diff --git a/ACCESSIBILITY_PLAN.md b/ACCESSIBILITY_PLAN.md new file mode 100644 index 000000000..8d457f81c --- /dev/null +++ b/ACCESSIBILITY_PLAN.md @@ -0,0 +1,715 @@ +# โ™ฟ ACCESSIBILITY OPTIONS - IMPLEMENTATION PLAN +**Game:** Mrtva Dolina / Death Valley +**Date:** January 4, 2026 +**Priority:** HIGH (Inclusive Gaming Standard) + +--- + +## ๐ŸŽฏ ACCESSIBILITY FEATURES (From Screenshot) + +### **Required Features:** +1. โœ… **High Contrast Mode** +2. โœ… **Large Text Mode** +3. โœ… **Color Blind Mode** +4. โœ… **Screen Reader Support** +5. โœ… **Reduce Flashing (Epilepsy)** +6. โœ… **One-Handed Controls** +7. โœ… **Audio Cues** + +**Quick Toggle:** Press 1-7 to toggle features +**Full Settings:** ESC โ†’ Settings โ†’ Accessibility + +--- + +## ๐Ÿ“‹ DETAILED IMPLEMENTATION + +### **1. HIGH CONTRAST MODE** ๐ŸŽจ + +**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** ๐Ÿ“ + +**Purpose:** Readability for visually impaired + +**Changes:** +- All text +50% larger +- Dialogue: 18px โ†’ 27px +- UI labels: 16px โ†’ 24px +- Buttons: 14px โ†’ 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** ๐ŸŒˆ + +**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 โ†’ Orange with pattern +- Stamina: Blue โ†’ 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** ๐Ÿ”Š + +**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)** โšก + +**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, + 'โš ๏ธ WARNING โš ๏ธ\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** ๐ŸŽฎ + +**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 โ†’ Accessibility โ†’ One-Handed Controls +- Options: Both Hands / Left Hand Only / Right Hand Only + +**Keyboard:** Press **6** to cycle modes + +--- + +### **7. AUDIO CUES** ๐Ÿ”” + +**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:** +- ๐ŸงŸ Zombie nearby +- ๐Ÿ’ฅ Explosion +- ๐Ÿ”” Quest update +- ๐Ÿ’ฌ NPC speaking +- โš”๏ธ Combat +- ๐Ÿšช Door opening/closing +- ๐Ÿ“ฆ Item pickup + +**Keyboard:** Press **7** to toggle + +--- + +## ๐ŸŽจ UI IMPLEMENTATION + +### **Accessibility Options Menu** + +```javascript +class AccessibilityMenu extends Phaser.Scene { + create() { + // Title + this.add.text(width/2, 50, 'โ™ฟ 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 โ†’ 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]; + } +} +``` + +--- + +## ๐Ÿ’พ 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(); + } +} +``` + +--- + +## ๐Ÿ“Š 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) + +--- + +## โœ… 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 + +--- + +## ๐ŸŽฏ 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 + +--- + +## ๐Ÿ† 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 โ†’ Implementation Starting Tonight diff --git a/MASTER_ASSET_PRODUCTION_STATUS.md b/MASTER_ASSET_PRODUCTION_STATUS.md new file mode 100644 index 000000000..e95a5321a --- /dev/null +++ b/MASTER_ASSET_PRODUCTION_STATUS.md @@ -0,0 +1,413 @@ +# ๐ŸŽจ MASTER ASSET PRODUCTION STATUS & PLAN +**Date:** January 4, 2026, 14:13 CET +**Session:** Final Production Push +**Style:** Style 32 (Dark-Chibi Noir) + +--- + +## ๐Ÿ“Š CURRENT STATUS (As of Jan 4, 14:13) + +### **โœ… COMPLETED SPRITES:** 325 total + +**Breakdown by Category:** +- ๐Ÿ—๏ธ **Buildings:** 36 sprites (shops, houses, barns, clinics) +- โš”๏ธ **Gear/Tools:** 48 sprites (axes, hoes, swords, pickaxes, armor) +- ๐ŸŽจ **UI Elements:** 20 sprites (icons, buttons, arrows, cursors) +- ๐Ÿ“ฆ **Props:** 20 sprites (barrels, crates, chests, fences, benches) +- ๐ŸŒพ **Crops/Plants:** 8 sprites (wheat, corn, berries, trees) +- ๐Ÿ—ฟ **Terrain:** 20 sprites (grass, dirt, stone, paths, tiles) +- ๐Ÿ‘ค **NPCs/Characters:** 42 sprites (zombies, farmers, Ana, Kai variants) +- ๐ŸŽฏ **Other:** ~131 sprites (various miscellaneous) + +**Location:** `assets/images/STYLE_32_SESSION_JAN_04/` + +--- + +## ๐ŸŽฏ TARGET: INTERIOR SPRITES (HIGH PRIORITY) + +### **๐Ÿ“‹ FROM GENERATION LIST:** + +**Total Interior Sprites Needed:** 60 HIGH PRIORITY + +**Progress:** +- โœ… **Generated so far:** ~45/60 (estimate from session) +- โณ **Still needed:** ~15 sprites + +### **Remaining 15 Sprites (CRITICAL):** + +#### **Home Essentials (finish missing ones):** +1. `interior_bed_kingsize.png` - 128x96px โณ +2. `interior_chest_locked.png` - 48x48px โณ +3. `interior_bookshelf.png` - 64x96px โณ + +#### **Kitchen Extension:** +4. `interior_kitchen_fridge.png` - 64x96px โณ +5. `interior_kitchen_sink.png` - 48x48px โณ +6. `interior_recipe_shelf.png` - 64x64px โณ + +#### **Basement/Alchemy:** +7. `interior_secret_passage.png` - 64x96px โณ +8. `interior_ritual_circle.png` - 96x96px โณ +9. `interior_memory_vault.png` - 64x64px โณ + +#### **Barber Shop:** +10. `interior_piercing_tools.png` - 48x48px โณ +11. `interior_scissors_rack.png` - 32x64px โณ + +#### **Mine Equipment:** +12. `mine_ore_vein_copper.png` - 48x48px โณ +13. `mine_ore_vein_gold.png` - 48x48px โณ +14. `mine_crystal_purple.png` - 32x48px (LIGHT SOURCE!) โณ + +#### **NPC Decorations:** +15. `interior_zombie_brain_jar.png` - 32x48px โณ + +--- + +## โฐ API QUOTA STATUS + +**Current Time:** 14:13 CET +**Next Reset:** 14:19 CET +**Time to Reset:** **6 MINUTES!** โฐ + +**When API Resets:** +- โœ… Generate final 15 interior sprites +- โœ… Complete 60/60 HIGH PRIORITY goal +- โœ… All critical assets ready for system integration! + +--- + +## ๐Ÿ“ˆ 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% +``` + +--- + +## ๐Ÿ—บ๏ธ COMPLETE ASSET ROADMAP + +### **PHASE 1** โœ… **COMPLETE** (Dec - Jan) +**Buildings & Exteriors:** 61 sprites +- All shops (complete + ruined variants) +- Houses (all tiers) +- Farm structures +- Town buildings + +### **PHASE 2** โœ… **COMPLETE** (Jan 3-4) +**Gear & Equipment:** 44+ sprites +- All tools (6 tiers) +- Weapons +- Armor sets +- Accessories + +### **PHASE 3** ๐Ÿ”„ **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** โณ **NEXT** (Jan 5-7) +**Medium Priority Interiors:** 110 sprites +- Advanced furniture +- Decorations +- NPC-specific items +- Seasonal decorations +- Special items + +### **PHASE 5** โณ **FUTURE** (Week 2+) +**Expansion Assets:** ~1000+ sprites +- 18 biome tilesets +- Enemy sprites (250+ types) +- Anomalous zone assets +- Boss sprites (24 bosses) +- Special effects + +--- + +## ๐ŸŽฏ 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! + +--- + +## ๐Ÿ“‹ DETAILED REMAINING ASSET BREAKDOWN + +### **After Tonight's 15 Sprites:** + +**HIGH PRIORITY: 60/60** โœ… COMPLETE! + +**MEDIUM PRIORITY: 110 sprites** โณ +``` +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** ๐ŸŒŒ +``` +- Biome-specific decorations +- Rare collectibles +- Easter eggs +- Achievement items +``` + +--- + +## ๐Ÿš€ 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! + +--- + +## ๐Ÿ“Š ASSET COMPLETENESS BY SYSTEM + +### **Systems Ready for Integration:** + +โœ… **Sleep System** +- All beds generated (sleeping bag, wooden, kingsize) +- UI icons ready +- **Status:** 100% ready + +โœ… **Crafting Tables System** +- Small/large tables generated +- Tool racks ready +- Workshop benches ready +- **Status:** 100% ready + +๐Ÿ”„ **Bakery Shop** (after tonight) +- Oven: โœ… +- Counter: โœ… +- Shelf: โณ (tonight) +- Flour sacks: โœ… +- Tools: โœ… +- **Status:** 80% โ†’ 100% tonight + +๐Ÿ”„ **Barber Shop** (after tonight) +- Chair: โœ… +- Mirror: โœ… +- Tools: โณ (scissors rack tonight) +- Dye shelf: โœ… +- **Status:** 80% โ†’ 100% tonight + +โœ… **Lawyer Office** +- Desk: โœ… +- Lamp: โœ… +- Books: โœ… +- **Status:** 100% ready + +๐Ÿ”„ **Zombie Miner System** (after tonight) +- Entrance portal: โœ… +- Ladders: โœ… +- Elevator: โœ… +- Cart tracks: โœ… +- Stone crusher: โœ… +- Ore veins: โณ (tonight - copper, gold) +- Crystals: โณ (tonight - purple light source) +- **Status:** 75% โ†’ 100% tonight + +โœ… **Town Growth System** +- All buildings: โœ… +- Town signs: โœ… +- Population display: โœ… +- **Status:** 100% ready + +--- + +## ๐ŸŽฏ FINAL GOALS + +### **END OF TONIGHT:** +- โœ… 60/60 HIGH PRIORITY sprites complete +- โœ… All 9 game systems have required sprites +- โœ… 430+ total sprites in Style 32 +- โœ… Ready for full system integration testing + +### **END OF WEEK:** +- โœ… 170/170 Interior sprites complete (HIGH + MEDIUM) +- โœ… Multi-language system ready (5 languages) +- โœ… Accessibility system implemented +- โœ… Full game playable in Slovenian + English + +### **END OF MONTH:** +- โœ… All biome tilesets generated +- โœ… Enemy sprite library complete +- โœ… Boss sprites ready +- โœ… Early Access launch preparation + +--- + +## ๐Ÿ’พ COMMIT STRATEGY + +**After finishing tonight's 15 sprites:** +```bash +git add assets/images/STYLE_32_SESSION_JAN_04/ +git commit -m "๐ŸŽจ PHASE 3 COMPLETE - All 60 HIGH PRIORITY Interior Sprites + +COMPLETED TONIGHT (15 sprites): +โœ… Kingsize bed +โœ… Locked chest +โœ… Bookshelf +โœ… Kitchen fridge +โœ… Kitchen sink +โœ… Recipe shelf +โœ… Secret passage +โœ… Ritual circle +โœ… Memory vault +โœ… Piercing tools +โœ… Scissors rack +โœ… Copper ore vein +โœ… Gold ore vein +โœ… Purple crystal (light source) +โœ… Brain jar + +TOTAL STATUS: +- HIGH PRIORITY: 60/60 โœ… COMPLETE +- Total Style 32: 340 sprites +- All 9 systems ready for integration! + +Next: Medium priority interiors (110 sprites)" + +git push +``` + +--- + +## ๐ŸŽŠ ACHIEVEMENT UNLOCKED + +**When 60/60 Complete:** +``` +๐Ÿ† ASSET MASTER + Generated 60 critical interior sprites + Style: Perfect (Dark-Chibi Noir) + Quality: 5px outlines, chroma green bg + Systems: All 9 fully equipped +``` + +--- + +## โญ๏ธ 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 + +--- + +## ๐Ÿ“ˆ PROGRESS VISUALIZATION + +``` +STYLE 32 SPRITE PRODUCTION +โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ” + +December: Buildings (61) โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–‘โ–‘ 80% + +January Week 1: Gear (44) โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆ 100% โœ… + UI (20) โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆ 100% โœ… + Props (20) โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆ 100% โœ… + +January Week 2: Interior HIGH โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–‘โ–‘โ–‘ 75% โ†’ 100% tonight! + Interior MED โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘ 0% โ†’ 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! โฐ +**Status:** Ready to complete HIGH PRIORITY phase! ๐Ÿš€ + +**LET'S FINISH THIS! ๐Ÿ’€โœจ** diff --git a/scripts/translate_all.py b/scripts/translate_all.py new file mode 100644 index 000000000..0be2ac923 --- /dev/null +++ b/scripts/translate_all.py @@ -0,0 +1,167 @@ +#!/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("โš ๏ธ 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" โš ๏ธ 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 uniฤil svet." + }, + "02": { + "speaker": "KAI", + "text": "Moje ime je Kai Markoviฤ‡. Star sem ลกtirinajst let." + }, + "03": { + "speaker": "KAI", + "text": "Moja dvojฤica Ana in jaz, sva zelo povezana. Nezlomljiv vez." + }, + "04": { + "speaker": "KAI", + "text": "Naลกa starลกa sta bila znanstvenika. Raziskovala sta virusne mutacije." + }, + "05": { + "speaker": "NARRATOR", + "text": "Tretji dan izbruha. Horda zombijev napada druลพinsko hiลกo." + }, + "06": { + "speaker": "NARRATOR", + "text": "Starลกa se ลพrtvujeta, da reลกita dvojฤka. Zadnji besede: 'Beลพi, Kai! Zaลกฤiti Ano!'" + }, + "07": { + "speaker": "NARRATOR", + "text": "Iz senc se pojavi Orjaลกki Troll Kralj. Poslal ga je zlobni doktor Krniฤ‡." + }, + "08": { + "speaker": "ANA", + "text": "KAI! REล I ME! KAIII!" + }, + "09": { + "speaker": "KAI", + "text": "ANA! NE! VRNITE MI JO!" + }, + "10": { + "speaker": "NARRATOR", + "text": "Kai se spremeni v Alfa Hibrida. Vijoliฤne oฤi. Moฤ nadzora nad zombiji." + }, + "11": { + "speaker": "NARRATOR", + "text": "ล est 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"โœ… Created {output_file}") + return slovenian_data + +def main(): + print("๐ŸŒ TRANSLATION SYSTEM") + print("=" * 50) + + # Step 1: Create Slovenian JSON + print("\n๐Ÿ“ 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"โœ… DeepL initialized") + except Exception as e: + print(f"โš ๏ธ DeepL error: {e}") + else: + print("โš ๏ธ DEEPL_API_KEY not set in environment") + + # Step 3: Translate to each language + print("\n๐Ÿ”„ 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" โš ๏ธ 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" โœ… Created {filename}") + + print("\n๐ŸŽ‰ Translation complete!") + print(f"\n๐Ÿ“ 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("\nโš ๏ธ NOTE: Files created with Slovenian text (DeepL unavailable)") + print("Manual translation or DeepL API key required for production!") + +if __name__ == "__main__": + main()