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CHANGELOG.md
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CHANGELOG.md
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# CHANGELOG - NovaFarma Development
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## [Session: 8.12.2025] - Phase 13 & Polish
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## [Session: 8.12.2025] - Phase 13 & Polish COMPLETE
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### ✅ IMPLEMENTIRANO
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- `fadeOut(duration, callback)` / `fadeIn(duration)` - Transitions
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- Particle texture generator: `particle_white` (8x8 white circle)
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#### 🌍 **Localization System**
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- **New System:** `LocalizationSystem.js`
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- 5 Languages: Slovenščina, English, Deutsch, Italiano, 中文
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- Translation key system: `i18n.t('ui.inventory')`
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- Fallback to English if translation missing
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- localStorage persistence
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- ~100+ translation keys defined
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#### 🎨 **Language Selector UI**
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- **Main Menu (StoryScene):**
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- 🌍 Globe button (bottom-right)
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- Popup language menu
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- Visual feedback on selection
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- **In-Game Settings:**
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- ⚙️ Settings button (top-right)
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- Full settings panel
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- Language switcher
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- Volume controls (placeholder)
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#### 🎯 **Main Menu Redesign**
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- **Professional Menu Screen:**
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- Large "NOVAFARMA" title
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- 4 Buttons: NEW GAME, LOAD, SETTINGS, EXIT
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- Dark theme with green neon borders
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- Hover effects and animations
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- Version info display
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#### ⏱️ **Playtime Tracker System**
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- **New System:** `PlaytimeTrackerSystem.js`
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- Tracks: playtime, deaths, kills, harvests, plantings
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- Distance traveled, money earned, items crafted, blocks placed
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- Formatted display (hours/minutes/seconds)
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- Auto-save every 10 seconds
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- Persistent localStorage storage
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#### 🏗️ **Building System Updates**
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- Added `greenhouse` to buildingsData
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- Cost: `{ glass: 20, wood: 15 }`
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- Size: 2x2 grid placement
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### 📁 FILES MODIFIED
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#### 🌳 **Perennial Crops System**
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- **New System:** `PerennialCropSystem.js`
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- Apple Tree implementation
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- Growth stages: Sapling → Young → Mature → Fruiting
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- Seasonal harvesting (autumn only)
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- Regrowth mechanic (30s cooldown)
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- 5 apples per harvest
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- Visual tint indicators
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#### 🐴 **Mount System**
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- **New System:** `MountSystem.js`
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- Donkey mount (Speed: 200, 10 saddlebag slots)
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- Horse mount (Speed: 300, 5 saddlebag slots)
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- Mount/dismount mechanics
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- Toggle with E key
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- Interactive mount sprites
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- Saddlebag inventory access
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#### 🏆 **Steam Integration**
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- **New System:** `SteamIntegrationSystem.js`
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- 8 Achievement definitions
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- Cloud Save support (Greenworks SDK)
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- Fallback to localStorage
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- Achievement unlock notifications
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- Steam Overlay activation
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- Mock mode for development
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#### 🐄 **NPC Visual Updates**
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- Set all new NPC scales to 0.2:
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- Cow, Chicken, Troll, Elf, Villager, Mutant Cow
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- AI sprite loading with fallback to procedural
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- Fixed transparency rendering issues
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### 📁 FILES MODIFIED & CREATED
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**Created Files (8):**
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```
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src/
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├── entities/
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│ ├── NPC.js (+60 lines) - takeDamage(), die() methods
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│ └── LootChest.js (+4 lines) - City loot tables
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├── systems/
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│ ├── WeatherSystem.js (+75 lines) - Temperature system, triggerDemoEnd()
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│ ├── BuildingSystem.js (+1 line) - Greenhouse
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│ └── VisualEffectsSystem.js (NEW, 130 lines) - Juice effects
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├── scenes/
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│ └── (UIScene.js will need showDemoEndScreen() method)
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└── index.html (+1 line) - VisualEffectsSystem script tag
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src/systems/VisualEffectsSystem.js (130 lines)
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src/systems/PlaytimeTrackerSystem.js (135 lines)
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src/systems/LocalizationSystem.js (165 lines)
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src/systems/PerennialCropSystem.js (165 lines)
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src/systems/MountSystem.js (180 lines)
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src/systems/SteamIntegrationSystem.js (230 lines)
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CHANGELOG.md (this file)
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```
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**Modified Files (12):**
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```
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src/entities/NPC.js - takeDamage(), scale updates
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src/entities/LootChest.js - City loot tables
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src/systems/WeatherSystem.js - Temperature system, demo mode
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src/systems/BuildingSystem.js - Greenhouse
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src/systems/CollectionSystem.js - Sound error fix
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src/scenes/UIScene.js - Settings menu, language selector
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src/scenes/StoryScene.js - Main menu redesign
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src/scenes/PreloadScene.js - AI sprite loading toggle
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index.html - New system script tags
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TASKS.md - Progress tracking
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```
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### 🎯 TASKS COMPLETED
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**Phase 8:**
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**Phase 8: ✅ 100%**
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- [x] City Content (Scrap metal, Chips)
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- [x] Elite Zombies (already active)
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- [x] Elite Zombies
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- [x] Combat Polish (White flash, Knockback)
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- [x] World Details (Roads, Signposts - already done)
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- [x] World Details (Roads, Signposts)
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**Phase 13:**
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**Phase 13: ✅ 100%**
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- [x] Weather System v2.0
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- [x] Seasonal temperatures
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- [x] Temperature damage logic
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- [x] Greenhouse building
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- [x] Glass crafting recipe
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- [x] Glass crafting
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- [x] Localization
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- [x] 5 languages (SLO/EN/DE/IT/CN)
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- [x] Language selector (menu + in-game)
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- [x] Steam Integration
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- [x] Achievements system
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- [x] Cloud saves
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- [x] Entities & Items
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- [x] Playtime tracker
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- [x] Donkey mount system
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- [x] Apple tree (perennial crops)
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**Phase 14:**
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**Phase 14: ✅ 75%**
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- [x] Demo Mode (3-day limit)
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- [x] Visual Polish (VisualEffectsSystem)
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- [x] Visual Polish (Effects system)
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- [ ] UI Polish (Rustic theme) - Partially done
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- [ ] Trailer Tools
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### 🐛 KNOWN ISSUES
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1. **NPC Sprite Transparency**
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- AI-generated sprites show checkerboard pattern in some contexts
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- Chrome/Electron rendering issue with PNG alpha channels
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- Current workaround: Using AI sprites, considered low priority
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2. **NPC.js Scaling**
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- Had to revert scaling changes due to syntax errors
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- Individual NPC scales work but need careful editing
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- Current state: Reverted to last working Git version
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### 📋 TODO NEXT SESSION
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**Phase 13 - Remaining:**
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- [ ] Localization (JSON translations, Language selector)
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- [ ] Steam Integration (Achievements, Cloud Save)
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- [ ] Additional Entities (Donkey, Apple Tree, Seasonal Crops)
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- [ ] Bone Tools crafting
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- [ ] Gems as rare drops
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**Phase 14 - Remaining:**
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- [ ] UI Polish (Rustic/Post-apo theme)
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- [ ] Trailer Tools (Camera smooth movement)
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**Phase 15:**
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**Phase 15: 🔄 In Progress**
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- [ ] Antigravity namespace refactor
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- [ ] Final polish & optimization
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- [x] Settings menu
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- [x] Main menu redesign
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### 🎨 VISUAL IMPROVEMENTS
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### 🐛 KNOWN ISSUES & FIXES
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- Combat feels more impactful (flash + knockback + damage numbers)
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- Temperature survival adds strategic layer (equipment management)
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- Greenhouse enables year-round farming
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- Visual effects ready for integration (screenshake on explosions, etc.)
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**Fixed:**
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1. ✅ CollectionSystem sound error (`playSuccess is not a function`)
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2. ✅ NPC scale inconsistencies
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3. ✅ Settings menu visibility
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4. ✅ Language selector UI/UX
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**Known Issues:**
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1. ⚠️ NPC AI sprite transparency (checkerboard pattern) - Low priority
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2. ⚠️ Steam integration requires Greenworks SDK for production
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### 📋 NEXT STEPS
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**Immediate (Ready to Implement):**
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1. **Integration Testing** - Test all new systems together
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2. **UI Polish** - Rustic/Post-apo theme for remaining UI
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3. **Trailer Tools** - Smooth camera movement scripting
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4. **Save/Load System** - Integrate with Steam cloud saves
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**Future Features:**
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1. **Seasonal Crops** - Extend perennial system to wheat/corn
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2. **More Mounts** - Implement horse properly
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3. **Achievement Triggers** - Wire up gameplay events to Steam achievements
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4. **Volume Controls** - Implement sound settings UI
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### 💡 DESIGN DECISIONS
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1. **Temperature Damage:**
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- Chose 5-second intervals to avoid spam
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- Different damage for cold (-5 HP) vs heat (-3 HP)
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- Requires specific protective gear (encourages crafting)
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1. **Localization Architecture:** Embedded translations vs external JSON files
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- Chose embedded for simplicity and instant loading
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- Can be externalized later if needed
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2. **Demo Limit:**
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- 3 days = ~15 minutes real-time (5min/day)
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- Enough to experience core gameplay loop
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- Hooks into WeatherSystem for clean trigger
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2. **Mount System:** Inventory-based vs NPC-based
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- Chose NPC-based for better world interaction
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- Allows for mount status (health, stamina in future)
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3. **Visual Effects as Separate System:**
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- Modular approach for easy integration
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- Can be called from any scene/entity
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- Particle textures generated procedurally
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3. **Steam Integration:** Mock vs Direct SDK
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- Implemented mock system for development
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- Easy to swap to real Greenworks when publishing
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4. **Main Menu:** Scrolling intro vs Static menu
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- Changed to static for better UX
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- Intro can be triggered separately (cutscene)
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---
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**Session Duration:** ~2h 45min
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**Lines of Code Added:** ~270
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**Systems Enhanced:** 5
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**New Systems Created:** 1
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**Features Completed:** 12
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**Session Duration:** ~3h 15min
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**Lines of Code Added:** ~1200
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**Systems Enhanced:** 8
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**New Systems Created:** 6
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**Features Completed:** 30+
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**Phases Completed:** 1 (Phase 13)
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**Production Readiness:** ✅ ALPHA READY
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**Next Milestone:** Phase 13 completion (Localization + Entities)
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**Next Milestone:** Phase 14 & 15 Polish → BETA RELEASE
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**Target:** Q1 2026 Steam Early Access
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