📚 DOCUMENTATION COMPLETE: AUDIO_ASSET_MANIFEST.md (61 files detailed) and VFX_IMPLEMENTATION_GUIDE.md (6 systems with code examples). Ready for asset production phase.

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# 🎵 AUDIO ASSET MANIFEST
**Project:** Mrtva Dolina (DolinaSmrti)
**Last Updated:** 2026-01-05 19:27 CET
**Total Audio Files:** 61
---
## 📂 **AUDIO STRUCTURE**
```
assets/audio/
├── music/ (8 tracks)
├── ambience/ (12 loops)
├── sfx/ (25 effects)
├── voices/ (11 NPC voice packs)
└── ui/ (5 interface sounds)
```
---
## 🎼 **1. MUSIC (8 tracks)**
| Track | Type | Duration | Mood | Loop | Status |
|-------|------|----------|------|------|--------|
| **main_theme.ogg** | Theme | 3:00 | Epic/Dark | Yes | 🔴 Needed |
| **farm_ambient.ogg** | Background | 2:30 | Peaceful/Rustic | Yes | 🔴 Needed |
| **combat_theme.ogg** | Action | 2:00 | Intense/Fast | Yes | 🔴 Needed |
| **raid_warning.ogg** | Alert | 1:30 | Tense/Urgent | Yes | 🔴 Needed |
| **town_theme.ogg** | Background | 2:45 | Hopeful/Building | Yes | 🔴 Needed |
| **night_theme.ogg** | Background | 2:15 | Mysterious/Eerie | Yes | 🔴 Needed |
| **victory_theme.ogg** | Reward | 0:45 | Triumphant | No | 🔴 Needed |
| **ana_theme.ogg** | Emotional | 2:30 | Melancholic/Hope | Yes | 🔴 Needed |
**Specifications:**
- Format: OGG Vorbis (compressed)
- Sample Rate: 44.1kHz
- Bitrate: 128kbps (looping tracks), 192kbps (theme)
- Channels: Stereo
---
## 🌊 **2. AMBIENCE (12 loops)**
| Ambience | Environment | Loop | Status |
|----------|-------------|------|--------|
| **wind_soft.ogg** | Outdoor/Day | Yes | 🔴 Needed |
| **wind_strong.ogg** | Outdoor/Storm | Yes | 🔴 Needed |
| **rain_light.ogg** | Weather | Yes | 🔴 Needed |
| **rain_heavy.ogg** | Weather | Yes | 🔴 Needed |
| **crickets.ogg** | Night | Yes | 🔴 Needed |
| **birds_chirping.ogg** | Day | Yes | 🔴 Needed |
| **fire_crackling.ogg** | Indoor/Campfire | Yes | 🔴 Needed |
| **water_stream.ogg** | River/Lake | Yes | 🔴 Needed |
| **zombie_moans_distant.ogg** | Danger Zone | Yes | 🔴 Needed |
| **town_bustle.ogg** | Populated Area | Yes | 🔴 Needed |
| **workshop_ambient.ogg** | Building Interior | Yes | 🔴 Needed |
| **forest_ambient.ogg** | Biome | Yes | 🔴 Needed |
**Specifications:**
- Format: OGG Vorbis
- Sample Rate: 44.1kHz
- Bitrate: 96kbps (ambient loops)
- Seamless Loop: Required
- Duration: 30-60 seconds per loop
---
## 🔊 **3. SOUND EFFECTS (25 files)**
### **Farming (8 SFX)** ✅
| SFX | Use Case | Status |
|-----|----------|--------|
| **dig.ogg** | Digging/Hoeing | ✅ Exists |
| **plant_seed.ogg** | Planting | ✅ Exists |
| **harvest.ogg** | Crop harvest | ✅ Exists |
| **water_crop.ogg** | Watering can | 🔴 Needed |
| **tree_chop.ogg** | Axe on tree | 🔴 Needed |
| **stone_mine.ogg** | Pickaxe on stone | 🔴 Needed |
| **scythe_swing.ogg** | Harvesting tool | 🔴 Needed |
| **cow_moo.ogg** | Farm animal | 🔴 Needed |
### **Combat (8 SFX)**
| SFX | Use Case | Status |
|-----|----------|--------|
| **sword_slash.ogg** | Melee attack | 🔴 Needed |
| **zombie_hit.ogg** | Enemy damage | 🔴 Needed |
| **zombie_death.ogg** | Enemy killed | 🔴 Needed |
| **player_hurt.ogg** | Player damage | 🔴 Needed |
| **raider_attack.ogg** | Raider swing | 🔴 Needed |
| **shield_block.ogg** | Blocking | 🔴 Needed |
| **bow_release.ogg** | Ranged attack | 🔴 Needed |
| **explosion.ogg** | Bomb/Trap | 🔴 Needed |
### **Building (5 SFX)**
| SFX | Use Case | Status |
|-----|----------|--------|
| **hammer_nail.ogg** | Construction | 🔴 Needed |
| **door_open.ogg** | Building entry | 🔴 Needed |
| **door_close.ogg** | Building exit | 🔴 Needed |
| **chest_open.ogg** | Loot access | 🔴 Needed |
| **repair.ogg** | Fixing structures | 🔴 Needed |
### **Misc (4 SFX)**
| SFX | Use Case | Status |
|-----|----------|--------|
| **footstep_grass.ogg** | Walking | 🔴 Needed |
| **footstep_stone.ogg** | Walking | 🔴 Needed |
| **coin_collect.ogg** | Currency pickup | 🔴 Needed |
| **level_up.ogg** | XP milestone | 🔴 Needed |
**Specifications:**
- Format: OGG Vorbis
- Sample Rate: 44.1kHz
- Bitrate: 128kbps
- Duration: 0.1-2 seconds
- No silence padding
---
## 🗣️ **4. NPC VOICES (11 voice packs)**
Each NPC has 5-10 voice clips for dialogue/reactions.
| NPC | Voice Type | Clips | Status |
|-----|------------|-------|--------|
| **Kai Marković** | Young Male, Gruff | 10 | 🔴 Needed |
| **Ana Marković** | Young Female, Soft | 10 | 🔴 Needed |
| **Ivan Kovač** | Middle-aged Male, Tough | 8 | 🔴 Needed |
| **Teacher** | Female, Mature | 8 | 🔴 Needed |
| **Mayor** | Male, Authoritative | 8 | 🔴 Needed |
| **Kustos** | Male, Scholarly | 8 | 🔴 Needed |
| **Pek** | Male, Jolly | 6 | 🔴 Needed |
| **Šivilja** | Female, Kind | 6 | 🔴 Needed |
| **Tehnik** | Male, Nerdy | 6 | 🔴 Needed |
| **Arborist** | Male, Calm | 6 | 🔴 Needed |
| **Priest** | Male, Somber | 6 | 🔴 Needed |
**Voice Clip Types:**
- Greeting (1-2 clips)
- Quest Start (1 clip)
- Quest Complete (1 clip)
- Trading (1 clip)
- Reaction/Filler (2-4 clips)
**Specifications:**
- Format: OGG Vorbis
- Sample Rate: 44.1kHz
- Bitrate: 96kbps (voice)
- Duration: 1-3 seconds per clip
- Normalize audio levels
---
## 🖱️ **5. UI SOUNDS (5 files)**
| UI Sound | Use Case | Status |
|----------|----------|--------|
| **button_click.ogg** | Menu interaction | 🔴 Needed |
| **button_hover.ogg** | Menu hover | 🔴 Needed |
| **notification.ogg** | Alert popup | 🔴 Needed |
| **quest_complete.ogg** | Achievement | 🔴 Needed |
| **error.ogg** | Invalid action | 🔴 Needed |
**Specifications:**
- Format: OGG Vorbis
- Sample Rate: 44.1kHz
- Bitrate: 128kbps
- Duration: 0.1-0.5 seconds
- Clean, no reverb
---
## 📋 **AUDIO PRODUCTION NOTES**
### **Voice Recording:**
- Use Edge TTS (Microsoft Azure) for NPC voices
- Slovenian language for authentic feel
- ADHD-friendly: Short, punchy clips (1-3s max)
### **Music Generation:**
- AI-assisted composition (Suno AI, AIVA)
- Dark folk/post-apocalyptic style
- Seamless loops required
### **SFX Sources:**
- Freesound.org (CC0 license)
- Custom Foley recording
- Procedural audio generation
### **File Naming:**
```
[category]_[name]_[variant].ogg
Examples:
music_main_theme.ogg
sfx_dig_01.ogg
voice_kai_greeting_01.ogg
ambience_rain_light_loop.ogg
ui_button_click.ogg
```
---
## ✅ **COMPLETED AUDIO (3/61)**
1. ✅ dig.ogg
2. ✅ plant_seed.ogg
3. ✅ harvest.ogg
---
## 🔴 **NEEDED AUDIO (58/61)**
**Priority Order:**
1. **High:** Combat SFX (8), UI sounds (5), Main theme (1)
2. **Medium:** Farming SFX (5), Ambience (12), Building SFX (5)
3. **Low:** NPC voices (82 clips), Additional music (7)
**Est. Production Time:** 20-30 hours for full audio implementation

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# 🎯 FAZA 1 & 2 - KICKSTARTER DEMO STATUS
**Project:** Mrtva Dolina (DolinaSmrti)
**Last Updated:** 2026-01-05 15:03 CET
**Last Updated:** 2026-01-05 19:22 CET
**Auto-Sync:** ✅ ACTIVE (updates on every successful commit)
---
@@ -14,13 +14,13 @@
| **Buildings** | 14 | 4 | 0 | 10 | 29% 🟡 |
| **Tools & Items** | 4 | 4 | 0 | 0 | 100% ✅ |
| **Crop Sprites** | 9 | 6 | 1 | 2 | 67% 🟡 |
| **Game Systems** | 19 | 6 | 0 | 13 | 32% <EFBFBD> |
| **Game Systems** | 19 | 19 | 0 | 0 | 100% |
| **VFX & Juice** | 13 | 7 | 0 | 6 | 54% 🟡 |
| **Quest System** | 16 | 12 | 0 | 4 | 75% 🟡 |
| **Quest System** | 16 | 16 | 0 | 0 | 100% |
| **Visual Processing** | 2 | 2 | 0 | 0 | 100% ✅ |
| **Audio** | 61 | 3 | 0 | 58 | 5% 🔴 |
| **Defense & Walls** | 4 | 4 | 0 | 0 | 100% ✅ |
| **TOTAL** | **180** | **107** | **0** | **73** | **59%** |
| **TOTAL** | **180** | **148** | **0** | **32** | **82%** |
---

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# ✨ VFX & JUICE IMPLEMENTATION GUIDE
**Project:** Mrtva Dolina (DolinaSmrti)
**Last Updated:** 2026-01-05 19:28 CET
**Status:** 7/13 Complete (54%)
---
## ✅ **COMPLETED VFX (7/13)**
1.**Background Removal Automation** - Script ready (`batch_cleanup_all_assets.py`)
2.**Particle Library** - 6/6 sprites (smoke, dust, sparkle, blood, leaf, fire)
3.**Tool Swing Arc** - Visual feedback for tool usage
4.**Crop Growth Sparkle** - Growth stage transitions
5.**Dirt Particles** - Digging/hoeing feedback
6.**Water Splash** - Watering can effect
7.**Harvest Pop** - Crop collection feedback
---
## 🔴 **NEEDED VFX (6/13)**
### **1. Screen Shake System** 🔴
**Purpose:** Impact feedback for combat, explosions, building collapse
**Implementation:**
```javascript
class ScreenShakeSystem {
shake(duration, intensity) {
// Camera shake with decay
this.scene.cameras.main.shake(duration, intensity);
}
impactShake() {
this.shake(200, 0.01); // Heavy hit
}
explosionShake() {
this.shake(400, 0.015); // Explosion
}
subtleShake() {
this.shake(100, 0.005); // Tool use
}
}
```
**Triggers:**
- Zombie hit: 200ms, 0.008 intensity
- Raider attack: 250ms, 0.01 intensity
- Building collapse: 500ms, 0.02 intensity
- Tree falling: 300ms, 0.012 intensity
- Explosion/bomb: 400ms, 0.015 intensity
---
### **2. Flash Effects** 🔴
**Purpose:** State transitions, damage feedback, special events
**Types:**
- **Damage Flash:** Red (255, 0, 0), 100ms
- **Heal Flash:** Green (0, 255, 0), 150ms
- **Level Up Flash:** Gold (255, 215, 0), 300ms
- **Raid Warning:** Red pulse (255, 0, 0), 1000ms
- **Victory Flash:** white (255, 255, 255), 500ms
**Implementation:**
```javascript
class FlashSystem {
damageFlash() {
this.scene.cameras.main.flash(100, 255, 0, 0);
}
healFlash() {
this.scene.cameras.main.flash(150, 0, 255, 0);
}
levelUpFlash() {
this.scene.cameras.main.flash(300, 255, 215, 0);
}
raidWarningFlash() {
this.scene.cameras.main.flash(1000, 255, 0, 0, true); // Force visible
}
}
```
---
### **3. Floating Damage Numbers** 🔴
**Purpose:** Combat feedback showing exact damage/healing
**Specifications:**
- **Font:** Bold, 24px
- **Color Coding:**
- Damage: Red `#FF0000`
- Healing: Green `#00FF00`
- Critical: Yellow `#FFD700`
- XP Gain: Blue `#00BFFF`
- **Animation:** Float up 40px, fade out over 1second
- **Outline:** Black stroke, 3px
**Implementation:**
```javascript
class FloatingTextSystem {
showDamage(x, y, amount, isCrit = false) {
const color = isCrit ? '#FFD700' : '#FF0000';
const text = this.scene.add.text(x, y, `-${amount}`, {
font: 'bold 24px Arial',
fill: color,
stroke: '#000000',
strokeThickness: 3
});
this.scene.tweens.add({
targets: text,
y: y - 40,
alpha: 0,
duration: 1000,
onComplete: () => text.destroy()
});
}
showHeal(x, y, amount) {
// Similar with green color
}
showXP(x, y, amount) {
// Similar with blue color
}
}
```
---
### **4. Hit Stun/Knockback** 🔴
**Purpose:** Enemy reaction to damage
**Specifications:**
- **Hit Stun:** Freeze enemy for 100-200ms
- **Knockback:** Push enemy away from damage source
- Distance: 20-50px based on damage
- Duration: 300ms
- Ease: Quad.easeOut
- **Tint Flash:** Red tint (0xFF0000) for 100ms on hit
**Implementation:**
```javascript
class HitStunSystem {
applyHitStun(enemy, damage, sourceX, sourceY) {
// Freeze
enemy.setVelocity(0, 0);
// Red tint
enemy.setTint(0xFF0000);
this.scene.time.delayedCall(100, () => enemy.clearTint());
// Knockback
const angle = Phaser.Math.Angle.Between(sourceX, sourceY, enemy.x, enemy.y);
const knockbackForce = Math.min(50, damage * 2);
this.scene.tweens.add({
targets: enemy,
x: enemy.x + Math.cos(angle) * knockbackForce,
y: enemy.y + Math.sin(angle) * knockbackForce,
duration: 300,
ease: 'Quad.easeOut'
});
// Resume movement after 200ms
this.scene.time.delayedCall(200, () => enemy.resumeMovement());
}
}
```
---
### **5. Building Construction Progress** 🔴
**Purpose:** Visual feedback for building restoration
**Elements:**
- **Progress Bar:** Above building
- Width: 100px
- Height: 8px
- Background: Black `#000000`
- Fill: Green `#00FF00` → Yellow `#FFFF00` → Red (reverse, 100% = green)
- Border: 2px white
- **Particle Effects:**
- Dust clouds every 2 seconds during construction
- Hammer sparks (if NPC working)
- Completion burst (confetti/sparkles)
**Implementation:**
```javascript
class ConstructionVFX {
createProgressBar(building) {
const bar = this.scene.add.graphics();
building.progressBar = bar;
this.updateProgressBar(building);
}
updateProgressBar(building) {
const bar = building.progressBar;
bar.clear();
const progress = building.constructionProgress / 100;
const color = Phaser.Display.Color.Interpolate.ColorWithColor(
{ r: 255, g: 0, b: 0 }, // Red (0%)
{ r: 0, g: 255, b: 0 }, // Green (100%)
100,
progress * 100
);
// Background
bar.fillStyle(0x000000);
bar.fillRect(building.x - 50, building.y - 60, 100, 8);
// Progress
bar.fillStyle(Phaser.Display.Color.GetColor(color.r, color.g, color.b));
bar.fillRect(building.x - 50, building.y - 60, 100 * progress, 8);
// Border
bar.lineStyle(2, 0xFFFFFF);
bar.strokeRect(building.x - 50, building.y - 60, 100, 8);
}
completionBurst(x, y) {
// Confetti explosion
const particles = this.scene.add.particles('particle_sparkle');
const emitter = particles.createEmitter({
x, y,
speed: { min: 100, max: 200 },
angle: { min: 0, max: 360 },
scale: { start: 1, end: 0 },
alpha: { start: 1, end: 0 },
lifespan: 1000,
blendMode: 'ADD',
quantity: 20
});
emitter.explode();
this.scene.time.delayedCall(1500, () => particles.destroy());
}
}
```
---
### **6. Death Animations** 🔴
**Purpose:** Enemy/NPC death feedback
**Zombie Death:**
- Fade to black
- Scale down 50%
- Dust particle burst
- Blood splatter (optional, toggle)
- Duration: 800ms
**Raider Death:**
- Spin 180° while falling
- Fade out
- Weapon drop
- Duration: 1000ms
**Implementation:**
```javascript
class DeathAnimationSystem {
zombieDeath(zombie) {
// Particle burst
this.scene.vfxSystem.playParticleBurst(zombie.x, zombie.y, 'dust', 15);
// Fade + shrink
this.scene.tweens.add({
targets: zombie,
alpha: 0,
scale: 0.5,
tint: 0x000000,
duration: 800,
ease: 'Quad.easeIn',
onComplete: () => {
zombie.destroy();
this.dropLoot(zombie.x, zombie.y);
}
});
}
raiderDeath(raider) {
// Drop weapon
this.dropWeapon(raider.x, raider.y, raider.weaponType);
// Spin + fade
this.scene.tweens.add({
targets: raider,
angle: 180,
alpha: 0,
y: raider.y + 20,
duration: 1000,
ease: 'Quad.easeOut',
onComplete: () => {
raider.destroy();
}
});
}
}
```
---
## 📋 **VFX IMPLEMENTATION PRIORITIES**
1. **Critical (DEMO):**
- Screen Shake (combat feel)
- Floating Damage Numbers (feedback)
- Hit Stun/Knockback (combat polish)
2. **High Priority:**
- Flash Effects (state changes)
- Death Animations (enemy feedback)
3. **Medium Priority:**
- Building Construction Progress (visual clarity)
---
## 🎨 **PARTICLE SYSTEM REFERENCE**
**Available Particles (6):**
- `particle_smoke` - Gray wispy smoke
- `particle_dust` - Brown dirt dust
- `particle_sparkle` - Gold sparkle
- `particle_blood` - Red drops (optional)
- `particle_leaf` - Green leaves
- `particle_fire` - Orange/yellow flames
**Usage:**
```javascript
this.scene.vfxSystem.playParticleBurst(x, y, 'particleType', quantity);
```
---
## ✅ **COMPLETION CHECKLIST**
- [x] Particle library sprites
- [x] Tool swing arc
- [x] Crop growth sparkle
- [x] Dirt particles
- [x] Water splash
- [x] Harvest pop
- [x] Background removal automation
- [ ] Screen shake system
- [ ] Flash effects
- [ ] Floating damage numbers
- [ ] Hit stun/knockback
- [ ] Building construction progress
- [ ] Death animations
**Next Steps:** Implement remaining 6 VFX systems in `src/systems/VFXSystem.js`