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@@ -1502,8 +1502,188 @@ Each crop will have:
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### Weapons (10 types × 9 materials = 90)
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**Types**: Sword, Dagger, Spear, Battle Axe, Mace, War Hammer, Bow, Crossbow, Staff, Wand
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**Materials**: Wood, Stone, Copper, Iron, Steel, Gold, Diamond, Mythril, Adamantine
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### ⚔️ **COMBAT & WEAPONS (MEDIEVAL FANTASY)**
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**Philosophy:** Game is fantasy-focused. No modern guns (Pistol/Rifle ❌) except ONE special case.
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#### **🚫 BANNED WEAPONS:**
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❌ Pistol, Rifle, SMG, Sniper, RPG, Ray Gun.
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#### **🔫 THE ONLY GUN: SHOTGUN (Chernobyl Exclusive)**
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- **Unlock:** Found in Chernobyl Military Checkpoint (Late Game).
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- **Ammo:** Shells (Expensive Crafting: Gunpowder + Iron + Brass).
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- **Stats:** High spread damage, slow reload (2 shots).
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- **Use:** Emergency defense against hordes.
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#### **🏹 RANGED ARSENAL (21 Arrow Types)**
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**Bows:** Primitive -> Hunting -> Longbow -> Compound -> Enchanted -> Elven -> Phoenix -> **Dragon Bow**.
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**Arrows (Craftable):**
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1. **Basic:** Wood, Stone, Iron, Steel, Mythril.
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2. **Elemental:** Fire (Burn), Ice (Freeze), Lightning (Chain), Poison (DoT), Explosive (Area), Shadow (Blind), Holy (vs Undead), Nature (Root).
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3. **Special:** Grappling (Climb), Teleport (Blink), Healing (Ally), Vampire (Life Steal), Tracking (Auto-Aim), Drill (Pierce Armor), Rainbow (Random).
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---
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### 🧠 **MEMORY & TWIN BOND SYSTEM (DEEP DIVE)**
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#### **1. FARMING AS THERAPY (Passive Recovery) ✅**
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*Action = 5% Chance of Memory Flashback.*
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- **Planting:** Remembers Father's gardening lessons. (+XP)
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- **Watering:** Remembers Ana's science facts. (+Crop Speed)
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- **Harvesting:** Remembers Mother's harvest festival. (+HP)
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#### **2. STORY FLASHBACKS (The 6 Pillars) ✅**
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*Unlocking these strengthens the Twin Bond.*
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1. **Twin Bond Discovery (Lvl 5):** Hospital scene, doctors realize twins share pain.
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2. **First Protection (Clues 5/50):** Playground fight, young Kai protects Ana.
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3. **Mother's Last Words (Lvl 15):** Outbreak Day 3, Mother sacrifices herself.
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4. **The Kidnapping (Lvl 25):** Troll King attack, Kai is knocked out, Ana taken.
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5. **Dr. Krnić's Plan (Clues 35/50):** Security footage, Krnić reveals he MADE the virus.
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6. **Ana's Final Message (Clues 50/50):** Video diary from Chernobyl ("I'm alive... Come get me.").
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---
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--------------------------------------------------------------------------------
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### ⬛⬜⬛ CORE SYSTEMS (CODE IMPLEMENTED) ⬛⬜⬛
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--------------------------------------------------------------------------------
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#### **1. MICRO FARM SYSTEM (`MicroFarmSystem.js`) ✅**
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- **Start:** 8x8 Tile Grid (Locked by fog/overlay).
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- **Expansion:** Pay Gold to unlock 2x2 sections (North, South, East, West).
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- **Land Types:** Grass (Free), Forest (Needs Axe), Rocky (Needs Pickaxe), Swamp (Needs Drainage).
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#### **2. ZOMBIE WORKER AI (`ZombieWorkerSystem.js` & `ZombieEconomySystem.js`) ✅**
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- **Roles:** Farmer (Water/Harvest), Miner (Stone), Clearer (Trees), **Sanitation (Clean City)**.
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- **Universal Lending:** Rent Zombies to **ANY** town NPC (Baker, Tailor, Teacher...) for profit.
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- **Payment:** Earn **Gold** OR **Rare Gifts** (*Kai's Hidden Photo, Ancient Dye, Rare Seed Pack, Mystical Paint, Family Heirloom*).
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- **City Sanitation:** Zombies scrub graffiti & pick up trash -> Boosts City Happiness.
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- **Maintenance:** Workers consume **Brains** (Fuel). Low Brains = Slow/Grumbling.
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#### **3. ZOMBIE SCOUT EVOLUTION (`ZombieScoutLevelingSystem.js`) ✅**
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*The Scout is a full RPG Companion.*
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- **Level Cap:** 1-20. Gathers XP from Combat, Digging, and Quests.
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- **Level 20:** Evolves into **"Scout Commander"** (Larger, Stronger, New Skin).
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- **Skill Tree:**
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- **Combat:** *Claw Swipe* (Dmg), *Leap Attack* (Jump Dmg), *Undead Resilience* (Tank).
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- **Digging:** *Speed Dig* (Fast), *Treasure Sense* (See buried loot).
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- **Utility:** *Pack Mule* (+10 Inv Slots), *Night Vision*, *Scout Sprint*.
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#### **4. VISUAL & ACCESSIBILITY (`VisualEnhancementSystem.js`) ✅**
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- **Animated Textures:** Water flow (4-frame wave), Fire flickering, Tree rustling.
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- **Atmosphere:** Multi-layered **Noir Fog**, Rain/Snow particles, Dynamic Lightning (Radial gradients).
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- **Typewriter Effect:** Dynamic text reveal with "ADHD Mode" (Instant/Fast/Normal speeds).
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- **Lighting:** Torches flicker (0.4-0.6 alpha), Day/Night cycle shadows.
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#### **5. MASTER SYSTEM ARCHITECTURE (`MasterGameSystemsManager.js`) 👑**
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*Center of Operation. Coordinates 15+ sub-systems.*
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- **Cross-System Events:** Marriage unlocks Lawyer; Building Bakery unlocks Food Orders.
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- **Automation:** Checks Zombie Miners every 4 hours for yield collection.
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- **State Management:** Handles saving/loading for EVERY system in one JSON object.
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#### **6. THE SILENT PROTECTOR (`GameManager.js`) 💾**
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*Never loose progress.*
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- **Auto-Save Triggers:** Scene Change, Aging Up, Memory Found, Gronk Level Up.
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- **Safety:** Periodic 5-minute backup saves.
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- **Visuals:** Spinning Longboard icon when saving.
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#### **7. CORE CODE VARIABLES (GAME DNA) 🧬**
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*The heartbeat of the logic.*
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- `var is_ana_found = false` (Story State: Twin Bond active?)
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- `var zombie_labor_count = 0` (Economy: Total active undead workers)
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- `func start_amnesia_effect()` (Visuals: The Blur/Fog state on wakeup)
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- `var current_biom = "Nova Farma"` (World: Tracks location across 18 biomes)
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#### **8. ANIMAL COMPANION AI (`WorkerCreaturesSystem.js`) 🦉🦇**
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*Alpha Hybrid powers control nature.*
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- **Night Owl:** Spawns at 00:00. Scouting + Gift Drops.
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- **Bat Swarm:** Spawns at Dusk. Resource Gathering + Radar.
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- **T-Rex:** *Deprecated AI (Removed per user request).*
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#### **9. THE 4 ENDINGS (`MainQuestAnaSystem.js`) 🎬**
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1. **Sacrifice:** Kai dies to save Ana.
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2. **Survival:** Both live but the town falls.
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3. **Ascension:** Kai becomes the Zombie King.
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4. **UTOPIA (True Ending):** Save Ana + 180 NPCs rescued.
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#### **10. SYSTEM RECOVERY INDEX (ALL 15+ SYSTEMS) 🚨**
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*All systems confirmed active in `EMERGENCY_SYSTEMS_RECOVERY/`*
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* **Economy:** `InventorySystemExpanded.js`, `NPCShopSystem.js`, `DrugEconomySystem.js`
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* **World:** `MasterWeatherSystem.js` (Noir Rain/Snow), `TimeSystem.js` (Seasons)
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* **NPCs:** `NPCPopulationSystem.js` (180 Unique IDs), `NomadRaiderAI.js`
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* **Shops:** `BakeryShopSystem.js`, `BarberShopSystem.js`, `BlackMarket`
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#### **11. TECHNICAL STACK (ENGINE) 💻**
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*Built for speed and 2D perfection.*
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- **Engine:** **Phaser 3** (JavaScript/WebGL).
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- **Wrapper:** **Electron** (Desktop App .exe/.dmg).
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- **Maps:** **Tiled** (.tmx) & **LDtk**.
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- **Art:** Style 32 Vector (No Pixelation).
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---
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--------------------------------------------------------------------------------
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### 🔮 MYSTERY & STORY MECHANICS (RECOVERED LOGIC) 🔮
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--------------------------------------------------------------------------------
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#### **1. AGING SYSTEM (Protagonists Only) ⏳**
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*Only **Kai & Ana** physically age as the game progresses (Years 2038-2042).*
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- **Visuals:** Sprites get older, scars heal/fade, hair grows.
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- **Effect:** Stats change slightly (Strength up, Speed down) as they mature.
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#### **2. THE GHOST TRINITY (3 Distinct Types) 👻**
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1. **Ghost Parents:** Benevolent spirits that guide Kai to story clues (Non-hostile).
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2. **Drug Hallucinations:** Visual distortions caused by "Zombie Drugs"/Mushrooms. (False realities).
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3. **Graveyard Spirits:** Restless NPC souls in the Church Graveyard (Hostile/Neutral).
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#### **3. TWIN BOND: PULSE & DE-BLUR 🧠**
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*Revised Logic: No magic attacks.*
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- **Twin Pulse:** Screen shakes/vibrates when near a Memory Clue or Ana's location.
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- **Amnesia De-Blur:** The world starts **BLURRED**. Finding memories (Flashbacks) permanently **clears the vision** (De-Blur effect).
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#### **4. GRONK'S VAPE MECHANICS 💨**
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*Not just a skin - a Gameplay Utility.*
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- **Supervisor Mode:** Gronk leans on fences & vapes while watching Zombies farm.
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- **Smoke Signals:** Gronk uses vape clouds to signal safe paths or hidden items.
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- **Vape Shield:** Creates a temporary smoke screen to hide from zombies.
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- **Chill Zone:** Vape cloud regenerates Stamina for nearby allies.
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#### **5. INTRO SEQUENCE: "THE AWAKENING" 🎬**
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- **Visuals:** Complete Blur -> Eye Blink effect -> Slow focus.
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- **Audio:** Muffled sounds -> Ringing -> Sharp reality.
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- **Context:** Kai wakes up with total Amnesia; the player must "unlock" his sight.
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---
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--------------------------------------------------------------------------------
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### 🏗️ TOWN RESTORATION LOGIC (TownRestorationLogic.js) 🏗️
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--------------------------------------------------------------------------------
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*Building restoration directly unlocks specific NPCs & mechanics.*
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| Building | Unlocked NPC | Mechanic / Benefit |
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|----------|-------------|--------------------|
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| **Hospital** 🏥 | **Dr. Ana** | Unlocks Healing & Med Kits. |
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| **Police Station** 🚓 | **Sheriff/Guard** | Unlocks Patrols & Security. |
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| **Mayor's Office** 🏛️ | **Župan (Mayor)** | Unlocks Elections & City Management. |
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| **Church** ⛪ | **Župnik (Priest)** | Unlocks Blessings & Graveyard Access. |
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| **School** 🏫 | **Učitelj (Teacher)** | Unlocks Education Buffs. |
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| **Tech Workshop** ⚙️ | **Tehnik** | Unlocks Electronics Crafting. |
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| **Tailor Shop** 🧵 | **Šivilja** | Unlocks Armor/Clothing Upgrades. |
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| **Bakery** 🥖 | **Pek (Baker)** | Unlocks High-Energy Food. |
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#### **2. GLOBAL RESTORATION SCOPE (27 TOWNS / 150 BUILDINGS)**
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*The project spans 18 Biomes. Restoring towns unlocks global bonuses.*
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- **Key Towns:** Hope Valley (Start), Forest Grove, Desert Oasis, Frozen Harbor, Volcanic Refuge, Coastal Bay, Mountain Peak, Swamp Village, Crystal City, Atlantis.
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- **Endgame Goal:** Rescue all **180 NPCs**.
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#### **3. RESTORATION MILESTONES 🏆**
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- **10 NPCs:** Unlock `Community Center`.
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- **25 NPCs:** Unlock `Town Festivals`.
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- **50 NPCs:** Unlock `Town Guard` (Security).
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- **100 NPCs:** Unlock `Major City Project` (Skyscrapers).
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- **180 NPCs:** **UTOPIA ENDING** (True Pacifist Win).
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### Armor (6 pieces × 7 materials = 42)
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@@ -2712,376 +2892,107 @@ if (detectStreamerMode()) {
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---
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### 🎯 PHASE BREAKDOWN
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### 🎯 PHASE BREAKDOWN (EPISODIC MODEL)
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#### **🎯 DEMO PHASE** (Kickstarter Demo - Vertical Slice)
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**Target:** Showcase core gameplay loop + emotional story hook
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**Duration:** 10-15 minutes of gameplay
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**Goal:** Convince backers this game is REAL and AMAZING!
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**Structure:** 10 Episodes (Fazas) released over time.
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**Pricing:** Demo (Free) -> Early Access (Ep 1-2) -> Full Game (Ep 10).
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---
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### 🎬 **DEMO FLOW (Step-by-Step)**
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#### **🎮 DEMO (Free Trial)**
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**Goal:** Hook the player, show mechanics, limit progress.
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#### **1. OPENING SCENE** (30 seconds)
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- ✅ Kai wakes up in ruined basement (amnesia!)
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- ✅ Finds ID card: "Kai Marković, Age: 14"
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- ✅ Sees blood on wall, feels headache
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- ✅ "I don't remember anything... but I need to survive."
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**🌍 Map & Scope:**
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- **Restricted:** Home Farm Only (8x8 Micro Plot).
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- **Megla:** Invisible walls/fog prevent leaving the farm.
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#### **2. TUTORIAL: ZOMBIE CONTROL** (2-3 minutes)
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**CORE MECHANIC SHOWCASE:**
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**🔨 Restrictions (The "Tantalizer" Nerf):**
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- **Housing:** Sleeping Bag -> Tent -> **Small Shack (MAX)**. Cannot build Mansion.
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- **Tools:** **Wood Tier Only** (break fast).
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- **Yields:** 1 Seed = 1 Crop + 1 Seed (No massive profit).
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- **Trees:** 1 Tree = 1 Log + 1 Sapling (Slow resource gain).
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- **Sleep:** No automatic bed. Must craft Tent/Shack to save/sleep.
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- 🎯 **Step 1:** Meet first zombie (Basic Zombie, wandering)
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- 🎯 **Step 2:** Press [E] to "Control" zombie (Alpha Hybrid power!)
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- 🎯 **Step 3:** Zombie eyes change (white → red with pupils = controlled!)
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- 🎯 **Step 4:** Give first command: "DIG" on soil patch
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- 🎯 **Step 5:** Zombie digs slowly, finds buried item (Ana's bracelet!)
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- 🎯 **Step 6:** "This feels... familiar. But I can't remember why."
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**🎒 Starter Kit (Free):**
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- 1x Wooden Axe, Pickaxe, Hoe, Watering Can.
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- 1x Torch, 1x Bread.
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- 2x Wheat Seeds, 2x Carrot Seeds.
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- **3x Cannabis Seeds** (Taste of the economy!).
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**ASSETS NEEDED:**
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- ✅ Kai (idle, walk) - 10 sprites
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- ❌ Basic Zombie (idle, walk, dig) - 15 sprites 🔴
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- ❌ Soil patch tile + dug version - 2 assets 🔴
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- ❌ Ana's bracelet (item sprite) - 1 asset 🔴
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**🧟 Characters & Story:**
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- **Zombi Statističar:** Stands at gate. Holds sign "Population: 0". Explains you need full game to build town.
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- **Quest:** Intro (Amnesia), Control First Zombie ("DIG" command), Find Ana's Bracelet.
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---
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#### **3. FIRST MEMORY FLASHBACK** (45 seconds)
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**EMOTIONAL STORY HOOK:**
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#### **🔥 EPISODE 1: FAZA 1 (Early Access Start)**
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**Goal:** Establish Base, First Biomes, Survival.
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- 🎯 Screen fades to sepia/flashback filter
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- 🎯 **MEMORY 1/50 UNLOCKED:** "Ana's Birthday"
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- 🎯 Flashback scene: Young Kai (age 8) gives bracelet to Ana
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- 🎯 Ana: "I'll never take it off, I promise!"
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- 🎯 Kai (present): "Ana... who is Ana? Why does this hurt so much?"
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- 🎯 Twin Bond UI appears (damaged, 1/50 bars filled)
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**🌍 Map & Scope:**
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- **Unlocked Biomes (4):** Grassland (Base), Dark Forest, Desert, Swamp.
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- **Bugs/Insects:** Catching enabled immediately (nets).
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**ASSETS NEEDED:**
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- ❌ Flashback background (farm, daytime, happy) - 1 asset 🔴
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- ✅ Young Kai (chibi, age 8) - Can generate 1 sprite 🔴
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- ✅ Young Ana (chibi, age 8, blonde) - Can generate 1 sprite 🔴
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- ❌ Twin Bond UI (damaged heart, 1/50) - 1 UI element 🔴
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**🎁 Paid Starter Kit (Premium):**
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- **Reinforced Tools** (Iron/Steel).
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- **Automatic Sleeping Bag** (Don't need to craft first bed).
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- 10x Wheat, 10x Carrot, 5x Potato Seeds.
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- **10x Cannabis Seeds**.
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- More Food (5 Bread).
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**🏆 First 40 Players Bonus (Early Adopter):**
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- **INSTANT GRONK:** Gronk appears Day 1 (no quest needed).
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- **Roles:**
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- **Builder:** Helps build structures 2x faster.
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- **Carrier:** Huge inventory, carries items to sell.
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**🏗️ Systems Unlocked:**
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- **Basement Lvl 1:** Zombie Containment Cell (Capture zombies).
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- **Basement Lvl 2:** **Grow Room** (Indoor Cannabis/Mushroom farm).
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- **Night Delivery:**
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- 🦉 **Owls:** Deliver Packages/Rewards.
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- 🦇 **Bats:** Deliver Quests/Letters.
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- **Combat:** Bows & Arrows key.
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---
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#### **4. TOWN DISCOVERY** (2 minutes)
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**TOWN SYSTEM INTRO:**
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#### **⚡ EPISODE 2: FAZA 2 (Town Restoration)**
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**Goal:** Rebuild Civilization, Town Management, Crime.
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- 🎯 Kai walks to nearby ruined town (Tutorial Town)
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- 🎯 Sign: "Tutorial Town - Population: 0" (wooden sign, faded paint)
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- 🎯 Empty streets, broken buildings
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- 🎯 Find "Town Hall" (small, run-down building)
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- 🎯 Inside: Population Board (shows "0 Citizens")
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- 🎯 "This place is dead... but maybe I can bring it back to life?"
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**🌍 Map & Scope:**
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- **Town Unlocked:** The main Hub town becomes accessible.
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- **Surrounding Biomes:** Gradual expansion.
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**ASSETS NEEDED:**
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- ❌ Tutorial Town entrance (ruined gate) - 1 asset 🔴
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- ❌ Population Sign (wooden, "Population: 0") - 1 asset 🔴
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- ❌ Town Hall (exterior, small, ruined) - 1 building 🔴
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- ❌ Town Hall (interior, 1 room) - 1 interior tileset 🔴
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- ❌ Population Board (wooden board, "0" written) - 1 UI/prop 🔴
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**🏘️ BUILD-TO-SPAWN Mechanic:**
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*NPCs do not appear randomly. You must build their workplace to summon them.*
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1. **Build Big Generator** (Needs Fuel!) -> Spawns **Električar**.
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2. **Build Police Station** -> Spawns **Sheriff** (No Gun, Baton/Jail only).
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3. **Build Bakery** -> Spawns **Pek** (Baker).
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4. **Build School** -> Spawns **Teacher**.
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5. **Build Town Hall** -> Spawns **Župan** (Mayor) -> Enables **ORDER** (Before this: Chaos).
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**💡 Advanced Systems:**
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- **Generator Fuel:** Must keep adding Bio-Fuel/Gas to Big Generator or lights go out (Zombies attack!).
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- **Immigration Board:**
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- Managed by Zombi Statističar.
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- Donate Resources -> Build Racial Housing -> **Elves/Gnomes/Axolotls move in!**
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- Real-time Population Counter.
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- **City Walls & Watchtowers:** Passive defense.
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**💊 Crime & Police System:**
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- **Zombie Drug Dealer:**
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- Produce Drugs in Basement Lvl 3 (Lab).
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- Send **Zombie Runner** to town to sell (Stealth).
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- **Police Risks:**
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- Sheriff **RAIDS** your basement if suspicion is high.
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- Sheriff **ARRESTS** your Zombie Dealer (You lose the zombie + stash).
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- *Note:* Police do NOT have guns. They use batons/tasers.
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**🏛️ Politics:**
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- **Town Hall:** Unlocks laws and taxes.
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- **Elections:** Mayor is usually set (The "Mayor" NPC), but ensures stability.
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---
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#### **5. FIRST SURVIVOR ARRIVES** (2 minutes)
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**POPULATION TRACKING SHOWCASE:**
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- 🎯 Kai explores, finds NPC hiding (Bеk - Baker NPC)
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- 🎯 Dialogue: "You're... not a zombie? Are you real?"
|
||||
- 🎯 Pek: "I saw you control that zombie... are you the Alpha?"
|
||||
- 🎯 Kai: "Alpha? I don't know what that means..."
|
||||
- 🎯 **CHOICE:** Convince Pek to join town (simple dialogue tree)
|
||||
- 🎯 Pek agrees: "Okay, I'll give this town a chance."
|
||||
- 🎯 **AUTO-WALK:** Pek walks to Town Hall
|
||||
- 🎯 **VISUAL FEEDBACK:** Population Board updates: **0 → 1** 🎉
|
||||
- 🎯 Achievement pop-up: "First Citizen!" (+10 XP)
|
||||
|
||||
**ASSETS NEEDED:**
|
||||
- ✅ Pek NPC (master ref exists!) - Need sprites (idle, walk) = 10 sprites 🔴
|
||||
- ❌ Dialogue UI (portrait frame, text box) - 1 UI set 🔴
|
||||
- ❌ Population Board (updated, "1" written) - 1 asset 🔴
|
||||
- ❌ Achievement pop-up UI - 1 UI element 🔴
|
||||
|
||||
---
|
||||
|
||||
#### **6. ENDING HOOK** (30 seconds)
|
||||
**LEAVE THEM WANTING MORE:**
|
||||
|
||||
- 🎯 Pek: "Hey, I heard rumors... there's a place called Chernobyl. They say people disappear there."
|
||||
- 🎯 Kai feels Twin Bond pulse (UI flashes!)
|
||||
- 🎯 Kai: "Chernobyl... I need to go there. But first, I need to rebuild this town."
|
||||
- 🎯 **DEMO END SCREEN:**
|
||||
- "MEMORY: 1/50"
|
||||
- "POPULATION: 1"
|
||||
- "ANA'S LOCATION: ??"
|
||||
- "Continue in FULL GAME - Kickstarter 2026!"
|
||||
|
||||
**ASSETS NEEDED:**
|
||||
- ❌ Twin Bond pulse VFX - 1 animation 🔴
|
||||
- ❌ Demo end screen UI - 1 asset 🔴
|
||||
|
||||
---
|
||||
|
||||
### 📊 **DEMO ASSET BUDGET (REVISED)**
|
||||
|
||||
| Category | Assets | Status | Priority |
|
||||
|----------|--------|--------|----------|
|
||||
| **Kai Sprites** | 10 | ❌ Not Started | 🔴 CRITICAL |
|
||||
| **Zombie Sprites** | 15 | ❌ Not Started | 🔴 CRITICAL |
|
||||
| **Pek NPC Sprites** | 10 | ❌ Not Started | 🔴 CRITICAL |
|
||||
| **Young Kai/Ana (Flashback)** | 2 | ❌ Not Started | 🔴 CRITICAL |
|
||||
| **Town Buildings** | 3 | ❌ Not Started | 🔴 CRITICAL |
|
||||
| **UI Elements** | 8 | ❌ Not Started | 🔴 CRITICAL |
|
||||
| **Props/Items** | 6 | ❌ Not Started | 🟡 High |
|
||||
| **Biome Tiles (minimal)** | 20 | ❌ Not Started | 🟡 High |
|
||||
| **VFX/Animations** | 3 | ❌ Not Started | 🟢 Medium |
|
||||
| **TOTAL DEMO ASSETS** | **77** | **❌ 0/77** | **URGENT!** |
|
||||
|
||||
**DEMO vs ORIGINAL ESTIMATE:**
|
||||
- ❌ ~~242 assets~~ (too ambitious!)
|
||||
- ✅ **77 core assets** (laser-focused vertical slice!)
|
||||
|
||||
---
|
||||
|
||||
### 🎯 **DEMO SUCCESS METRICS**
|
||||
|
||||
**What backers will experience:**
|
||||
1. ✅ **Zombie Control** - Unique core mechanic (10/10 hook!)
|
||||
2. ✅ **Emotional Story** - Memory system + Twin Bond (instant feels!)
|
||||
3. ✅ **Town Building** - Population tracking (satisfying progress!)
|
||||
4. ✅ **Beautiful Art** - Style 32 Dark-Chibi Noir (visual WOW!)
|
||||
5. ✅ **Mystery** - "Where is Ana?" (leaves them wanting MORE!)
|
||||
|
||||
**Estimated Kickstarter Conversion:** 30-40% of demo players → backers
|
||||
|
||||
---
|
||||
|
||||
### 🚨 **DEMO PRODUCTION PRIORITY**
|
||||
|
||||
**WEEK 1 (Jan 7-13):**
|
||||
1. Generate Kai sprites (10) - Day 1-2
|
||||
2. Generate Zombie sprites (15) - Day 2-3
|
||||
3. Generate Pek sprites (10) - Day 3-4
|
||||
|
||||
**WEEK 2 (Jan 14-20):**
|
||||
4. Generate Young Kai/Ana flashback (2) - Day 1
|
||||
5. Generate Town buildings (3) - Day 2-3
|
||||
6. Generate UI elements (8) - Day 4-5
|
||||
|
||||
**WEEK 3 (Jan 21-27):**
|
||||
7. Generate Props/Items (6) - Day 1-2
|
||||
8. Generate minimal Biome tiles (20) - Day 3-5
|
||||
|
||||
**WEEK 4 (Jan 28 - Feb 3):**
|
||||
9. Generate VFX/Animations (3) - Day 1-2
|
||||
10. Polish & integrate all assets - Day 3-7
|
||||
|
||||
**DEMO LAUNCH TARGET:** February 10, 2026 🎯
|
||||
|
||||
---
|
||||
|
||||
**Status:** 🔴 **BLOCKED** - Need to start asset generation NOW!
|
||||
|
||||
---
|
||||
|
||||
## 🚀 RELEASE STRATEGY - EPISODIC DEPLOYMENT
|
||||
|
||||
**Model:** Early Access / Episodic Releases
|
||||
**Goal:** Release content incrementally, build community, fund development
|
||||
**Platform:** Steam Early Access / Itch.io
|
||||
|
||||
---
|
||||
|
||||
### 📅 **RELEASE TIMELINE & CONTENT**
|
||||
|
||||
### 💰 **OFFICIAL PRICING - LOCKED DECISION (Jan 12, 2026)**
|
||||
|
||||
**NO DLC. NO EPISODES. ONE GAME, ONE PRICE.**
|
||||
|
||||
| Release Phase | Price | Content | Duration |
|
||||
|---------------|-------|---------|----------|
|
||||
| **FREE DEMO** | **FREE** | Farm tutorial, zombie intro | 2-3 hours |
|
||||
| **Early Access** | **€10** | Faza 1-2, Incomplete game, Free updates | 30-50 hours |
|
||||
| **Full Release v1.0** | **€30** | Complete game (all 4 Fazas) | 100+ hours |
|
||||
|
||||
---
|
||||
|
||||
#### **RELEASE 0: FREE DEMO** 🎯
|
||||
**Date:** When ready
|
||||
**Price:** **FREE**
|
||||
**Duration:** 2-3 hours
|
||||
**Purpose:** Marketing tool, community building
|
||||
|
||||
**Content:**
|
||||
- ✅ Basic farming tutorial
|
||||
- ✅ 5 crops (Tomato, Potato, Corn, Wheat, Cannabis)
|
||||
- ✅ 1 animal (Cow)
|
||||
- ✅ Zombie control introduction
|
||||
- ✅ Kai's house
|
||||
- ✅ Shop system (Gronk)
|
||||
|
||||
---
|
||||
|
||||
#### **RELEASE 1: EARLY ACCESS LAUNCH** 🔥
|
||||
**Date:** When Faza 1+2 complete
|
||||
**Price:** **€10**
|
||||
**Duration:** 30-50 hours
|
||||
**Status:** In development
|
||||
|
||||
**Content:**
|
||||
- ✅ **FAZA 1 - Farm Complete**
|
||||
- 80+ crops
|
||||
- 10 farm animals
|
||||
- Full tool progression
|
||||
- Farm infrastructure
|
||||
- Companions (Susi, Zombie workers)
|
||||
- ✅ **FAZA 2 - Town Restoration**
|
||||
- 8-12 NPCs
|
||||
- 9 buildings (5 restoration stages each)
|
||||
- Town infrastructure
|
||||
- Co-op multiplayer (2-4 players)
|
||||
|
||||
**Promise to Buyers:** All future updates FREE! (Get v1.0 free when it launches!)
|
||||
|
||||
---
|
||||
|
||||
#### **RELEASE 2: FULL v1.0 LAUNCH** 🏆
|
||||
**Date:** When Faza 3+4 complete
|
||||
**Price:** **€30**
|
||||
**Duration:** 100+ hours
|
||||
**Status:** Post-Early Access
|
||||
|
||||
**Complete Content:**
|
||||
- ✅ **Everything from Early Access** (Faza 1-2)
|
||||
- ✅ **FAZA 3 - World Exploration**
|
||||
- All 18 biomes
|
||||
- Biome-specific enemies & resources
|
||||
- Wildlife & creatures
|
||||
- Ana's trail (story progression)
|
||||
- ✅ **FAZA 4 - Endgame & Story Finale**
|
||||
- 21+ Boss encounters
|
||||
- Ana rescue & reunion
|
||||
- Story conclusion
|
||||
- Multiple endings
|
||||
- New Game+
|
||||
- Endgame systems
|
||||
|
||||
**Early Access Benefits:** Early Access buyers DON'T pay again! (€10 → Free v1.0 upgrade)
|
||||
|
||||
---
|
||||
|
||||
### 💎 **PRICING PHILOSOPHY:**
|
||||
|
||||
**Early Access (€10):**
|
||||
- "Incomplete game, fair price"
|
||||
- Support development
|
||||
- Save €20 on full release
|
||||
- Free updates forever
|
||||
|
||||
**Full Release (€30):**
|
||||
- Complete game
|
||||
- All content included
|
||||
- Fair indie game price
|
||||
- No hidden costs
|
||||
|
||||
**Early Access Savings:** Pay €10 now, get €30 game later = **€20 discount!**
|
||||
|
||||
---
|
||||
|
||||
### 🚫 **WHAT WE WILL NEVER DO:**
|
||||
|
||||
❌ **NO** Paid DLC
|
||||
❌ **NO** Microtransactions
|
||||
❌ **NO** Season Passes
|
||||
❌ **NO** Cosmetic packs
|
||||
❌ **NO** Loot boxes
|
||||
❌ **NO** Pay-to-win mechanics
|
||||
|
||||
✅ **ONLY:** One fair price, complete game, free updates
|
||||
|
||||
---
|
||||
|
||||
### 📊 **CONTENT PROGRESSION:**
|
||||
|
||||
| Release | Fazas | NPCs | Biomes | Bosses | Hours | Official Price |
|
||||
|---------|-------|------|--------|--------|-------|----------------|
|
||||
| **DEMO** | 0 | ~5 | 1 (Grassland) | 0 | 2-3h | FREE |
|
||||
| **Early Access** | 1-2 | ~50 | 1 + Town | 0 | 30-50h | **€10** |
|
||||
| **Full v1.0** | 1-4 | 200+ | 18 + Town | 21+ | 100h+ | **€30** |
|
||||
|
||||
---
|
||||
|
||||
**Official Decision Date:** January 12, 2026, 00:16 CET
|
||||
**Status:** ✅ LOCKED - Ne spreminjamo več!
|
||||
**Philosophy:** Fair games, fair prices, no bullshit
|
||||
| **Episode 1** | 16 | 290 | 118 | 16 | 30-43 | $19.99 |
|
||||
| **Episode 2** | 18 | 380 | 124 | 22 | 45-63 | $24.99 |
|
||||
| **Final** | 20 | 388 | 109 | 24 | 55-78 | $29.99 |
|
||||
|
||||
---
|
||||
|
||||
### 🎯 **DEVELOPMENT STRATEGY**
|
||||
|
||||
**Why Episodic?**
|
||||
1. ✅ **Funding:** Each release funds next development
|
||||
2. ✅ **Feedback:** Community shapes the game
|
||||
3. ✅ **Quality:** More time per episode = better quality
|
||||
4. ✅ **Hype:** Regular releases keep momentum
|
||||
5. ✅ **Testing:** Catch bugs early, fix before final
|
||||
6. ✅ **Loyalty:** Early supporters get lifetime value
|
||||
|
||||
**Release Cadence:** New content every 6 months
|
||||
**Total Dev Time:** ~2.5 years (Feb 2026 - Q2 2028)
|
||||
**Community Involvement:** Discord, Reddit, Surveys between releases
|
||||
|
||||
---
|
||||
|
||||
### 🔐 **COMMITMENT TO EARLY SUPPORTERS**
|
||||
|
||||
**Promise:** Anyone who buys during Early Access (Alpha 1 or Alpha 2) gets **ALL FUTURE UPDATES FREE FOREVER!**
|
||||
|
||||
This means:
|
||||
- Buy for $9.99 in Alpha 1
|
||||
- Get $29.99 worth of content by Final Episode
|
||||
- **LIFETIME SAVINGS: $20!** 🎁
|
||||
|
||||
**Why?** Because you believed in us when we had nothing! ❤️
|
||||
|
||||
---
|
||||
|
||||
**Status:** ✅ Release strategy defined and locked!
|
||||
|
||||
---
|
||||
|
||||
#### **🔥 PHASE 1** (Alpha 1 - Core Gameplay)
|
||||
**Target:** Playable first 10 hours
|
||||
**Includes:**
|
||||
- ✅ 166 Biome NPCs (DONE!)
|
||||
- 🔄 Wild Animals (87% done - 13/15)
|
||||
- 🔄 Farm Animals (60% done - 6/10)
|
||||
- 🔄 Chernobyl Mutants (30% done - 3/10)
|
||||
- ❌ 4 Normal Biomes (Grassland, Forest, Desert, Swamp)
|
||||
- ❌ Basic combat, farming, building
|
||||
- ❌ First 20 quests
|
||||
|
||||
**Status:** 🟡 **IN PROGRESS** - 20% complete
|
||||
|
||||
#### **⚡ PHASE 2** (Alpha 2 - Content Expansion)
|
||||
**Target:** 50+ hours gameplay
|
||||
**Includes:**
|
||||
- ❌ All 190 Town NPCs
|
||||
- ❌ Dinosaurs (15 species)
|
||||
- ❌ Mythical Creatures (39 species)
|
||||
- ❌ Bosses (24 total)
|
||||
- ❌ 9 Normal + 8 Magical Biomes
|
||||
- ❌ Railway, Zoo, Museum, School
|
||||
- ❌ 100+ quests
|
||||
- ❌ Town Restoration
|
||||
- ❌ Ana's Story (playable!)
|
||||
|
||||
**Status:** 🔴 **NOT STARTED**
|
||||
|
||||
---
|
||||
|
||||
### 📋 CRITICAL PATH TO DEMO
|
||||
|
||||
Reference in New Issue
Block a user