Vertex Shader (Hair/Wheat Sway)** +- [ ] Kai's dreads sway with movement +- [ ] Wheat field waves in wind +- [ ] Gentle, natural movement + +```glsl +// vertex_sway.glsl +uniform float time; +uniform float windStrength; + +void main() { + vec4 pos = gl_Position; + + // Sway based on vertex height + time + float sway = sin(time + pos.y) * windStrength; + pos.x += sway; + + gl_Position = pos; +} +``` + +**2. Displacement Shader (Water)** +- [ ] Water surface ripples +- [ ] Reflects sky +- [ ] Interactive splashes + +```glsl +// water_displacement.glsl +uniform sampler2D uDisplacementMap; +uniform float time; + +void main() { + vec2 uv = gl_FragCoord.xy / resolution.xy; + + // Sample displacement + float displacement = texture2D(uDisplacementMap, uv + time).r; + + // Apply to water surface + vec2 distortedUV = uv + (displacement * 0.05); + vec3 color = texture2D(uWaterTexture, distortedUV).rgb; + + gl_FragColor = vec4(color, 1.0); +} +``` + +**Implementation:** +```javascript +// src/shaders/ShaderManager.js +class ShaderManager { + constructor(scene) { + this.vertexShader = this.loadVertexShader(); + this.waterShader = this.loadWaterShader(); + } + + applyToSprite(sprite, shaderType) { + const pipeline = scene.renderer.pipelines.add(shaderType, shader); + sprite.setPipeline(pipeline); + } +} +``` + +**Assets Needed:** +- โŒ Need: Displacement map texture (1 grayscale image) +- โœ… Have: Wheat/water sprites + +--- + +## ๐ŸŽฎ MECHANIC 6: Xbox Controller Support (3-4 hours) + +### **System Overview:** +Full analog controller support with rumble + +### **Features:** + +**Button Layout:** +- **Left Stick:** Move Kai +- **Right Stick:** Camera pan +- **A Button:** Interact / Confirm +- **B Button:** Cancel / Back +- **X Button:** Command zombies +- **Y Button:** Quick menu +- **LB/RB:** Cycle tools +- **LT/RT:** Sprint / Sneak +- **D-Pad:** Quick inventory +- **Start:** Pause menu +- **Back:** Map + +**Rumble Events:** +- Light rumble: Harvest crop +- Medium rumble: Zombie attack +- Heavy rumble: Explosion/death + +**Implementation:** +```javascript +// src/input/GamepadManager.js +class GamepadManager { + constructor(scene) { + this.gamepad = scene.input.gamepad.getPad(0); + this.vibrationEnabled = true; + } + + update() { + if (!this.gamepad) return; + + // Movement + const leftStick = { + x: this.gamepad.leftStick.x, + y: this.gamepad.leftStick.y + }; + + if (Math.abs(leftStick.x) > 0.1 || Math.abs(leftStick.y) > 0.1) { + player.move(leftStick.x, leftStick.y); + } + + // Buttons + if (this.gamepad.A) this.handleInteract(); + if (this.gamepad.X) this.handleCommandZombies(); + if (this.gamepad.LB) this.cycleToolPrevious(); + if (this.gamepad.RB) this.cycleToolNext(); + } + + rumble(intensity, duration) { + if (!this.vibrationEnabled) return; + this.gamepad.vibration.playEffect('dual-rumble', { + startDelay: 0, + duration: duration, + weakMagnitude: intensity * 0.5, + strongMagnitude: intensity + }); + } +} +``` + +**Assets Needed:** +- โŒ Need: Controller button prompt sprites (A, B, X, Y, etc.) (10 sprites) +- โŒ No new game assets needed + +--- + +## ๐Ÿ’ฌ MECHANIC 7: Parent Memories System (8-10 hours) + +### **System Overview:** +Flashback sequences showing Kai and Ana's parents before apocalypse + +### **Story Integration:** + +**Trigger Points:** +1. **Kai's Dad Memory:** Find his old toolbox in ruins +2. **Kai's Mom Memory:** Discover family photo in debris +3. **Ana's Dad Memory:** Uncover his diary/research notes +4. **Ana's Mom Memory:** Find her pendant in cemetery + +**Memory Types:** + +#### **A. Static Memories (4 hours)** + +**Sepia-toned photo flashbacks:** +- [ ] Family photo analysis +- [ ] Kai examining old photo +- [ ] Ana's voice-over narration +- [ ] Emotional music +- [ ] Returns to present + +**Implementation:** +```javascript +// src/systems/MemorySystem.js +class MemorySystem { + constructor(scene) { + this.memories = []; + this.activeMemory = null; + } + + triggerMemory(memoryId) { + const memory = MEMORIES[memoryId]; + + // Fade to sepia + this.scene.cameras.main.fade(1000, 139, 121, 94); + + // Show memory image + this.showMemoryImage(memory.photo); + + // Play narration + this.playNarration(memory.audioFile); + + // Wait for completion + this.scene.time.delayedCall(memory.duration, () => { + this.endMemory(); + }); + } + + endMemory() { + // Fade back to present + this.scene.cameras.main.fade(1000, 0, 0, 0, true); + + // Mark as viewed + this.activeMemory.viewed = true; + + // Grant emotional reward (optional stat boost) + player.addMoraleBoost(10); + } +} +``` + +**Memory Data:** +```javascript +const MEMORIES = { + kai_dad_toolbox: { + id: 'kai_dad_toolbox', + photo: 'kai_dad_workshop.png', + audioFile: 'memory_kai_dad.mp3', + duration: 15000, // 15 seconds + narration: { + en: "Dad always said... 'Take care of your tools, they'll take care of you.'", + sl: "Oฤe je vedno govoril... 'Skrbi za svoja orodja, skrbela bodo zate.'" + } + }, + + ana_mom_pendant: { + id: 'ana_mom_pendant', + photo: 'ana_mom_cemetery.png', + audioFile: 'memory_ana_mom.mp3', + duration: 20000, + narration: { + en: "Mom... she was the strongest person I knew. Until...", + sl: "Mama... bila je najmoฤnejลกa oseba, ki sem jo poznal. Dokler..." + } + } + + // ... more memories +}; +``` + +**Assets Needed:** +- โŒ Need: Parent character sprites (4 characters ร— 2 poses = 8 sprites) + - Kai's Dad (workshop clothes) + - Kai's Mom (casual clothes) + - Ana's Dad (scientist coat) + - Ana's Mom (elegant dress) +- โŒ Need: Sepia-toned photo frames (4 images) +- โŒ Need: Memory trigger items (4 sprites): + - Old toolbox + - Family photo frame + - Research diary + - Silver pendant + +--- + +#### **B. Interactive Memories (4-6 hours)** + +**Playable flashback sequences:** +- [ ] Control Kai as child +- [ ] Learn farming from dad +- [ ] Simple mini-game (plant seeds) +- [ ] Emotional payoff + +**Example: "Dad's Lesson" Memory** + +**Sequence:** +1. Flashback: 10 years before apocalypse +2. Young Kai (8 years old) with dad in garden +3. Dad teaches how to plant wheat +4. Mini-game: Plant 5 seeds correctly +5. Dad's praise: "Good job, son! You're a natural farmer." +6. Flash forward to present: Kai plants same crop, tears in eyes +7. Achievement unlocked: "Father's Legacy" + +**Implementation:** +```javascript +// src/scenes/MemoryFlashbackScene.js +class MemoryFlashbackScene extends Phaser.Scene { + create(data) { + const memory = data.memoryConfig; + + // Set up flashback environment + this.createFlashbackWorld(memory.setting); + + // Spawn young Kai sprite + this.youngKai = new YoungKai(this, 400, 300); + + // Spawn parent NPC + this.parent = new ParentNPC(this, 450, 300, memory.parentId); + + // Start dialogue + this.startDialogue(memory.dialogue); + + // Setup mini-game + this.setupMiniGame(memory.miniGame); + } + + onMiniGameComplete() { + // Parent praises + this.parent.speak("Proud of you, kid!"); + + // Grant reward + player.unlockSkill(memory.rewardSkill); + + // Return to present + this.scene.start('GameScene'); + } +} +``` + +**Mini-Game Examples:** + +**1. Planting Seeds (Dad's Lesson)** +- Plant 5 wheat seeds in correct spots +- Dad guides: "Not too close together!" +- Success: +5% farming speed bonus + +**2. First Aid (Mom's Lesson)** +- Bandage injured animal +- Follow mom's instructions +- Success: +10 max health + +**3. Lab Safety (Ana's Dad)** +- Identify dangerous chemicals +- Ana learns as child +- Success: Unlock alchemy recipes + +**4. Cooking (Ana's Mom)** +- Follow recipe steps +- Make family meal +- Success: +20% food effectiveness + +**Assets Needed:** +- โŒ Need: Young Kai sprite (chibi version, 11 sprites) +- โŒ Need: Young Ana sprite (chibi version, 11 sprites) +- โŒ Need: Parent NPC full sprites (4 parents ร— 11 sprites = 44 sprites) +- โŒ Need: Flashback environment tiles (garden, kitchen, lab, cemetery) +- โŒ Need: Mini-game UI elements (5-10 sprites) + +--- + +## ๐Ÿ“ฆ PART 3: MISSING ASSETS SUMMARY + +### **Audio Assets:** +- โœ… Plan complete: `AUDIO_DOWNLOAD_QUICK_GUIDE.md` +- Total: 129 files (45 DEMO + 60 Faza 1 + 24 Faza 2) + +### **Visual Assets Needed:** + +#### **Mechanics Assets (35 sprites):** +- [ ] Pickup particle effect (1) +- [ ] Zombie carrying animation variant (8) +- [ ] Zombie with axe sprite (1) +- [ ] Small storage shed (1) +- [ ] Crafting table (1) +- [ ] Crafting UI panel (1) +- [ ] Neon population board (1) +- [ ] Neon number sprites 0-9 (10) +- [ ] Office zombie sprite set (11) + +#### **Building Assets (15 sprites):** +- [ ] Generator building (1) +- [ ] Power line poles (2) +- [ ] UV light strip (1) +- [ ] Tent sprite (1) +- [ ] Wooden shack (1) +- [ ] Basement entrance/ladder (1) +- [ ] Magic Mushroom growth cycle (6) +- [ ] Basement room tileset (2) +- [ ] UV light fixture (1) + +#### **Mine Assets (8 sprites):** +- [ ] Cave wall tiles (4) +- [ ] Cave floor tiles (3) +- [ ] Ladder sprite (1) +- [ ] Iron ore sprite (1) +- [ ] Coal ore sprite (1) +- [ ] Blood ore sprite (1) +- [ ] Clearing progress overlay (1) + +#### **Parent Memory Assets (65 sprites):** +- [ ] Parent character designs (8) +- [ ] Sepia photo frames (4) +- [ ] Memory trigger items (4) +- [ ] Young Kai chibi sprites (11) +- [ ] Young Ana chibi sprites (11) +- [ ] Parent NPC full sets (44) +- [ ] Flashback environment tiles (varies) +- [ ] Mini-game UI elements (10) + +#### **Controller Assets (10 sprites):** +- [ ] Xbox button prompts A, B, X, Y, LB, RB, LT, RT, Start, Back (10) + +**TOTAL NEW ASSETS NEEDED: ~133 sprites** + +--- + +## ๐Ÿ“… IMPLEMENTATION TIMELINE + +### **Week 1: Audio + Core Mechanics** + +**Days 1-2: Audio Setup (6-8 hours)** +- Acquire DEMO audio (45 files) +- Integrate into Phaser +- Test all SFX/music +- Volume balancing + +**Days 3-4: Resource Logistics (10-12 hours)** +- Kai auto-pickup system +- Zombie worker AI (lumberjack + carrier) +- Storage building +- Working table crafting + +**Days 5-7: City Management (12-15 hours)** +- Population board +- Zombie statistician NPC +- Electric generator system +- Power grid + lights + +--- + +### **Week 2: Buildings + Visuals** + +**Days 8-10: House & Basement (10-12 hours)** +- House upgrade progression +- Basement unlock +- Basement farming system +- UV light mechanics + +**Days 11-12: Mine System (8-10 hours)** +- Procedural generation +- Ore placement +- Mining mechanics +- Land expansion zombies + +**Days 13-14: Visual Polish (6-8 hours)** +- 20px blur intro +- Vertex shader (hair/wheat) +- Displacement shader (water) +- Controller support + +--- + +### **Week 3: Parent Memories + Assets** + +**Days 15-17: Generate Assets (12-15 hours)** +- Mechanics sprites (35) +- Building sprites (15) +- Mine sprites (8) +- Controller UI (10) + +**Days 18-20: Memory System (12-15 hours)** +- Static memory implementation +- Parent sprites (65 total) +- Interactive flashbacks +- Mini-games + +**Day 21: Integration Testing** +- Test all systems together +- Bug fixes +- Performance optimization + +--- + +### **Week 4: Polish & Launch** + +**Days 22-24: Final Polish (10-15 hours)** +- UI/UX improvements +- Tutorial sequences +- Balance testing +- Achievement system + +**Days 25-26: QA Testing (8-10 hours)** +- Full gameplay test +- Bug hunt +- Performance profiling +- Controller testing + +**Days 27-28: Launch Prep (6-8 hours)** +- Documentation +- Early Access setup (Gronk for first 20) +- Twitch tester keys +- Marketing materials + +--- + +## ๐ŸŽฏ PRIORITY LEVELS + +### **๐Ÿ”ฅ CRITICAL (Must have for playable demo):** +1. โœ… Audio system (45 DEMO files) +2. โœ… Resource auto-pickup +3. โœ… Zombie workers +4. โœ… Storage building +5. โœ… Crafting table +6. โœ… House upgrades +7. โœ… Basic controller support + +### **๐ŸŸก IMPORTANT (Adds depth):** +1. โœ… Population board +2. โœ… Electric system +3. โœ… Basement farming +4. โœ… Procedural mine +5. โœ… Parent memories (static) +6. โœ… Visual shaders + +### **๐ŸŸข NICE TO HAVE (Polish):** +1. โšช Interactive memories with mini-games +2. โšช Full Faza 1 audio (+60 files) +3. โšช Advanced rumble effects +4. โšช Land expansion visuals +5. โšช Achievement system + +--- + +## โœ… COMPLETION CHECKLIST + +### **DEMO Readiness:** +- [ ] Audio: 45 files integrated +- [ ] Kai auto-pickup works +- [ ] Zombie workers functional +- [ ] Storage + crafting implemented +- [ ] House can be upgraded +- [ ] Controller support basic +- [ ] 20px blur intro +- **= Playable demo ready!** + +### **Faza 1 Readiness:** +- [ ] Population board live +- [ ] Electric system working +- [ ] Basement farming complete +- [ ] Procedural mine playable +- [ ] Parent static memories (4) +- [ ] Faza 1 audio (+60 files) +- **= Full Alpha v2.5!** + +### **Faza 2 Readiness:** +- [ ] Town restoration mechanics +- [ ] NPC full integration +- [ ] Faza 2 audio (+24 files) +- [ ] Interactive parent memories +- [ ] Achievement system +- **= Complete experience!** + +--- + +## ๐Ÿ’ก QUICK WIN PATH (Minimal Viable Product) + +**If time is limited, implement THIS FIRST (1 week):** + +**Day 1-2: Audio (45 files)** +**Day 3: Kai auto-pickup + Zombie lumberjack** +**Day 4: Storage building** +**Day 5: Crafting table** +**Day 6: House upgrade to level 4** +**Day 7: Controller support + blur intro** + +**= PLAYABLE DEMO in 1 week!** ๐Ÿš€ + +Then add: +- Week 2: City management + basement +- Week 3: Mine + parent memories +- Week 4: Polish + launch + +--- + +## ๐Ÿ“Š RESOURCE REQUIREMENTS + +### **Development Time:** +- **Minimum:** 76 hours (~2 weeks full-time) +- **Recommended:** 99 hours (~2.5 weeks with polish) +- **Maximum:** 120 hours (3 weeks with full features) + +### **Asset Generation:** +- Audio: 129 files (3-4 hours to acquire) +- Visual: ~133 new sprites (10-15 hours to generate) +- Total asset time: ~15-20 hours + +### **Team Size:** +- 1 developer: 3-4 weeks +- 2 developers: 2 weeks +- 3 developers: 1.5 weeks + +--- + +## ๐ŸŽ‰ FINAL DELIVERABLE + +**Alpha v2.5 "HIPODEVIL666CITY" Features:** + +โœ… Complete DEMO audio (45 files) +โœ… Resource logistics automation +โœ… Zombie worker AI +โœ… City management systems +โœ… Dynamic population tracking +โœ… Electric power grid +โœ… House progression & basement +โœ… Underground illegal farming +โœ… Procedural infinite mine +โœ… Land expansion mechanics +โœ… Parent memory story system +โœ… 20px blur intro +โœ… Hair/wheat/water shaders +โœ… Xbox controller support with rumble +โœ… Early Access Gronk reward + +**= Complete, polished, playable game!** ๐ŸŽฎ๐ŸŽ‰ + +--- + +**Status:** โœ… **ULTIMATE MASTER PLAN COMPLETE!** +**Next Step:** Choose starting point or begin audio acquisition! +**Estimated Completion:** 2-4 weeks to full Alpha v2.5! ๐Ÿš€