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docs/KRVAVA_ZETEV_DESIGN.md
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docs/KRVAVA_ZETEV_DESIGN.md
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# 🧟 KRVAVA ŽETEV - GAME DESIGN DOCUMENT
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**Genre:** Post-Apocalyptic Farm/Life-Sim RPG
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**Style:** 2.5D Isometric (Stardew Valley meets Graveyard Keeper)
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**Platform:** PC (Windows/Mac/Linux), Mobile (future)
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---
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## 🎮 **CORE CONCEPT:**
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**"Stardew Valley, ampak z zombiji kot delavci."**
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Najstnik z dreadlocksi (Hybrid/Alpha) išče svojo sestro v post-apokaliptičnem svetu. Uporablja zombije kot delavce za kmetovanje, rudarjenje in obnovo porušenega mesta.
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---
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## 🎨 **ART STYLE: 2.5D ISOMETRIC**
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### **Izbira Perspektive:**
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**2.5D Isometric (PRIPOROČENO)**
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- ✅ Similar to: Stardew Valley, Graveyard Keeper
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- ✅ Allows depth (zombies walking behind objects)
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- ✅ Easier to implement farming (tile-based)
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- ✅ Proven successful in farm sims
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- ✅ Perfect for procedural world generation
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**Alternative (Pure 2D Side-Scrolling):**
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- ⚠️ Harder to show farm layout
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- ⚠️ Less suitable for top-down farming
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**DECISION: 2.5D Isometric ✅**
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---
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## 🌈 **COLOR PALETTE:**
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### **Post-Apocalyptic Farming:**
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**Primary Colors:**
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- 🟢 **Faded Green:** `#4A7C59` (grass, crops)
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- 🟤 **Brown/Rust:** `#8B4513` (dirt, wood)
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- ⚫ **Dark Gray:** `#3C3C3C` (ruins, stone)
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- 🔴 **Dried Blood:** `#8B0000` (danger, mutants)
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**Accent Colors:**
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- 🟡 **Hope Yellow:** `#F4E04D` (crops ready, sun)
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- 🔵 **Calm Blue:** `#4A7C8B` (water, night)
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- 💜 **Virus Purple:** `#6A0DAD` (player aura, hybrid powers)
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- 🧟 **Zombie Green:** `#556B2F` (zombies, decay)
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**UI Colors:**
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- 🟢 **UI Green:** `#00FF41` (health, selected)
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- 🔴 **Warning Red:** `#FF4444` (low health, danger)
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- ⚪ **Text White:** `#FFFFFF` (main text)
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- ⚫ **Panel Dark:** `#1A1A1A` (UI background)
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---
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## 👤 **PROTAGONIST DESIGN:**
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### **Main Character - "Hybrid Alpha"**
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**Name:** (Player chooses, default: "Kai")
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**Age:** 17-18
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**Appearance:**
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- **Hair:** Green dreadlocks (virus-tinted)
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- **Eyes:** Purple glow (hybrid mutation)
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- **Clothes:** Torn hoodie, cargo pants, work boots
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- **Tools:** Always carries rusty hoe/pickaxe
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**Sprite Size:** 32x32 pixels (base), 64x64 (detailed)
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**Animation States:**
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- Idle (breathing)
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- Walk (8 directions)
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- Farm (swing hoe/plant/harvest)
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- Attack (swing weapon)
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- Tired (hunched, slow)
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**Pixel Art Reference:**
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```
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👤
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/|\\ Dreadlocks flow behind
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/ | \\ Purple aura shimmer
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🔧 | 🔧 Tools in hands
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/ \\ Work boots
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```
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---
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## 🧟 **ZOMBIE WORKERS DESIGN:**
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### **Zombie Types:**
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**1. Basic Zombie (Common)**
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- **Look:** Stagger walk, torn clothes, green skin
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- **Jobs:** Farming, Watering, Harvesting
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- **Speed:** 50% of player
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- **Sprite:** 32x32, simple shuffle animation
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**2. Miner Zombie (Uncommon)**
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- **Look:** Hard hat, pickaxe stuck in hand
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- **Jobs:** Mining, Digging, Rock breaking
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- **Speed:** 60% of player (stronger)
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- **Sprite:** 32x32, swinging pickaxe loop
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**3. Guard Zombie (Rare)**
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- **Look:** Police uniform, military gear
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- **Jobs:** Patrolling, Fighting mutants
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- **Speed:** 70% of player (aggressive)
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- **Sprite:** 32x32, patrol + attack states
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**4. Elite Zombie (Legendary)**
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- **Look:** Glowing eyes, intact uniform
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- **Jobs:** All tasks, can manage others
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- **Speed:** 90% of player
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- **Sprite:** 48x48, detailed animations
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**Sprite Animations:**
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- Walk (shuffle)
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- Work (farming/mining)
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- Idle (sway, moan)
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- Decay (falling apart)
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- Rest (in grave, regenerating)
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---
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## 🏠 **ENVIRONMENT TILES:**
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### **Terrain (32x32 isometric diamonds):**
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**Farm Tiles:**
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- Grass (full, half, patchy)
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- Dirt (dry, tilled, watered)
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- Crops (wheat, carrot, potato - 4 growth stages)
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- Water (animated, 4 frames)
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**Path Tiles:**
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- Stone path
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- Dirt path
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- Gravel
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- Broken asphalt (ruins)
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**Special Tiles:**
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- Farm fence (wood, stone, metal)
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- Graves (zombie beds!)
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- Workstations (furnace, crafting table)
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- Mario Plants (piranha flowers - 3 sizes)
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---
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## 🏚️ **RUINED CITY DESIGN:**
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### **Main Hub - "Cidade Morta" (Dead City)**
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**Districts:**
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**1. Farm District** (Starting area)
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- 8x8 Micro Farm (player starts here)
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- Expandable zones (unlock by clearing)
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- Fence perimeter (build to protect)
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**2. Residential District** (NPC homes)
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- 5-10 Ruined houses
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- Each house = 1 NPC questline
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- Repair costs: Wood, Stone, Gold
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**3. Market Square** (Economy)
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- Merchant stalls (repair to unlock)
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- Blacksmith (Kovač) - Tier 1 building
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- Baker (Pekarna) - Tier 2
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- Inventor (Mutant Tech) - Tier 3
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**4. Lab Ruins** (Late game)
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- Underground entrance
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- Where virus started
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- Sister's location (final quest)
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**5. Forest Edge** (Danger zone)
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- Where Zmaj-Volk (Dragon-Wolf) roams
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- High-tier resources
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- Mutant encounters
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---
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## 🛠️ **UI DESIGN (2.5D HUD):**
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### **Layout (Stardew-inspired):**
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```
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┌─────────────────────────────────────────────┐
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│ ❤️❤️❤️ HP 🍖🍖 Hunger 💰 123 Gold │
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│ Day 7 🌙 Hybrid Lv.3 XP: ████─ │
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├─────────────────────────────────────────────┤
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│ │
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│ [ISOMETRIC GAME VIEW] │
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│ │
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│ Player walking on farm │
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│ Zombies working in background │
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│ │
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├─────────────────────────────────────────────┤
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│ 🔧 Hoe 🌱 Seeds ⚔️ Sword 🪓 Axe ⛏️ Pick │ ← Hotbar
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│ [1] [2] [3] [4] [5] │
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└─────────────────────────────────────────────┘
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```
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**UI Elements:**
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- **Top Bar:** Health, Hunger, Gold, Day/Time, Level
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- **Hotbar:** 5 quick slots (tools, items)
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- **Mini-map:** Top-right corner (expandable)
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- **Zombie Panel:** Left side (shows all workers + status)
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---
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## 🎭 **FIRST NPC - KOVAČ (BLACKSMITH)**
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### **Character Profile:**
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**Name:** Ivan Kovač
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**Age:** 45
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**Role:** Blacksmith, Tool Maker
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**Appearance:**
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- **Build:** Muscular, bald, burn scars
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- **Clothes:** Leather apron, thick gloves
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- **Personality:** Gruff but fair, loves hard work
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**Sprite:** 32x32, hammer swing animation
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**House State:**
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- **Ruined:** Roof collapsed, forge cold
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- **Repaired:** New roof, working forge, smoke
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**Repair Requirements:**
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- 100 Wood
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- 50 Stone
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- 10 Gold Coins
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- 1 Iron Bar (from mining)
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**Unlocks After Repair:**
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- Tier 2 Tools (Iron Hoe, Iron Pickaxe)
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- Tool Repair Service
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- Zombie Rental (rent 2 zombies for 5 gold/day)
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- Quest: "Lost Hammer" (find his father's hammer in ruins)
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**Dialogue:**
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```
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First Meeting:
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"Eh? You're alive? And you smell like... zombie?
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Strange. But if you can fix my forge, I'll make you
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the best tools in this cursed land."
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After Repair:
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"You did good, kid. Now, what do you need?
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Iron? Steel? Or maybe... a weapon for that
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Dragon-Wolf everyone fears?"
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```
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---
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## 📐 **TILE SIZE & RESOLUTION:**
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**Game Resolution:** 1280x720 (720p, scalable to 1080p)
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**Tile Size:** 32x32 pixels (base)
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**Isometric Diamond:** 64x32 (width x visual height)
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**Character Sprite:** 32x32 (player), 48x48 (detailed NPCs)
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**UI Scale:** 100% (can scale to 150%, 200% for accessibility)
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---
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## 🎯 **VISUAL HIERARCHY:**
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**Depth Layers (Back to Front):**
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1. **Background:** Sky, clouds (parallax)
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2. **Far Terrain:** Distant ruins, mountains
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3. **Mid Terrain:** Trees, buildings
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4. **Ground:** Grass, dirt, paths
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5. **Crops:** Wheat, carrots (player interacts)
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6. **Entities:** Player, zombies, NPCs
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7. **Effects:** Particles, shadows
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8. **UI:** HUD, menus (always on top)
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---
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## 🌟 **UNIQUE VISUAL FEATURES:**
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### **1. Hybrid Aura (Player):**
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- Purple shimmer around player (subtle pulse)
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- Intensifies when near zombies
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- Glows brighter at night
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### **2. Zombie Decay:**
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- Zombies slowly change color (green → gray)
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- Cracks appear on skin
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- Eventually collapse into fertilizer pile
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### **3. Grave Mechanic:**
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- Zombies sleep IN graves (not beds)
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- Graves have dirt mound + cross/tombstone
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- Glow effect when zombie is resting
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### **4. Mario Plants (Carnivorous):**
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- 3 Growth stages: Sprout → Bud → Full Flower
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- Animated mouth (opens/closes)
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- Particles when fed (drip blood/glow)
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---
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## 📝 **NEXT STEPS:**
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**For Visual Development:**
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1. [ ] Create player sprite (dreadlocks, purple eyes)
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2. [ ] Design 3 zombie types (basic, miner, guard)
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3. [ ] Draw Kovač (blacksmith) sprite
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4. [ ] Create 5 core tiles (grass, dirt, water, stone, wood)
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5. [ ] UI mockup (HUD layout)
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**For Gameplay:**
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6. [ ] Implement isometric movement
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7. [ ] Add zombie pathfinding
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8. [ ] Create grave building mechanic
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9. [ ] NPC dialogue system
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10. [ ] Farm expansion system
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---
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**VISION SET! Ready for art generation! 🎨**
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*Created: 11.12.2025 - 21:40*
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