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