📊 FAZA 3 & 4 STATUS DOCUMENT: Created comprehensive tracking for Extended World expansion. 322 total tasks: 20 biome houses, 260 town buildings, 180 NPCs, 5 industrial buildings, 8 family systems, 27 transportation, 50 story clues. 0% complete - planning phase.

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# 🎯 FAZA 3 & 4 - EXTENDED WORLD STATUS
**Project:** Mrtva Dolina (DolinaSmrti)
**Last Updated:** 2026-01-05 21:40 CET
**Phase:** Post-Kickstarter Demo - Full Game Expansion
---
## 📊 **OVERALL PROGRESS**
| Category | Tasks | Complete | In Progress | Not Started | Progress % |
|----------|-------|----------|-------------|-------------|------------|
| **Biome Houses** | 20 | 0 | 0 | 20 | 0% 🔴 |
| **Town Buildings** | 26 | 0 | 0 | 26 | 0% 🔴 |
| **Base NPCs** | 6 | 0 | 0 | 6 | 0% 🔴 |
| **Town NPCs** | 180 | 0 | 0 | 180 | 0% 🔴 |
| **Industrial Buildings** | 5 | 0 | 0 | 5 | 0% 🔴 |
| **Family System** | 8 | 0 | 0 | 8 | 0% 🔴 |
| **Transportation** | 27 | 0 | 0 | 27 | 0% 🔴 |
| **Story Content** | 50 | 0 | 0 | 50 | 0% 🔴 |
| **TOTAL** | **322** | **0** | **0** | **322** | **0%** |
---
## 🏠 **1. BIOME HOUSE VARIATIONS (20/20 Biomes)**
**Master Reference:** `/references/buildings/gothic_house/gothic_house_reference.png`
### **Gothic House Biome Adaptations**
| Biome | Style Variation | Status | Notes |
|-------|----------------|--------|-------|
| **Forest** | Green moss, vines, mushrooms | 🔴 Not Started | Keep dark gothic base |
| **Desert** | Sun-bleached wood `#4A4A5C`, sand base | 🔴 Not Started | Lighter wood, same structure |
| **Winter** | Heavy snow on roof, icicles | 🔴 Not Started | White snow, smoking chimney |
| **Swamp** | Wet wood, algae, stilts | 🔴 Not Started | Elevated on posts |
| **Jungle** | Heavy vines, tropical moss | 🔴 Not Started | Dense vegetation |
| **Volcanic** | Scorched wood, lava cracks | 🔴 Not Started | Heat-resistant materials |
| **Arctic** | Ice crystals, thick snow | 🔴 Not Started | Extreme cold adaptation |
| **Savanna** | Dried wood, dust | 🔴 Not Started | Sun-bleached, minimal decoration |
| **Taiga** | Pine decorations, moderate snow | 🔴 Not Started | Cold but forested |
| **Tundra** | Minimal decoration, survival focus | 🔴 Not Started | Bare essentials |
| **Beach** | Driftwood, shells, sand | 🔴 Not Started | Coastal adaptation |
| **Cliff** | Stone reinforcement, wind-resistant | 🔴 Not Started | Mountain adaptation |
| **Cave** | Underground entrance, mineral accents | 🔴 Not Started | Subterranean style |
| **Ruins** | Crumbling walls, post-apocalyptic | 🔴 Not Started | Most damaged version |
| **Oasis** | Palm leaves, water features | 🔴 Not Started | Desert paradise |
| **Plateau** | Stone base, elevated | 🔴 Not Started | High-altitude |
| **Valley** | Rich earth tones, grassy base | 🔴 Not Started | Fertile ground |
| **Canyon** | Red rock accents, sturdy build | 🔴 Not Started | Rocky environment |
| **Glacier** | Ice blocks, frozen materials | 🔴 Not Started | Extreme cold |
| **Badlands** | Weathered, cracked wood | 🔴 Not Started | Harsh environment |
**Total Progress:** 0/20 (0%)
---
## 🏘️ **2. EXTENDED TOWN BUILDINGS (26 Towns)**
### **Per-Town Building Requirements**
Each of the remaining 26 towns needs:
- 1x Inn/Lodge (ruined + restored)
- 1x Trading Post (ruined + restored)
- 1x Storage Shed (ruined + restored)
- 1x Town Hall (ruined + restored)
- 1x Guard Post (ruined + restored)
**Total Buildings Needed:** 26 towns × 10 sprites (5 buildings × 2 states) = **260 sprites**
### **Town List (3 Complete, 23 Remaining)**
| Town # | Biome | Status | Buildings Done |
|--------|-------|--------|----------------|
| 1 | Forest | ✅ Sample Complete | 6/6 ✅ |
| 2 | Desert | ✅ Sample Complete | 6/6 ✅ |
| 3 | Frozen | ✅ Sample Complete | 6/6 ✅ |
| 4-27 | Various | 🔴 Not Started | 0/260 🔴 |
**Progress:** 18/278 buildings (6%)
---
## 👥 **3. BASE NPC TEMPLATES (6 Citizens)**
**Purpose:** Master templates for generating 180 town NPCs (6 base × 30 variations)
### **6 Base Citizen Types**
| Type | Gender | Profession | Style | Status |
|------|--------|------------|-------|--------|
| **Worker Male** | Male | Laborer, Builder | Rugged, tool belt | 🔴 Not Started |
| **Worker Female** | Female | Laborer, Farmer | Practical, apron | 🔴 Not Started |
| **Merchant Male** | Male | Shop owner | Well-dressed, coin purse | 🔴 Not Started |
| **Merchant Female** | Female | Shop owner | Elegant, jewelry | 🔴 Not Started |
| **Elder Male** | Male | Wise, advisor | Gray hair, walking stick | 🔴 Not Started |
| **Elder Female** | Female | Healer, teacher | Gray hair, robes | 🔴 Not Started |
**Master Style:** Dark-Chibi Noir, punk aesthetic, red eyes with pupils, piercings/dreads optional
**Progress:** 0/6 (0%)
---
## 🏭 **4. INDUSTRIAL BUILDINGS (Vape Factory Milestone)**
**Unlock:** 50+ NPCs in Capital City
### **Industrial Complex Buildings**
| Building | Purpose | Status | Notes |
|----------|---------|--------|-------|
| **Vape Factory** | Liquid crafting, mod building | 🔴 Not Started | Main industrial structure |
| **Chemical Lab** | Rare chemical processing | 🔴 Not Started | Tehnik supervision required |
| **Worker Barracks** | Zombie workers housing | 🔴 Not Started | Delovni Zombiji quarters |
| **Storage Warehouse** | Industrial materials | 🔴 Not Started | Large storage capacity |
| **Loading Dock** | Import/export station | 🔴 Not Started | Trade hub |
**Progress:** 0/5 (0%)
---
## 👨‍👩‍👧‍👦 **5. FAMILY & GENERATIONS SYSTEM**
### **Code Systems**
| Feature | Description | Status |
|---------|-------------|--------|
| **5-Generation Tracking** | Family tree up to 5 generations | 🔴 Code Needed |
| **Aging System** | NPCs age over time | 🔴 Code Needed |
| **Death Mechanics** | Natural death, inheritance | 🔴 Code Needed |
| **Marriage System** | NPC relationships, weddings | 🔴 Code Needed |
| **Children System** | Birth, growth, stats | 🔴 Code Needed |
| **School Benefits** | +15% efficiency if schooled | 🔴 Code Needed |
| **Inheritance** | Farm/tools pass to next gen | 🔴 Code Needed |
| **Family UI** | Family tree visualization | 🔴 Code Needed |
**Progress:** 0/8 (0%)
---
## 🚗 **6. TRANSPORTATION (27 Options)**
### **Mount Types**
| Category | Options | Status |
|----------|---------|--------|
| **Animals** | Horse, Donkey, Camel, Elephant (9 total) | 🔴 Not Started |
| **Vehicles** | Bike, Scooter, Car, Truck (9 total) | 🔴 Not Started |
| **Fantasy** | Flying carpet, Broom, Dragon (9 total) | 🔴 Not Started |
**Total:** 27 transportation options
**Progress:** 0/27 (0%)
---
## 📖 **7. STORY CONTENT (Ana's Clues)**
### **50 Family Clues**
| Clue Type | Count | Status | Notes |
|-----------|-------|--------|-------|
| **Photos** | 10 | 🔴 Not Started | Family photos with Ana |
| **Letters** | 10 | 🔴 Not Started | Ana's written messages |
| **Objects** | 10 | 🔴 Not Started | Personal belongings |
| **Research Notes** | 10 | 🔴 Not Started | Parents' science work |
| **Audio Logs** | 10 | 🔴 Not Started | Ana voice recordings |
**Total:** 50 clues
### **Voice Acting**
- 50 Ana voice clips (edge-tts Slovenian female voice)
- Emotional delivery for each clue
- Amnesia blur VFX integration
**Progress:** 0/50 (0%)
---
## 🎯 **PHASE 3 & 4 ROADMAP**
### **Week 1: Biome Houses & Base NPCs**
- [ ] Generate 20 biome house variations
- [ ] Create 6 base NPC templates
- [ ] Document biome color palettes
### **Week 2: Town Expansion**
- [ ] Generate buildings for Towns 4-13 (10 towns)
- [ ] Create 60 town NPCs (10 towns × 6 NPCs)
### **Week 3: Industrial & Systems**
- [ ] Vape Factory complex (5 buildings)
- [ ] Family & Generations code
- [ ] Transportation sprites (first 9)
### **Week 4: Story & Content**
- [ ] 25 Ana clues (items + voice)
- [ ] Remaining towns (14-27)
- [ ] Polish & testing
---
## 📈 **ESTIMATED COMPLETION**
**Total Tasks:** 322
**Current Progress:** 0%
**Estimated Time:** 4-6 weeks (post-demo)
**Priority:** Start after Kickstarter Demo launch
---
## 🎨 **ASSET GENERATION STRATEGY**
### **Batch Generation Priorities**
1. **Biome Houses** (20) - FIRST (establishes style variations)
2. **Base NPCs** (6) - SECOND (templates for 180 NPCs)
3. **Town Buildings** (260) - THIRD (largest batch)
4. **Industrial** (5) - FOURTH (milestone feature)
5. **Story Items** (50) - ONGOING (narrative integration)
6. **Transportation** (27) - LAST (quality of life)
### **Style Consistency Rules**
- ✅ All buildings follow Gothic Church / Gothic House master style
- ✅ All NPCs follow Ana/Kai/Gronk punk aesthetic
- ✅ Biome variations = color/detail changes, NOT structure changes
- ✅ Smooth anti-aliased lines (NO pixel art)
- ✅ Transparent PNGs, 160x160px standard
- ✅ 5px thick black outlines
---
**Status:** 🔴 **PLANNING PHASE**
**Next Action:** Generate first batch (Biome Houses)
**Updated:** 2026-01-05 21:40 CET