MASSIVE EXPANSION - Capital City Museum School Magic Helpers - Complete Roadmap - 5 New NPCs - Morning Session
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@@ -836,7 +836,284 @@ Each biome has unique building styles:
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---
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### **12. SURVIVAL MECHANICS**
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### **12. THE CAPITAL CITY** ✨ NEW
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**Concept:** One MASSIVE main city (furthest from farm) that serves as the ultimate restoration goal and provides automated defense help.
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**Location & Distance:**
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- Positioned far from player's farm on world map
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- Requires significant travel to reach
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- Acts as main hub once restored
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**Restoration Stages:**
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1. **Ruined State** (Starting)
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- Massive ruins, largest in game
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- No walls, completely overrun
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- Boss-level zombies patrol
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- No services
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2. **Stage 1: Basic Walls** (Early Restoration)
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- Simple wooden barricades
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- 1-2 guard NPCs
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- Town hall partially functional
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- Essential NPCs arrive (Pek, Ivan, Šivilja)
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3. **Stage 2: Stone Walls** (Mid Restoration)
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- Reinforced stone walls
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- 5-8 guard patrols
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- Multiple guard towers
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- More NPCs arrive (Tehnik, Arborist, Miro Pravnik)
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- Basic services active
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4. **Stage 3: Fortress** (Full Restoration)
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- Massive fortress walls
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- 12+ guard patrols with routes
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- Advanced defenses (traps, magic barriers)
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- ALL NPCs present (full population)
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- Legendary rewards unlocked
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**Population System:**
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- **Staged arrival**: NPCs don't appear all at once
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- **Priority order**: Essential services first (food, repair, trade)
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- **Magic inhabitants**: Troli, Vilinci, Škratje move in
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- **Total capacity**: 30-40 NPCs (largest town)
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**Status Board:**
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- Interactive board at city entrance
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- Shows: Current population / Max capacity
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- Lists: Which NPCs have arrived
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- Displays: Wall upgrade level
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- Tracks: Restoration percentage
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**Automated Defense Help:**
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- **Farm Raid Response**: When your farm is raided, Capital sends patrol to help
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- **Trigger**: Farm must be registered with Mayor
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- **Help Level**: Based on city restoration stage
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- Stage 1: 2 guards
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- Stage 2: 5 guards
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- Stage 3: 10+ guards with mage support
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- **Travel Time**: Realistic delay (guards must travel from Capital to farm)
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**Legendary Rewards:**
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- **Unique only to Capital**: Cannot be found elsewhere
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- **Examples:**
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- Ultimate Auto-Tiller (never breaks, works while you sleep)
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- Portal Stone (fast travel to Capital)
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- Royal Decree (50% discount all
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services)
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- Dragon Egg (mount unlock)
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**New Building Types (Capital-specific):**
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- Pekarna (Bakery) - Pek NPC
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- Šivilja (Tailor) - Clothing repairs/upgrades
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- Tehnikova Delavnica (Tech Workshop) - Advanced tool upgrades
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- Bolnica (Hospital) - Full healing, medicine
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- Policija (Police Station) - Quest hub, bounties
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- Županovo Pisarno (Mayor's Office) - Restoration permits
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- **Museum** (See section 13)
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- **School** (See section 14)
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---
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### **13. DYNAMIC MUSEUM SYSTEM** ✨ NEW
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**Concept:** Museum building that GROWS visually based on how many artifacts you've donated. Starts as tiny shed, ends as futuristic complex.
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**Museum Evolution Stages:**
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**Stage 1: Shed/Lopa** (0-50 artifacts)
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- Tiny wooden shed
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- Single small room
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- Basic display cases (10 slots)
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- Kustos (Curator) NPC works alone
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- No special features
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**Stage 2: Medium Building** (51-150 artifacts)
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- Expanded two-story building
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- Multiple rooms (4 wings)
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- Better display cases (50 slots)
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- Museum staff increased (3 NPCs)
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- Lighting improvements
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- Gift shop appears
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**Stage 3: Futuristic Complex** (151+ artifacts)
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- MASSIVE multi-story complex
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- Glass dome, holographic displays
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- Specialized wings:
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- Dinosaur bones hall
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- Ancient artifacts gallery
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- Marine life aquarium (fish, shells)
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- Insect collection (24 bug species)
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- Museum staff: 8 NPCs
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- Research lab (unlock special quests)
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- Teleporter to other museums (if built in other towns)
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**Artifact Categories:**
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| Category | Total Items | Display Type |
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|----------|-------------|--------------|
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| Dinosaur Bones | 30 species | Full skeletons |
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| Ancient Artifacts | 50 items | Glass cases |
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| Fish | 40 species | Aquarium tanks |
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| Shells | 25 types | Wall mounts |
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| Bugs/Insects | 24 species | Pinned displays |
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| **TOTAL** | **169 collectibles** | |
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**Artifact Album UI:**
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- Dedicated collection interface
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- Shows: Discovered / Total
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- Each item: Image, name, description, location found
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- Completion rewards:
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- 25%: Museum upgrade
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- 50%: Rare blueprint reward
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- 75%: Museum upgrade
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- 100%: Legendary "Master Collector" title + ultimate reward
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**Kustos (Curator) NPC:**
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- **Appearance:** Wise old scholar, glasses, notebook
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- **Services:**
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- Artifact appraisal (identifies finds)
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- Purchases rare collections
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- Gives hints on missing artifacts
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- Offers collection quests
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- **Visual Reference:** `/references/npcs/kustos/`
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- Style 32 Dark-Chibi Noir
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- Red eyes with dark pupils (friendly NPC)
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**Museum Donations:**
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- Any found artifact can be donated
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- Each donation: Gold reward + museum XP
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- Museum XP triggers building upgrades
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- Rare artifacts give museum special exhibitions (attract more visitors = passive income)
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---
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### **14. SCHOOL SYSTEM** ✨ NEW
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**Concept:** School building that must be restored. Once functional, children of your family (generational system) must attend to gain stat boosts.
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**School Building:**
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- **Ruined State**: Collapsed classrooms, broken desks
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- **Restored State**: Functional school, desks, blackboard, books
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- **Requirement**: 500 wood, 300 stone, 100 iron, 1 Teacher NPC
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**Teacher NPC (2 Variants):**
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**Option A: Wise Old Man**
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- Elderly scholar who survived outbreak
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- Robes, long beard, glasses
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- Teaches history of world before catastrophe
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**Option B: Educational Robot**
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- Pre-outbreak teaching AI
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- Humanoid robot, screen face
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- Archives all knowledge from before 2084
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**Visual Reference:** `/references/npcs/teacher/`
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- Style 32 Dark-Chibi Noir
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- Red eyes with dark pupils (friendly NPC)
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- Wise, patient expression
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**School Mechanics:**
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**Mandatory Education:**
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- All children (ages 5-15 in-game) MUST attend school
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- 1 in-game year of attendance required
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- Missing school = children get NO stat boost
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**Stat Boost System:**
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```
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Base Child Stats (no school):
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- Farming Efficiency: 50%
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- Trading Skill: 50%
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- Combat Ability: 50%
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- Crafting Speed: 50%
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After School Graduation:
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- Farming Efficiency: 65% (+15%)
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- Trading Skill: 65% (+15%)
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- Combat Ability: 65% (+15%)
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- Crafting Speed: 65% (+15%)
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```
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**Gameplay Impact:**
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- Children without education = weaker farmers
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- Educated children = more efficient next generation
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- Incentivizes restoring school early
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- Creates long-term planning strategy
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**School Quests:**
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- Find textbooks (scattered in ruins)
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- Recruit teacher NPC
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- Build science lab (advanced education)
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- Organize field trips (explore biomes with children)
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---
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### **15. MAGIC HELPERS (Town Inhabitants)** ✨ NEW
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**Concept:** When towns are restored, magical beings (Troli, Vilinci, Škratje) move in and provide construction speed boosts.
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**Troli (Trolls):**
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- **Appearance:** Massive (2-3m tall), various skin tones (green, gray, blue)
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- **Role:** Heavy labor, construction workers
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- **Boost:** -20% build time for large structures
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- **Personality:** Strong, loyal, slow-speaking
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- **Visual Reference:** `/references/species/trolls/`
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- Style 32 Dark-Chibi Noir
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- Friendly variants: Red eyes WITH pupils
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- Work clothes, tool belts
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**Vilinci (Fairies):**
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- **Appearance:** Tiny (32px), glowing wings, nature-themed
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- **Role:** Magic crafting, enchanting help
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- **Boost:** -15% enchanting material cost
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- **Personality:** Energetic, playful, helpful
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- **Visual Reference:** `/references/species/vilinci/`
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- Style 32 Dark-Chibi Noir
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- Glowing aura
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- Sparkle effects
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**Škratje (Elves):**
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- **Appearance:** Tall, elegant, pointed ears
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- **Role:** Precision work, planning
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- **Boost:** -10% resource waste on all crafting
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- **Personality:** Wise, efficient, perfectionist
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- **Visual Reference:** `/references/species/škratje/`
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- Style 32 Dark-Chibi Noir
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- Red eyes with dark pupils (friendly)
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- Elegant clothing
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**Settlement Logic:**
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```javascript
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// When town restoration phase completed:
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if (townRestoration === "FULL") {
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spawnMagicHelpers({
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troli: 2-3, // Heavy labor
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vilinci: 4-6, // Magic support
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škratje: 1-2 // Precision work
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});
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// Apply town-wide boosts
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townBoosts = {
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buildSpeed: +35%, // Combined boost from all helpers
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craftingEfficiency: +10%,
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enchantingCost: -15%
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};
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}
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```
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**Interaction:**
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- Can talk to magic helpers for lore
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- Give them gifts to increase boost
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- Some offer special quests
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- Can recruit as farm helpers (limited slots)
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---
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### **16. SURVIVAL MECHANICS**
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**Needs:**
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- **Health** - Combat damage
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