MASTER PLANS - Multi-Language, Accessibility, Assets - 4 strategic documents

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# ♿ ACCESSIBILITY OPTIONS - IMPLEMENTATION PLAN
**Game:** Mrtva Dolina / Death Valley
**Date:** January 4, 2026
**Priority:** HIGH (Inclusive Gaming Standard)
---
## 🎯 ACCESSIBILITY FEATURES (From Screenshot)
### **Required Features:**
1.**High Contrast Mode**
2.**Large Text Mode**
3.**Color Blind Mode**
4.**Screen Reader Support**
5.**Reduce Flashing (Epilepsy)**
6.**One-Handed Controls**
7.**Audio Cues**
**Quick Toggle:** Press 1-7 to toggle features
**Full Settings:** ESC → Settings → Accessibility
---
## 📋 DETAILED IMPLEMENTATION
### **1. HIGH CONTRAST MODE** 🎨
**Purpose:** Better visibility for low vision players
**Changes:**
- Background: Pure black (#000000)
- Text: Pure white (#FFFFFF)
- UI borders: Bright yellow (#FFFF00)
- Buttons: High contrast colors
- Dialogue box: Black with white border
- Character portraits: Increased brightness +30%
**Implementation:**
```javascript
// src/systems/AccessibilitySystem.js
class AccessibilitySystem {
toggleHighContrast() {
this.highContrast = !this.highContrast;
if (this.highContrast) {
// Override all colors
this.scene.dialogueBg.setFillStyle(0x000000, 1.0);
this.scene.dialogueBg.setStrokeStyle(4, 0xFFFF00);
this.scene.dialogueText.setColor('#FFFFFF');
this.scene.speakerText.setColor('#FFFF00');
// Apply to all scenes
this.game.scene.scenes.forEach(scene => {
if (scene.applyHighContrast) {
scene.applyHighContrast();
}
});
} else {
// Restore original colors
this.restoreDefaultColors();
}
this.save();
}
}
```
**Keyboard:** Press **1** to toggle
---
### **2. LARGE TEXT MODE** 📝
**Purpose:** Readability for visually impaired
**Changes:**
- All text +50% larger
- Dialogue: 18px → 27px
- UI labels: 16px → 24px
- Buttons: 14px → 21px
- Line spacing: +25%
**Implementation:**
```javascript
toggleLargeText() {
this.largeText = !this.largeText;
const multiplier = this.largeText ? 1.5 : 1.0;
// Update all text objects
this.scene.dialogueText.setFontSize(18 * multiplier);
this.scene.speakerText.setFontSize(22 * multiplier);
// Resize dialogue box to fit
const newHeight = this.largeText ? 240 : 180;
this.scene.dialogueBg.setDisplaySize(
this.scene.dialogueBg.width,
newHeight
);
this.save();
}
```
**Keyboard:** Press **2** to toggle
---
### **3. COLOR BLIND MODE** 🌈
**Purpose:** Support for color blindness (8% of men, 0.5% of women)
**Types Supported:**
- **Deuteranopia** (Red-Green, most common)
- **Protanopia** (Red-Green)
- **Tritanopia** (Blue-Yellow, rare)
**Changes:**
- Health bars: Red → Orange with pattern
- Stamina: Blue → Cyan with stripes
- Quest markers: Color + Icon
- Item rarity: Color + Border style
- Enemy indicators: Color + Shape
**Color Palette Remapping:**
```javascript
const COLOR_BLIND_PALETTES = {
deuteranopia: {
red: 0xFF8C00, // Orange instead of red
green: 0x00CED1, // Dark cyan instead of green
blue: 0x4169E1, // Royal blue (unchanged)
purple: 0xFF00FF // Magenta (more distinct)
},
protanopia: {
red: 0xFFD700, // Gold instead of red
green: 0x1E90FF, // Dodger blue instead of green
blue: 0x8A2BE2, // Blue violet
purple: 0xFF69B4 // Hot pink
},
tritanopia: {
red: 0xFF0000, // Red (unchanged)
green: 0x00FF00, // Green (unchanged)
blue: 0xFF1493, // Deep pink instead of blue
yellow: 0x00FFFF // Cyan instead of yellow
}
};
```
**Implementation:**
```javascript
setColorBlindMode(type) {
this.colorBlindMode = type; // 'none', 'deuteranopia', 'protanopia', 'tritanopia'
if (type !== 'none') {
const palette = COLOR_BLIND_PALETTES[type];
// Remap all color references
this.game.registry.set('palette', palette);
// Add patterns to critical elements
this.addAccessibilityPatterns();
}
this.save();
}
addAccessibilityPatterns() {
// Add stripes to health bar
this.healthBar.setTexture('health_bar_striped');
// Add icons to color-coded elements
this.questMarkers.forEach(marker => {
marker.addIcon(); // Add symbol alongside color
});
}
```
**UI:** Dropdown menu: None / Deuteranopia / Protanopia / Tritanopia
**Keyboard:** Press **3** to cycle modes
---
### **4. SCREEN READER SUPPORT** 🔊
**Purpose:** Blind/low-vision accessibility
**Features:**
- Announce all UI changes
- Read dialogue text aloud
- Describe scene changes
- Navigate menus with keyboard
- Audio feedback for all actions
**Implementation:**
```javascript
class ScreenReaderSystem {
constructor(game) {
this.game = game;
this.enabled = false;
this.speechSynth = window.speechSynthesis;
this.currentUtterance = null;
}
enable() {
this.enabled = true;
this.announce("Screen reader enabled. Use arrow keys to navigate.");
}
announce(text, interrupt = false) {
if (!this.enabled) return;
// Stop current speech if interrupting
if (interrupt && this.speechSynth.speaking) {
this.speechSynth.cancel();
}
const utterance = new SpeechSynthesisUtterance(text);
utterance.lang = this.game.settings.language || 'sl-SI';
utterance.rate = 1.0;
utterance.pitch = 1.0;
utterance.volume = 1.0;
this.speechSynth.speak(utterance);
this.currentUtterance = utterance;
}
announceDialogue(speaker, text) {
const fullText = `${speaker} says: ${text}`;
this.announce(fullText, true);
}
announceSceneChange(sceneName) {
this.announce(`Entering ${sceneName}`, true);
}
announceButton(buttonLabel) {
this.announce(`Button: ${buttonLabel}. Press Enter to activate.`);
}
}
```
**Integration with PrologueScene:**
```javascript
showDialogue(index) {
const dialogue = this.dialogueData[index];
// Screen reader support
if (this.game.accessibility.screenReader.enabled) {
this.game.accessibility.screenReader.announceDialogue(
dialogue.speaker,
dialogue.text
);
}
// ... rest of dialogue logic
}
```
**Keyboard:** Press **4** to toggle
---
### **5. REDUCE FLASHING (EPILEPSY)** ⚡
**Purpose:** Prevent seizures (photosensitive epilepsy affects ~3%)
**Changes:**
- Disable camera shake
- Disable screen flash effects
- Reduce particle effects
- Smooth transitions only
- Warning on startup if disabled
**Removed Effects:**
```javascript
toggleReduceFlashing() {
this.reduceFlashing = !this.reduceFlashing;
if (this.reduceFlashing) {
// Disable dangerous effects
this.game.cameras.main.shake(0); // No shake
this.game.cameras.main.flash(0); // No flash
// Reduce particle systems
this.game.particles.setEmitterRate(0.5); // 50% particles
// Disable lightning
this.weatherSystem.disableLightning = true;
// Smooth transitions only
this.transitionDuration = 2000; // Slower fades
}
this.save();
}
```
**Startup Warning:**
```javascript
create() {
if (!this.game.accessibility.reduceFlashing) {
this.showFlashWarning();
}
}
showFlashWarning() {
const warning = this.add.text(
this.cameras.main.width / 2,
this.cameras.main.height / 2,
'⚠️ WARNING ⚠️\n\n' +
'This game contains flashing lights\n' +
'and rapid scene changes.\n\n' +
'Press 5 to enable Epilepsy Safety Mode\n' +
'Press any other key to continue',
{
fontSize: '24px',
align: 'center',
backgroundColor: '#000000',
padding: { x: 40, y: 40 }
}
);
warning.setOrigin(0.5);
// Wait for input
this.input.keyboard.once('keydown', (event) => {
if (event.key === '5') {
this.game.accessibility.toggleReduceFlashing();
}
warning.destroy();
});
}
```
**Keyboard:** Press **5** to toggle
---
### **6. ONE-HANDED CONTROLS** 🎮
**Purpose:** Physical disability support (one hand, motor impairments)
**Modes:**
- **Left-Hand Mode** (WASD + nearby keys)
- **Right-Hand Mode** (Arrow keys + numpad)
- **Both modes support mouse-only gameplay**
**Left-Hand Layout:**
```
Movement: WASD
Action: Q
Menu: E
Inventory: R
Map: T
Sprint: Shift
Crouch: Ctrl
```
**Right-Hand Layout:**
```
Movement: Arrow Keys
Action: Numpad 0
Menu: Numpad Enter
Inventory: Numpad +
Map: Numpad -
Sprint: Numpad /
Crouch: Numpad *
```
**Implementation:**
```javascript
class OneHandedControls {
setMode(mode) {
this.mode = mode; // 'left', 'right', 'both'
if (mode === 'left') {
this.bindLeftHandKeys();
} else if (mode === 'right') {
this.bindRightHandKeys();
} else {
this.bindBothHands();
}
}
bindLeftHandKeys() {
const keys = {
up: 'W',
down: 'S',
left: 'A',
right: 'D',
action: 'Q',
menu: 'E',
inventory: 'R',
map: 'T',
sprint: 'SHIFT',
crouch: 'CTRL'
};
this.remapKeys(keys);
}
bindRightHandKeys() {
const keys = {
up: 'UP',
down: 'DOWN',
left: 'LEFT',
right: 'RIGHT',
action: 'NUMPAD_ZERO',
menu: 'NUMPAD_ENTER',
inventory: 'NUMPAD_ADD',
map: 'NUMPAD_SUBTRACT',
sprint: 'NUMPAD_DIVIDE',
crouch: 'NUMPAD_MULTIPLY'
};
this.remapKeys(keys);
}
}
```
**UI Toggle:**
- Settings → Accessibility → One-Handed Controls
- Options: Both Hands / Left Hand Only / Right Hand Only
**Keyboard:** Press **6** to cycle modes
---
### **7. AUDIO CUES** 🔔
**Purpose:** Additional feedback for deaf/hard-of-hearing players
**Features:**
- Visual sound indicators
- Subtitles for all dialogue (already done!)
- Direction indicators for off-screen sounds
- Vibration feedback (controller)
**Visual Sound System:**
```javascript
class VisualSoundCueSystem {
constructor(scene) {
this.scene = scene;
this.cues = [];
}
showCue(soundType, direction, distance) {
// Create visual indicator
const cue = this.scene.add.sprite(x, y, 'sound_cue_' + soundType);
cue.setAlpha(0.7);
// Position based on direction
const angle = this.getAngleFromDirection(direction);
const radius = 200; // Distance from player
cue.x = this.scene.player.x + Math.cos(angle) * radius;
cue.y = this.scene.player.y + Math.sin(angle) * radius;
// Add text label
const label = this.scene.add.text(cue.x, cue.y + 30, soundType, {
fontSize: '14px',
backgroundColor: '#000000'
});
// Fade out after 2 seconds
this.scene.tweens.add({
targets: [cue, label],
alpha: 0,
duration: 2000,
onComplete: () => {
cue.destroy();
label.destroy();
}
});
}
// Example usage
onZombieGrowl(zombiePosition) {
const direction = this.getDirectionToPlayer(zombiePosition);
const distance = Phaser.Math.Distance.Between(
this.scene.player.x, this.scene.player.y,
zombiePosition.x, zombiePosition.y
);
this.showCue('Zombie Growl', direction, distance);
}
}
```
**Sound Types with Icons:**
- 🧟 Zombie nearby
- 💥 Explosion
- 🔔 Quest update
- 💬 NPC speaking
- ⚔️ Combat
- 🚪 Door opening/closing
- 📦 Item pickup
**Keyboard:** Press **7** to toggle
---
## 🎨 UI IMPLEMENTATION
### **Accessibility Options Menu**
```javascript
class AccessibilityMenu extends Phaser.Scene {
create() {
// Title
this.add.text(width/2, 50, '♿ ACCESSIBILITY OPTIONS', {
fontSize: '32px',
color: '#FFFFFF'
}).setOrigin(0.5);
// Options list
const options = [
{ id: 1, name: 'High Contrast Mode', key: '1' },
{ id: 2, name: 'Large Text Mode', key: '2' },
{ id: 3, name: 'Color Blind Mode', key: '3' },
{ id: 4, name: 'Screen Reader Support', key: '4' },
{ id: 5, name: 'Reduce Flashing (Epilepsy)', key: '5' },
{ id: 6, name: 'One-Handed Controls', key: '6' },
{ id: 7, name: 'Audio Cues', key: '7' }
];
let y = 150;
options.forEach(option => {
const text = this.add.text(100, y,
`${option.id}. ${option.name}`,
{ fontSize: '20px' }
);
// Toggle indicator
const indicator = this.add.text(width - 100, y,
this.getStatusText(option.id),
{ fontSize: '20px' }
);
y += 50;
});
// Footer
this.add.text(width/2, height - 100,
'Full accessibility settings available\n' +
'in-game (ESC → Settings)\n\n' +
'Tip: Press 1-7 to toggle these features',
{
fontSize: '16px',
align: 'center',
color: '#AAAAAA'
}
).setOrigin(0.5);
// OK button
const okButton = this.add.rectangle(
width/2, height - 40,
200, 50,
0x0066FF
);
this.add.text(width/2, height - 40, 'OK', {
fontSize: '24px'
}).setOrigin(0.5);
okButton.setInteractive();
okButton.on('pointerdown', () => {
this.scene.start('MainMenu');
});
// Keyboard shortcuts
this.input.keyboard.on('keydown', (event) => {
const key = parseInt(event.key);
if (key >= 1 && key <= 7) {
this.toggleOption(key);
}
});
}
toggleOption(id) {
const accessibility = this.game.registry.get('accessibility');
switch(id) {
case 1: accessibility.toggleHighContrast(); break;
case 2: accessibility.toggleLargeText(); break;
case 3: accessibility.cycleColorBlindMode(); break;
case 4: accessibility.toggleScreenReader(); break;
case 5: accessibility.toggleReduceFlashing(); break;
case 6: accessibility.cycleOneHandedMode(); break;
case 7: accessibility.toggleAudioCues(); break;
}
// Refresh UI
this.scene.restart();
}
getStatusText(id) {
const accessibility = this.game.registry.get('accessibility');
const statuses = [
accessibility.highContrast ? 'ON' : 'OFF',
accessibility.largeText ? 'ON' : 'OFF',
accessibility.colorBlindMode || 'None',
accessibility.screenReader ? 'ON' : 'OFF',
accessibility.reduceFlashing ? 'ON' : 'OFF',
accessibility.oneHandedMode || 'Both',
accessibility.audioCues ? 'ON' : 'OFF'
];
return statuses[id - 1];
}
}
```
---
## 💾 PERSISTENCE
```javascript
// Save accessibility settings to localStorage
class AccessibilitySystem {
save() {
const settings = {
highContrast: this.highContrast,
largeText: this.largeText,
colorBlindMode: this.colorBlindMode,
screenReader: this.screenReader,
reduceFlashing: this.reduceFlashing,
oneHandedMode: this.oneHandedMode,
audioCues: this.audioCues
};
localStorage.setItem('accessibility_settings', JSON.stringify(settings));
}
load() {
const saved = localStorage.getItem('accessibility_settings');
if (saved) {
const settings = JSON.parse(saved);
Object.assign(this, settings);
this.applyAll();
}
}
applyAll() {
if (this.highContrast) this.toggleHighContrast();
if (this.largeText) this.toggleLargeText();
if (this.colorBlindMode !== 'none') this.setColorBlindMode(this.colorBlindMode);
if (this.screenReader) this.screenReaderSystem.enable();
if (this.reduceFlashing) this.toggleReduceFlashing();
if (this.oneHandedMode !== 'both') this.controls.setMode(this.oneHandedMode);
if (this.audioCues) this.visualSoundCues.enable();
}
}
```
---
## 📊 IMPLEMENTATION TIMELINE
| Week | Task | Deliverable |
|------|------|-------------|
| **1** | Core System | AccessibilitySystem.js |
| **2** | High Contrast + Large Text | Visual modes |
| **3** | Color Blind Mode | 3 palette variants |
| **4** | Screen Reader | Text-to-speech |
| **5** | Epilepsy Safety | Effect reduction |
| **6** | One-Handed + Audio Cues | Control schemes |
| **7** | UI Integration | Settings menu |
| **8** | Testing | User testing |
**Total Time:** 8 weeks (~2 months)
---
## ✅ SUCCESS CRITERIA
- [ ] All 7 features implemented
- [ ] Keyboard shortcuts (1-7) working
- [ ] Settings persist across sessions
- [ ] No performance impact
- [ ] Screen reader announces all interactions
- [ ] Color blind modes tested with simulators
- [ ] One-handed mode fully playable
- [ ] Epilepsy warning on first launch
---
## 🎯 PRIORITY ORDER
### **Phase 1 (Critical):**
1. **Reduce Flashing** - Safety first!
2. **Large Text Mode** - Easy win
3. **High Contrast Mode** - Visual accessibility
### **Phase 2 (Important):**
4. **Color Blind Mode** - 8% of players
5. **One-Handed Controls** - Physical accessibility
6. **Audio Cues** - Deaf/HoH support
### **Phase 3 (Advanced):**
7. **Screen Reader Support** - Complex but essential
---
## 🏆 INDUSTRY STANDARDS
Following guidelines from:
- **Game Accessibility Guidelines** (gameaccessibilityguidelines.com)
- **Xbox Accessibility** standards
- **PlayStation Accessibility** standards
- **WCAG 2.1** (Web Content Accessibility Guidelines)
**Certification Goal:** Xbox Accessibility Features badge
---
**Last Updated:** January 4, 2026
**Status:** Planning → Implementation Starting Tonight

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# 🎨 MASTER ASSET PRODUCTION STATUS & PLAN
**Date:** January 4, 2026, 14:13 CET
**Session:** Final Production Push
**Style:** Style 32 (Dark-Chibi Noir)
---
## 📊 CURRENT STATUS (As of Jan 4, 14:13)
### **✅ COMPLETED SPRITES:** 325 total
**Breakdown by Category:**
- 🏗️ **Buildings:** 36 sprites (shops, houses, barns, clinics)
- ⚔️ **Gear/Tools:** 48 sprites (axes, hoes, swords, pickaxes, armor)
- 🎨 **UI Elements:** 20 sprites (icons, buttons, arrows, cursors)
- 📦 **Props:** 20 sprites (barrels, crates, chests, fences, benches)
- 🌾 **Crops/Plants:** 8 sprites (wheat, corn, berries, trees)
- 🗿 **Terrain:** 20 sprites (grass, dirt, stone, paths, tiles)
- 👤 **NPCs/Characters:** 42 sprites (zombies, farmers, Ana, Kai variants)
- 🎯 **Other:** ~131 sprites (various miscellaneous)
**Location:** `assets/images/STYLE_32_SESSION_JAN_04/`
---
## 🎯 TARGET: INTERIOR SPRITES (HIGH PRIORITY)
### **📋 FROM GENERATION LIST:**
**Total Interior Sprites Needed:** 60 HIGH PRIORITY
**Progress:**
-**Generated so far:** ~45/60 (estimate from session)
-**Still needed:** ~15 sprites
### **Remaining 15 Sprites (CRITICAL):**
#### **Home Essentials (finish missing ones):**
1. `interior_bed_kingsize.png` - 128x96px ⏳
2. `interior_chest_locked.png` - 48x48px ⏳
3. `interior_bookshelf.png` - 64x96px ⏳
#### **Kitchen Extension:**
4. `interior_kitchen_fridge.png` - 64x96px ⏳
5. `interior_kitchen_sink.png` - 48x48px ⏳
6. `interior_recipe_shelf.png` - 64x64px ⏳
#### **Basement/Alchemy:**
7. `interior_secret_passage.png` - 64x96px ⏳
8. `interior_ritual_circle.png` - 96x96px ⏳
9. `interior_memory_vault.png` - 64x64px ⏳
#### **Barber Shop:**
10. `interior_piercing_tools.png` - 48x48px ⏳
11. `interior_scissors_rack.png` - 32x64px ⏳
#### **Mine Equipment:**
12. `mine_ore_vein_copper.png` - 48x48px ⏳
13. `mine_ore_vein_gold.png` - 48x48px ⏳
14. `mine_crystal_purple.png` - 32x48px (LIGHT SOURCE!) ⏳
#### **NPC Decorations:**
15. `interior_zombie_brain_jar.png` - 32x48px ⏳
---
## ⏰ API QUOTA STATUS
**Current Time:** 14:13 CET
**Next Reset:** 14:19 CET
**Time to Reset:** **6 MINUTES!**
**When API Resets:**
- ✅ Generate final 15 interior sprites
- ✅ Complete 60/60 HIGH PRIORITY goal
- ✅ All critical assets ready for system integration!
---
## 📈 PRODUCTION SUMMARY
### **Session Stats (Jan 4, 2026):**
```
SPRITES GENERATED TODAY: 50+
- Buildings V2 complete
- Gear upgrades complete
- Started interior objects
- High Priority: 45/60 done
```
### **Overall Project Stats:**
```
TOTAL SPRITES: 325 in Style 32
- Production time: ~8-10 hours
- Quality: High (5px outlines, chroma green bg)
- Style compliance: 100%
```
---
## 🗺️ COMPLETE ASSET ROADMAP
### **PHASE 1** ✅ **COMPLETE** (Dec - Jan)
**Buildings & Exteriors:** 61 sprites
- All shops (complete + ruined variants)
- Houses (all tiers)
- Farm structures
- Town buildings
### **PHASE 2** ✅ **COMPLETE** (Jan 3-4)
**Gear & Equipment:** 44+ sprites
- All tools (6 tiers)
- Weapons
- Armor sets
- Accessories
### **PHASE 3** 🔄 **IN PROGRESS** (Jan 4, afternoon)
**Interior Objects (HIGH PRIORITY):** 45/60 done
- Home essentials (mostly done)
- Kitchen items (in progress)
- Basement/alchemy lab
- Shop interiors
- Mine equipment
### **PHASE 4** ⏳ **NEXT** (Jan 5-7)
**Medium Priority Interiors:** 110 sprites
- Advanced furniture
- Decorations
- NPC-specific items
- Seasonal decorations
- Special items
### **PHASE 5** ⏳ **FUTURE** (Week 2+)
**Expansion Assets:** ~1000+ sprites
- 18 biome tilesets
- Enemy sprites (250+ types)
- Anomalous zone assets
- Boss sprites (24 bosses)
- Special effects
---
## 🎯 TONIGHT PRODUCTION PLAN (14:19 - 18:00)
### **IMMEDIATE (14:19 - 14:40):**
**When API resets in 6 minutes:**
Generate final 15 HIGH PRIORITY interior sprites:
1. Bed (kingsize)
2. Chest (locked)
3. Bookshelf
4. Kitchen fridge
5. Kitchen sink
6. Recipe shelf
7. Secret passage
8. Ritual circle
9. Memory vault
10. Piercing tools
11. Scissors rack
12. Copper ore vein
13. Gold ore vein
14. Purple crystal (light source!)
15. Brain jar
**Time:** ~20 minutes (15 sprites at 30/hour rate)
### **EVENING SESSION (15:00 - 18:00):**
**Option A: Continue with Medium Priority (~90 more sprites)**
- Advanced furniture
- NPC decorations
- Seasonal items
**Option B: Multi-Language Implementation**
- Run translation scripts
- Generate 48 voice files (4 languages)
- Test integration
**RECOMMENDATION:** **Option A** - Complete Phase 3 entirely, then do languages tomorrow!
---
## 📋 DETAILED REMAINING ASSET BREAKDOWN
### **After Tonight's 15 Sprites:**
**HIGH PRIORITY: 60/60** ✅ COMPLETE!
**MEDIUM PRIORITY: 110 sprites**
```
Living Room: 15 sprites
- Sofas, armchairs, coffee tables
- Fireplace, TV, paintings
Bedroom Extended: 12 sprites
- Dressers, vanity, rugs
- Lamps, curtains, mirrors
Kitchen/Dining: 18 sprites
- Chairs, tables, cabinets
- Dishware, appliances
Outdoors: 20 sprites
- Garden furniture, grills
- Planters, decorations
Special Rooms: 25 sprites
- Library, observatory
- Trophy room, shrine
Seasonal: 20 sprites
- Halloween, Christmas, Easter
- Summer/winter variants
```
**LOW PRIORITY: Infinite** 🌌
```
- Biome-specific decorations
- Rare collectibles
- Easter eggs
- Achievement items
```
---
## 🚀 PRODUCTION VELOCITY
**Current Rate:** ~30 sprites/hour (with API)
**Realistic Night Schedule:**
```
14:19 - 14:40 | 15 sprites (HIGH PRIORITY complete!)
15:00 - 16:00 | 30 sprites (medium priority)
16:00 - 17:00 | 30 sprites (medium priority)
17:00 - 18:00 | 30 sprites (medium priority)
```
**TONIGHT TOTAL:** 105 sprites
**CUMULATIVE:** 325 + 105 = **430 sprites** in Style 32!
---
## 📊 ASSET COMPLETENESS BY SYSTEM
### **Systems Ready for Integration:**
**Sleep System**
- All beds generated (sleeping bag, wooden, kingsize)
- UI icons ready
- **Status:** 100% ready
**Crafting Tables System**
- Small/large tables generated
- Tool racks ready
- Workshop benches ready
- **Status:** 100% ready
🔄 **Bakery Shop** (after tonight)
- Oven: ✅
- Counter: ✅
- Shelf: ⏳ (tonight)
- Flour sacks: ✅
- Tools: ✅
- **Status:** 80% → 100% tonight
🔄 **Barber Shop** (after tonight)
- Chair: ✅
- Mirror: ✅
- Tools: ⏳ (scissors rack tonight)
- Dye shelf: ✅
- **Status:** 80% → 100% tonight
**Lawyer Office**
- Desk: ✅
- Lamp: ✅
- Books: ✅
- **Status:** 100% ready
🔄 **Zombie Miner System** (after tonight)
- Entrance portal: ✅
- Ladders: ✅
- Elevator: ✅
- Cart tracks: ✅
- Stone crusher: ✅
- Ore veins: ⏳ (tonight - copper, gold)
- Crystals: ⏳ (tonight - purple light source)
- **Status:** 75% → 100% tonight
**Town Growth System**
- All buildings: ✅
- Town signs: ✅
- Population display: ✅
- **Status:** 100% ready
---
## 🎯 FINAL GOALS
### **END OF TONIGHT:**
- ✅ 60/60 HIGH PRIORITY sprites complete
- ✅ All 9 game systems have required sprites
- ✅ 430+ total sprites in Style 32
- ✅ Ready for full system integration testing
### **END OF WEEK:**
- ✅ 170/170 Interior sprites complete (HIGH + MEDIUM)
- ✅ Multi-language system ready (5 languages)
- ✅ Accessibility system implemented
- ✅ Full game playable in Slovenian + English
### **END OF MONTH:**
- ✅ All biome tilesets generated
- ✅ Enemy sprite library complete
- ✅ Boss sprites ready
- ✅ Early Access launch preparation
---
## 💾 COMMIT STRATEGY
**After finishing tonight's 15 sprites:**
```bash
git add assets/images/STYLE_32_SESSION_JAN_04/
git commit -m "🎨 PHASE 3 COMPLETE - All 60 HIGH PRIORITY Interior Sprites
COMPLETED TONIGHT (15 sprites):
✅ Kingsize bed
✅ Locked chest
✅ Bookshelf
✅ Kitchen fridge
✅ Kitchen sink
✅ Recipe shelf
✅ Secret passage
✅ Ritual circle
✅ Memory vault
✅ Piercing tools
✅ Scissors rack
✅ Copper ore vein
✅ Gold ore vein
✅ Purple crystal (light source)
✅ Brain jar
TOTAL STATUS:
- HIGH PRIORITY: 60/60 ✅ COMPLETE
- Total Style 32: 340 sprites
- All 9 systems ready for integration!
Next: Medium priority interiors (110 sprites)"
git push
```
---
## 🎊 ACHIEVEMENT UNLOCKED
**When 60/60 Complete:**
```
🏆 ASSET MASTER
Generated 60 critical interior sprites
Style: Perfect (Dark-Chibi Noir)
Quality: 5px outlines, chroma green bg
Systems: All 9 fully equipped
```
---
## ⏭️ WHAT'S NEXT AFTER TONIGHT?
###**Tomorrow (Sunday, Jan 5):**
1. Multi-language voiceover generation (4 languages, 48 files)
2. Localization JSON creation
3. Language selector UI
4. Testing all languages
### **Monday, Jan 7:**
1. Accessibility system implementation
2. Medium priority interior sprites (if time)
3. Integration testing
### **Week 2:**
1. Biome tileset generation
2. Enemy sprites
3. Full game polish
---
## 📈 PROGRESS VISUALIZATION
```
STYLE 32 SPRITE PRODUCTION
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
December: Buildings (61) ████████░░ 80%
January Week 1: Gear (44) ██████████ 100% ✅
UI (20) ██████████ 100% ✅
Props (20) ██████████ 100% ✅
January Week 2: Interior HIGH ███████░░░ 75% → 100% tonight!
Interior MED ░░░░░░░░░░ 0% → start tomorrow
Target: 500 sprites by end of week
1000+ sprites by end of month
```
---
**Last Updated:** January 4, 2026, 14:13 CET
**API Reset:** In 6 minutes! ⏰
**Status:** Ready to complete HIGH PRIORITY phase! 🚀
**LET'S FINISH THIS! 💀✨**

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#!/usr/bin/env python3
"""
DeepL Translation Script
Translates Slovenian game text to 4 languages
"""
import json
import os
from pathlib import Path
try:
import deepl
DEEPL_AVAILABLE = True
except ImportError:
DEEPL_AVAILABLE = False
print("⚠️ DeepL not installed. Install with: pip3 install deepl")
print("Using fallback translations (manual review needed!)")
# Paths
LOCALIZATION_DIR = Path("assets/localization")
LOCALIZATION_DIR.mkdir(parents=True, exist_ok=True)
# Language mappings
LANGUAGES = {
'EN-US': 'en-US.json',
'DE': 'de-DE.json',
'IT': 'it-IT.json',
'ZH': 'zh-CN.json'
}
def translate_dict(data, translator, target_lang):
"""Recursively translate all strings in dictionary"""
if isinstance(data, dict):
return {k: translate_dict(v, translator, target_lang) for k, v in data.items()}
elif isinstance(data, list):
return [translate_dict(item, translator, target_lang) for item in data]
elif isinstance(data, str):
if DEEPL_AVAILABLE and translator:
try:
result = translator.translate_text(data, target_lang=target_lang)
return result.text
except Exception as e:
print(f" ⚠️ Translation error: {e}")
return data
else:
return data # Fallback: return original
else:
return data
def create_slovenian_json():
"""Extract Slovenian text from PrologueScene"""
slovenian_data = {
"ui": {
"skip": "Pritisni ESC za preskok",
"autoAdvance": "Pritisni PRESLEDNICA za samodejno nadaljevanje"
},
"prologue": {
"01": {
"speaker": "NARRATOR",
"text": "Leto 2084. Zombi virus je uničil svet."
},
"02": {
"speaker": "KAI",
"text": "Moje ime je Kai Marković. Star sem štirinajst let."
},
"03": {
"speaker": "KAI",
"text": "Moja dvojčica Ana in jaz, sva zelo povezana. Nezlomljiv vez."
},
"04": {
"speaker": "KAI",
"text": "Naša starša sta bila znanstvenika. Raziskovala sta virusne mutacije."
},
"05": {
"speaker": "NARRATOR",
"text": "Tretji dan izbruha. Horda zombijev napada družinsko hišo."
},
"06": {
"speaker": "NARRATOR",
"text": "Starša se žrtvujeta, da rešita dvojčka. Zadnji besede: 'Beži, Kai! Zaščiti Ano!'"
},
"07": {
"speaker": "NARRATOR",
"text": "Iz senc se pojavi Orjaški Troll Kralj. Poslal ga je zlobni doktor Krnić."
},
"08": {
"speaker": "ANA",
"text": "KAI! REŠI ME! KAIII!"
},
"09": {
"speaker": "KAI",
"text": "ANA! NE! VRNITE MI JO!"
},
"10": {
"speaker": "NARRATOR",
"text": "Kai se spremeni v Alfa Hibrida. Vijolične oči. Moč nadzora nad zombiji."
},
"11": {
"speaker": "NARRATOR",
"text": "Šest mesecev kasneje. Kai se zbudi na majhni kmetiji. Ana je izginila."
},
"12": {
"speaker": "KAI",
"text": "Moram jo najti. Ne glede na to, kaj bo potrebno. Ana, prihajam!"
}
}
}
output_file = LOCALIZATION_DIR / "sl-SI.json"
with open(output_file, 'w', encoding='utf-8') as f:
json.dump(slovenian_data, f, indent=2, ensure_ascii=False)
print(f"✅ Created {output_file}")
return slovenian_data
def main():
print("🌍 TRANSLATION SYSTEM")
print("=" * 50)
# Step 1: Create Slovenian JSON
print("\n📝 Step 1: Creating Slovenian source...")
sl_data = create_slovenian_json()
# Step 2: Initialize DeepL
translator = None
if DEEPL_AVAILABLE:
api_key = os.environ.get('DEEPL_API_KEY')
if api_key:
try:
translator = deepl.Translator(api_key)
print(f"✅ DeepL initialized")
except Exception as e:
print(f"⚠️ DeepL error: {e}")
else:
print("⚠️ DEEPL_API_KEY not set in environment")
# Step 3: Translate to each language
print("\n🔄 Step 2: Translating to 4 languages...\n")
for lang_code, filename in LANGUAGES.items():
print(f" Translating to {filename}...")
if translator:
translated_data = translate_dict(sl_data, translator, lang_code)
else:
# Fallback: Use Slovenian text (manual review needed)
print(f" ⚠️ Using fallback (Slovenian text)")
translated_data = sl_data.copy()
output_file = LOCALIZATION_DIR / filename
with open(output_file, 'w', encoding='utf-8') as f:
json.dump(translated_data, f, indent=2, ensure_ascii=False)
print(f" ✅ Created {filename}")
print("\n🎉 Translation complete!")
print(f"\n📁 Files created in {LOCALIZATION_DIR}:")
for file in LOCALIZATION_DIR.glob("*.json"):
size = file.stat().st_size
print(f" - {file.name} ({size:,} bytes)")
if not translator:
print("\n⚠️ NOTE: Files created with Slovenian text (DeepL unavailable)")
print("Manual translation or DeepL API key required for production!")
if __name__ == "__main__":
main()