feat: Complete 2D Visual Overhaul - Isometric to Flat Top-Down

- NEW: Flat2DTerrainSystem.js (375 lines)
- NEW: map2d_data.js procedural map (221 lines)
- MODIFIED: GameScene async create, 2D terrain integration
- MODIFIED: Player.js flat 2D positioning
- MODIFIED: game.js disabled pixelArt for smooth rendering
- FIXED: 15+ bugs (updateCulling, isometric conversions, grid lines)
- ADDED: Phase 28 to TASKS.md
- DOCS: DNEVNIK.md session summary

Result: Working flat 2D game with Stardew Valley style!
Time: 5.5 hours
This commit is contained in:
2025-12-14 17:12:40 +01:00
parent c3dd39e1a6
commit 80bddf5d61
37 changed files with 8164 additions and 1800 deletions

View File

@@ -1,442 +1,428 @@
# 🚀 NEXT STEPS - NovaFarma v3.0
# 🎯 NOVAFARMA - NEXT STEPS ACTION PLAN
**Current Status**: PRODUCTION READY ✅
**Version**: 3.0.0 - Ultimate Complete Edition
**Date**: December 13, 2025
**Date:** 2025-12-14
**Current Status:** Water & Puddles Complete
---
## 📋 IMMEDIATE PRIORITIES
## 📊 COMPLETED TODAY
### 🧪 **Phase 1: Testing & Quality Assurance** (1-2 weeks)
#### **Integration Testing**
- [ ] Test all 27 systems together
- [ ] Verify system interactions
- [ ] Check for conflicts
- [ ] Test save/load with all systems active
- [ ] Verify performance with all features enabled
#### **Performance Testing**
- [ ] Run performance profiler
- [ ] Measure FPS with all systems
- [ ] Check memory usage
- [ ] Test on minimum spec hardware
- [ ] Optimize bottlenecks
#### **Accessibility Testing**
- [ ] Test with screen reader
- [ ] Verify color blind modes
- [ ] Test keyboard-only navigation
- [ ] Test controller support
- [ ] Verify WCAG 2.1 AA compliance
- [ ] Test one-handed layouts
#### **Platform Testing**
- [ ] Test on Windows 10/11
- [ ] Test on mobile devices
- [ ] Test with controllers (Xbox, PS, Switch)
- [ ] Test on Steam Deck
- [ ] Test on Linux
- [ ] Test on macOS (M1/M2)
#### **Bug Fixing**
- [ ] Fix any critical bugs
- [ ] Fix high-priority bugs
- [ ] Fix medium-priority bugs
- [ ] Document known issues
- [ ] Create bug tracking system
- ✅ Smooth 2D water (pond style)
- ✅ Smooth puddle sprites
- ✅ Rain impact detection
- ✅ Ripple effects on water
- ✅ Puddles spawn where rain lands
- ✅ Grid lines removed
- ✅ Art Style Guide created
- ✅ Tiled Map Guide created
---
## 🎨 **Phase 2: Asset Creation** (2-4 weeks)
## 🎯 NEXT DEVELOPMENT OPTIONS
### **Visual Assets**
#### **Sprites**
- [ ] Player character sprites (8 directions)
- [ ] NPC sprites (4 types)
- [ ] Enemy sprites (zombies, mutants, bosses)
- [ ] Animal sprites (sheep, cow, chicken, pig, horse)
- [ ] Worker creature sprites (8 types)
- [ ] Building sprites (all tiers)
- [ ] Crop sprites (all stages)
- [ ] Item sprites (tools, food, resources)
- [ ] UI icons (achievements, skills, etc.)
#### **Animations**
- [ ] Player animations (walk, work, attack)
- [ ] NPC animations (walk, idle, work)
- [ ] Enemy animations (walk, attack, death)
- [ ] Animal animations (walk, eat, sleep)
- [ ] Building animations (construction, operation)
- [ ] Weather effects (rain, snow, fog)
- [ ] Particle effects (sparkles, explosions)
#### **UI Graphics**
- [ ] Menu backgrounds
- [ ] Button designs
- [ ] Panel designs
- [ ] Achievement badges
- [ ] Skill tree icons
- [ ] Inventory icons
- [ ] Health/hunger bars
- [ ] Minimap icons
### **Audio Assets**
#### **Sound Effects**
- [ ] Player sounds (footsteps, actions)
- [ ] Farming sounds (till, plant, harvest)
- [ ] Building sounds (construction, operation)
- [ ] Combat sounds (attack, hit, death)
- [ ] Animal sounds (sheep, cow, chicken, etc.)
- [ ] Weather sounds (rain, thunder, wind)
- [ ] UI sounds (click, hover, notification)
- [ ] Achievement sounds
#### **Music**
- [ ] Main menu theme
- [ ] Daytime music (calm, peaceful)
- [ ] Nighttime music (tense, atmospheric)
- [ ] Combat music (intense, action)
- [ ] Boss battle music (epic, dramatic)
- [ ] Victory music (triumphant)
- [ ] Sad/emotional music (story moments)
Choose one to implement next:
---
## 📝 **Phase 3: Content Creation** (2-3 weeks)
## OPTION 1: 🛠️ CRAFTING UI
### **Story Content**
### Overview:
Implement a complete crafting system with recipe management and inventory integration.
#### **Dialogue Writing**
- [ ] Write all NPC dialogue trees
- [ ] Write quest dialogue
- [ ] Write cutscene scripts
- [ ] Write ending narratives
- [ ] Proofread all text
### Features to Implement:
1. **Crafting UI Panel**
- Recipe list display
- Ingredient requirements
- Crafting button
- Result preview
- Category filtering
#### **Quest Design**
- [ ] Design all 13 quests
- [ ] Create quest objectives
- [ ] Design quest rewards
- [ ] Test quest progression
- [ ] Balance quest difficulty
2. **Recipe System**
- Recipe definitions (JSON)
- Unlock system
- Crafting requirements check
- Item production
#### **Cutscenes**
- [ ] Script all 4 cutscenes
- [ ] Design cutscene visuals
- [ ] Implement cutscene system
- [ ] Test cutscene flow
3. **Inventory Integration**
- Check available materials
- Consume ingredients
- Add crafted items
- Real-time updates
### **Game Balance**
### Technical Details:
#### **Economy Balance**
- [ ] Balance resource costs
- [ ] Balance item prices
- [ ] Balance crafting recipes
- [ ] Balance skill costs
- [ ] Balance automation efficiency
**Files to Create:**
- `src/systems/CraftingSystem.js`
- `src/ui/CraftingUI.js`
- `data/recipes.json`
#### **Difficulty Balance**
- [ ] Balance enemy difficulty
- [ ] Balance boss difficulty
- [ ] Balance survival mechanics
- [ ] Balance progression speed
- [ ] Test different playstyles
**Example Recipe:**
```json
{
"wooden_fence": {
"name": "Wooden Fence",
"category": "building",
"ingredients": {
"wood": 2,
"stone": 1
},
"result": {
"item": "fence",
"quantity": 1
},
"unlocked": true
}
}
```
**UI Layout:**
```
┌─────────────────────┐
│ CRAFTING │
├─────────────────────┤
│ [ Wood Fence ] x2W │ ← Recipe
│ [ Stone Path ] x5S │
│ [ Iron Tool ] 🔒 │ ← Locked
├─────────────────────┤
│ Materials: │
│ Wood: 10/2 ✅ │
│ Stone: 3/1 ✅ │
│ │
│ [ CRAFT ] │
└─────────────────────┘
```
### Estimated Time: **2-3 hours**
### Complexity: ⭐⭐⭐ (Medium)
---
## 🌐 ***Phase 3: Content Creation (2-3 weeks)
## OPTION 2: 🎮 PLAYER CONTROLS
### **Marketing Materials**
### Overview:
Polish player movement, animations, and input handling for smooth gameplay.
#### **Trailer**
- [ ] Script trailer
- [ ] Record gameplay footage
- [ ] Edit trailer
- [ ] Add music and effects
- [ ] Create multiple versions (30s, 1min, 2min)
### Features to Implement:
1. **Movement Improvements**
- Diagonal movement
- Acceleration/deceleration
- Sprint (Shift key)
- Smooth turning
#### **Screenshots**
- [ ] Capture gameplay screenshots
- [ ] Capture feature screenshots
- [ ] Capture accessibility screenshots
- [ ] Edit and polish screenshots
- [ ] Create screenshot gallery
2. **Animation Polish**
- Walking animations (4 directions)
- Idle animations
- Action animations (digging, watering)
- Transition smoothing
#### **Press Kit**
- [ ] Write game description
- [ ] Create fact sheet
- [ ] Compile screenshots
- [ ] Include trailer links
- [ ] Add developer info
- [ ] Create downloadable press kit
3. **Input Handling**
- Keyboard controls (WASD + Arrows)
- Gamepad support
- Mouse click movement
- Input buffering
### **Steam Page**
### Technical Details:
#### **Store Page Setup**
- [ ] Write store description
- [ ] Create feature list
- [ ] Upload screenshots
- [ ] Upload trailer
- [ ] Set pricing
- [ ] Configure tags
- [ ] Set release date
**Files to Modify:**
- `src/entities/Player.js`
- `src/scenes/GameScene.js`
#### **Community Hub**
- [ ] Create discussion forums
- [ ] Set up announcements
- [ ] Create guides section
- [ ] Set up workshop (for mods)
**Movement System:**
```javascript
update(delta) {
// Acceleration-based movement
const accel = this.sprinting ? 0.5 : 0.3;
const maxSpeed = this.sprinting ? 200 : 100;
// Smooth velocity changes
this.velocity.x = Phaser.Math.Linear(
this.velocity.x,
this.targetVelocity.x,
accel
);
// Animation based on direction
if (this.velocity.y > 0) this.play('walk_down');
else if (this.velocity.y < 0) this.play('walk_up');
// ...
}
```
### **Social Media**
**Controls:**
- WASD / Arrow Keys - Movement
- Shift - Sprint
- E - Interact
- Click - Move to point
#### **Platforms**
- [ ] Create Twitter/X account
- [ ] Create Discord server
- [ ] Create Reddit community
- [ ] Create YouTube channel
- [ ] Create TikTok account
### Estimated Time: **2-3 hours**
#### **Content**
- [ ] Post development updates
- [ ] Share screenshots
- [ ] Share gameplay clips
- [ ] Engage with community
- [ ] Build hype
### Complexity: ⭐⭐⭐ (Medium)
---
## 🚢 **Phase 5: Release Preparation** (1-2 weeks)
## OPTION 3: 💾 SAVE/LOAD SYSTEM
### **Pre-Launch**
### Overview:
Implement robust game state persistence with multiple save slots and auto-save.
#### **Beta Testing**
- [ ] Recruit beta testers
- [ ] Set up feedback system
- [ ] Collect feedback
- [ ] Fix reported issues
- [ ] Thank beta testers
### Features to Implement:
1. **Save System**
- Save entire game state
- Multiple slots (3-5)
- Auto-save (every 5 min)
- Save metadata (date, playtime)
#### **Final Polish**
- [ ] Final bug fixes
- [ ] Final performance optimization
- [ ] Final accessibility check
- [ ] Final content review
- [ ] Final build testing
2. **Load System**
- Load game state
- Restore all systems
- Error handling
- Save slot preview
#### **Documentation**
- [ ] Write user manual
- [ ] Create tutorial videos
- [ ] Write FAQ
- [ ] Create troubleshooting guide
- [ ] Translate to other languages (optional)
3. **Save UI**
- Save slot selection
- Load screen
- Delete saves
- Save indicators
### **Launch Day**
### Technical Details:
#### **Release Checklist**
- [ ] Upload final build to Steam
- [ ] Publish store page
- [ ] Post launch announcement
- [ ] Monitor for issues
- [ ] Respond to community
- [ ] Celebrate! 🎉
**Files to Create:**
- `src/systems/SaveSystem.js`
- `src/ui/SaveLoadUI.js`
- `src/scenes/SaveLoadScene.js`
**Save Data Structure:**
```json
{
"version": "1.0.0",
"timestamp": 1702560000,
"playtime": 3600,
"player": {
"x": 50,
"y": 50,
"health": 100,
"energy": 80
},
"inventory": {
"items": {...}
},
"terrain": {
"seed": "abc123",
"modifications": [...]
},
"weather": {
"current": "rain",
"intensity": 1.0
}
}
```
**Storage:**
```javascript
// localStorage for web
localStorage.setItem('novafarma_save_1', JSON.stringify(saveData));
// IndexedDB for larger saves
const db = await openDB('novafarma');
await db.put('saves', saveData, 'slot_1');
```
### Estimated Time: **3-4 hours**
### Complexity: ⭐⭐⭐⭐ (Medium-High)
---
## 📊 **Phase 6: Post-Launch** (Ongoing)
## OPTION 4: 🗺️ TILED IMPLEMENTATION
### **Support**
### Overview:
Replace procedural generation with hand-crafted Tiled maps for precise level design.
#### **Bug Fixes**
- [ ] Monitor bug reports
- [ ] Prioritize fixes
- [ ] Release patches
- [ ] Update documentation
### Features to Implement:
1. **Create Tileset**
- Generate smooth 48x48 tiles
- Grass, dirt, water, stone, etc.
- Wang/Terrain tiles for transitions
- Export as PNG + TSX
#### **Community Management**
- [ ] Respond to feedback
- [ ] Engage on social media
- [ ] Host community events
- [ ] Create content updates
2. **Build Map in Tiled**
- Create 100x100 map
- Paint terrain layers
- Add decorations
- Place spawn points
- Export to JSON
### **Updates**
3. **Integrate with Phaser**
- Load Tiled JSON
- Create tile layers
- Handle collisions
- Spawn player
- Replace TerrainSystem
#### **Patch Schedule**
- [ ] Week 1: Critical bug fixes
- [ ] Week 2-4: Balance updates
- [ ] Month 2-3: Quality of life improvements
- [ ] Month 4+: Content updates
### Technical Details:
#### **Content Updates**
- [ ] New quests
- [ ] New items
- [ ] New creatures
- [ ] New areas
- [ ] Seasonal events
**Files to Create:**
- `assets/tilesets/smooth_tileset.png` (Tileset image)
- `assets/tilesets/smooth_tileset.tsx` (Tiled tileset)
- `assets/maps/world.tmx` (Tiled map source)
- `assets/maps/world.json` (Exported JSON)
### **DLC Planning**
**Integration:**
```javascript
// PreloadScene.js
preload() {
this.load.image('tileset', 'assets/tilesets/smooth_tileset.png');
this.load.tilemapTiledJSON('world', 'assets/maps/world.json');
}
#### **Potential DLC Ideas**
- [ ] New story acts
- [ ] New biomes
- [ ] New creatures
- [ ] New automation tiers
- [ ] New multiplayer modes
// GameScene.js
create() {
const map = this.make.tilemap({ key: 'world' });
const tileset = map.addTilesetImage('smooth_tileset', 'tileset');
this.groundLayer = map.createLayer('Ground', tileset, 0, 0);
this.decorLayer = map.createLayer('Decorations', tileset, 0, 0);
}
```
**Benefits:**
- ✅ Precise level design
- ✅ Smooth transitions (Wang Tiles)
- ✅ Easy iteration
- ✅ Professional workflow
- ✅ No procedural bugs
### Estimated Time: **4-6 hours**
### Complexity: ⭐⭐⭐⭐⭐ (High)
---
## 🎯 **Success Metrics**
## OPTION 5: ✨ CONTINUE POLISH
### **Launch Goals**
- [ ] 1,000 wishlists before launch
- [ ] 100 sales in first week
- [ ] 4.0+ Steam rating
- [ ] 10+ positive reviews
- [ ] Featured on Steam
### Overview:
Enhance visual effects, animations, and overall game polish.
### **Long-term Goals**
- [ ] 10,000 total sales
- [ ] 90%+ positive reviews
- [ ] Active community (Discord 500+ members)
- [ ] Successful DLC launch
- [ ] Awards/recognition for accessibility
### Features to Implement:
1. **Weather Effects**
- Enhanced rain particles
- Snow system improvements
- Wind effects
- Weather transitions
- Dynamic lighting
2. **Enhanced Animations**
- Water wave animations
- Tree sway in wind
- Grass movement
- Particle effects polish
- Smooth transitions
3. **Additional Visuals**
- Day/night cycle
- Shadows
- Lighting effects
- Screen effects (fog, bloom)
- UI animations
### Technical Details:
**Weather Enhancements:**
```javascript
// Enhanced rain
this.rainEmitter.setConfig({
quantity: { min: 5, max: 10 },
speed: { min: 400, max: 800 },
angle: { min: 260, max: 280 }, // Wind effect
lifespan: 2000,
gravityY: 600,
bounce: 0.2 // Rain bounce
});
// Wind effect on trees
this.tweens.add({
targets: tree,
angle: { from: -2, to: 2 },
duration: 2000,
yoyo: true,
repeat: -1,
ease: 'Sine.easeInOut'
});
```
**Day/Night Cycle:**
```javascript
// Time-based tint
const timeOfDay = (Date.now() % 86400000) / 86400000;
const tintValue = Phaser.Math.Linear(0x666699, 0xffffff,
Math.sin(timeOfDay * Math.PI * 2));
this.cameras.main.setTint(tintValue);
```
### Estimated Time: **3-5 hours**
### Complexity: ⭐⭐⭐⭐ (Medium-High)
---
## 💡 **Optional Enhancements**
## 📊 RECOMMENDATION MATRIX
### **Nice to Have**
- [ ] Mod workshop integration
- [ ] Steam achievements (cloud)
- [ ] Trading cards
- [ ] Leaderboards (global)
- [ ] Speedrun mode
- [ ] New Game+ mode
- [ ] Hardcore mode
- [ ] Creative mode
### **Future Platforms**
- [ ] Nintendo Switch port
- [ ] PlayStation port
- [ ] Xbox port
- [ ] Mobile release (iOS/Android)
| Option | Impact | Complexity | Time | Fun Factor |
|--------|--------|------------|------|------------|
| 1. Crafting UI | ⭐⭐⭐⭐ | ⭐⭐⭐ | 2-3h | ⭐⭐⭐⭐ |
| 2. Player Controls | ⭐⭐⭐ | ⭐⭐⭐ | 2-3h | ⭐⭐⭐⭐⭐ |
| 3. Save/Load | ⭐⭐⭐⭐⭐ | ⭐⭐⭐⭐ | 3-4h | ⭐⭐⭐ |
| 4. Tiled Maps | ⭐⭐⭐⭐⭐ | ⭐⭐⭐⭐⭐ | 4-6h | ⭐⭐⭐⭐ |
| 5. Polish | ⭐⭐⭐⭐ | ⭐⭐⭐⭐ | 3-5h | ⭐⭐⭐⭐⭐ |
---
## 📅 **Timeline Overview**
## 🎯 MY RECOMMENDATION
| Phase | Duration | Start | End |
|-------|----------|-------|-----|
| Testing & QA | 1-2 weeks | Week 1 | Week 2 |
| Asset Creation | 2-4 weeks | Week 2 | Week 6 |
| Content Creation | 2-3 weeks | Week 4 | Week 7 |
| Marketing | 2-3 weeks | Week 6 | Week 9 |
| Release Prep | 1-2 weeks | Week 8 | Week 10 |
| **LAUNCH** | **Day 1** | **Week 10** | **Week 10** |
| Post-Launch | Ongoing | Week 10+ | - |
**Best order for implementation:**
**Estimated Time to Launch**: **10-12 weeks** (2.5-3 months)
1. **FIRST:** Option 2 (Player Controls) ⭐
- Quick wins
- Immediate feel improvement
- Foundation for other features
2. **SECOND:** Option 1 (Crafting UI)
- Core gameplay mechanic
- Uses existing inventory
- High player engagement
3. **THIRD:** Option 3 (Save/Load)
- Essential for playability
- Preserves player progress
- Professional feature
4. **FOURTH:** Option 4 (Tiled Maps)
- Comprehensive redesign
- Best done after core systems
- Allows precise world building
5. **FIFTH:** Option 5 (Polish)
- Cherry on top
- Makes everything shine
- Final touches
---
## 🔧 **Development Tools Needed**
## ❓ NEXT STEPS
### **Asset Creation**
- [ ] Aseprite (pixel art)
- [ ] GIMP/Photoshop (graphics)
- [ ] Audacity (sound editing)
- [ ] FL Studio/Ableton (music)
**Choose your path:**
### **Testing**
- [ ] Steam Playtest
- [ ] Discord (community feedback)
- [ ] Bug tracking software
Type the option number (1-5) or combination:
- Single: "Option 2"
- Multiple: "Option 2, then 1, then 3"
- All: "All in recommended order"
### **Marketing**
- [ ] OBS Studio (recording)
- [ ] DaVinci Resolve (video editing)
- [ ] Canva (graphics)
**Or ask for more details:**
- "Tell me more about Crafting UI"
- "What exactly in Player Controls?"
- "Show me Save/Load examples"
---
## 💰 **Budget Considerations**
### **Estimated Costs**
- **Asset Creation**: $500-2000 (if outsourced)
- **Music/SFX**: $200-1000 (if commissioned)
- **Marketing**: $100-500 (ads, promotions)
- **Steam Fee**: $100 (one-time)
- **Total**: **$900-3600**
### **Revenue Projections**
- **Conservative**: 100 sales × $15 = $1,500
- **Moderate**: 500 sales × $15 = $7,500
- **Optimistic**: 2,000 sales × $15 = $30,000
---
## 🎓 **Learning Resources**
### **Game Development**
- [ ] Phaser 3 documentation
- [ ] Electron documentation
- [ ] Game design tutorials
### **Marketing**
- [ ] Indie game marketing guides
- [ ] Steam marketing resources
- [ ] Community building guides
### **Accessibility**
- [ ] WCAG 2.1 guidelines
- [ ] AbleGamers resources
- [ ] Accessibility best practices
---
## ✅ **Current Status Summary**
### **Completed** ✅
- ✅ All 27 systems implemented
- ✅ All code written (~15,900 lines)
- ✅ All documentation created (21 files)
- ✅ WCAG 2.1 AA compliance
- ✅ Cross-platform ready
- ✅ Production-ready code
### **Next Up** 🎯
1. **Integration testing** (Week 1)
2. **Asset creation** (Week 2-6)
3. **Marketing prep** (Week 6-9)
4. **Launch!** (Week 10)
---
## 🎊 **Final Notes**
**NovaFarma v3.0** is **PRODUCTION READY** with all systems implemented!
The next steps focus on:
1. **Testing** - Ensure quality
2. **Assets** - Make it beautiful
3. **Marketing** - Build hype
4. **Launch** - Release to the world!
**Estimated Time to Launch**: 10-12 weeks
**You have created something amazing!** 🏆
Now it's time to polish it and share it with the world! 🌍
---
**🚀 LET'S MAKE THIS HAPPEN! 🚀**
---
*Next Steps Document Created: December 13, 2025, 00:12*
*Status: Ready to proceed!*
**Ready to implement your choice!** 🚀✨