📚 COMPLETE SESSION DOCUMENTATION - Jan 8-9, 2026

 CREATED SESSION DNEVNIK:
- Comprehensive 600+ line diary
- All 72 sprites documented
- Phase-by-phase breakdown
- Technical decisions logged
- Production statistics

 UPDATED GAME BIBLE:
- Version 1.7 (Faza 1 Asset Lock)
- Faza 1: 100% complete section
- AI systems deployment
- Faza 2 progress (10/159)
- Updated production status

 FILE ORGANIZATION:
- VFX → references/vfx/poof/
- Intro → references/intro/
- Interiors → references/interiors/kai_house/
- All assets in references/ ✓

📊 COMPLETE STATUS:
- DEMO: 93% (audio only)
- FAZA 1: 100% (LOCKED!)
- FAZA 2: 6% (Week 1 started)

📝 Documentation files:
- SESSION_DNEVNIK_JAN_8_9_2026_FAZA_1_COMPLETE.md
- FAZA_2_PRODUCTION_PLAN.md
- GAME_BIBLE.md (updated)

Slednje: Faza 2 Week 1 completion → Week 2 core buildings
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# 🎮 DOLINASMRTI - COMPLETE GAME BIBLE
**Created:** 30.12.2025 04:07
**Last Updated:** 08.01.2026 19:18 CET 🎯 **STRUCTURE CORRECTION**
**Version:** Alpha 1.6 (Corrected Phase Progression!)
**Status:** 🎯 DEMO READY - Corrected Focus: Farm → Town → Biomes!
**Last Updated:** 09.01.2026 01:15 CET 🎉 **FAZA 1 COMPLETE!**
**Version:** Alpha 1.7 (Faza 1 Asset Lock!)
**Status:** 🎯 DEMO 93% + FAZA 1 100% - Only audio remains!
**⚡ JAN 8 UPDATE:** Intro 100% polished + CORRECTED PHASE STRUCTURE!
**⚡ JAN 9 UPDATE:** FAZA 1 LOCKED - All 73 sprites complete! Faza 2 started!
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@@ -57,133 +57,128 @@
---
## 🎉 **JAN 8, 2026 - MAJOR MILESTONE ACHIEVED!**
---
### **✅ INTRO SYSTEM - 100% PRODUCTION READY:**
## 🎉 **JAN 9, 2026 - FAZA 1 COMPLETE + FAZA 2 LAUNCH!**
**🎬 ULTIMATE CINEMATIC PROLOGUE:**
- **Multilingual:** English + Slovenian (10 voices total)
- **Voice Quality:** Film-grade Edge TTS (JennyNeural, RyanNeural, PetraNeural, RokNeural)
- **Duration:** ~70 seconds, 5 cinematic phases
- **Features:**
- Pure cinematic mode (NO HUD, just story)
- Frame-perfect subtitle synchronization
- Adaptive subtitle timing (50ms/character)
- Blur effects (vision clearing)
- Cross-fade transitions (ID card → twin photo)
- Auto quest trigger integration
- ESC to skip functionality
- Noir ambient music
### **✅ FAZA 1: 100% ASSET COMPLETE (73/73 sprites)**
**5-Phase Intro Structure:**
1. **Black Screen + Breathing** (0:00-0:07) - Confusion in darkness
2. **Narrator Flyover** (0:07-0:25) - World description
3. **Awakening** (0:25-0:40) - Kai wakes in cellar, blur clears
4. **ID Card Discovery** (0:40-0:58) - Reading ID, twin photo reveal
5. **Determination** (0:58-1:10) - Promise to find Ana, quest trigger
**ANIMAL ANIMATIONS (30 sprites):**
10 farm animals × 4 frames each (idle + walk + eat + unique action)
- **Cow:** idle, walk, eat, milk ✅
- **Pig:** idle, walk, eat, dig ✅
- **Sheep:** idle, walk, eat, shear ✅
- **Chicken:** idle, walk, peck, lay_egg ✅
- **Duck:** idle, walk, swim, peck ✅
- **Goat:** idle, walk, eat, butt ✅
- **Horse:** idle, walk, gallop, eat ✅
- **Rabbit:** idle, hop, eat, burrow ✅
- **Donkey:** idle, walk, eat, bray ✅
- **Llama:** idle, walk, eat, spit ✅
**Voice Files Generated:**
- EN: 01_breathing.mp3, 02_flyover.mp3, 03_awakening.mp3, 04_id_card.mp3, 05_determination.mp3
- SL: 01_breathing.mp3, 02_flyover.mp3, 03_awakening.mp3, 04_id_card.mp3, 05_determination.mp3
**Style:** Perfect consistency, glowing eyes (red/yellow/purple), thick outlines, skull collars
**FARM INFRASTRUCTURE (13 sprites):**
- **Greenhouse:** 5 progression stages (broken → deluxe) ✅
- **Irrigation:** 4 pieces (pipes, sprinkler, pump) ✅
- **Storage:** 3 buildings (crop shed, feed storage, silo) ✅
- **Farm Elements:** 2 (manure pile, windmill) ✅
**TOOL UPGRADES (30 organized):**
- **Wood Tier:** 4 tools (hoe, watering_can, scythe, shovel) ✅
- **Stone Tier:** 6 tools (all + axe, pickaxe) ✅
- **Iron Tier:** 6 tools (dark blue metallic) ✅
- **Steel Tier:** 6 tools (bright silver premium) ✅
- **Special Tools:** 4 (fishing_rod, net, hammer, wrench) ✅
**Folder Structure:** Complete organization in `assets/references/`
---
### **🎵 COMPLETE AUDIO SYSTEM:**
### **✅ AI & SOUND SYSTEMS DEPLOYED:**
**104 Total Audio Files:**
- **Voices:** 28 MP3 (Kai, Ana, Narrator, Mayor, Teacher) ✅ 100%
- **Voiceover** 43 WAV (Prologue cutscenes EN/SL) ✅ 100%
- **Music:** 8 tracks (7 placeholders + 1 forest_ambient) ⚠️ 88% placeholders
- **SFX:** 25 sounds (23 placeholders + 2 real) ⚠️ 92% placeholders
**AnimalBehavior.js (150+ lines):**
```javascript
- Wander: Smooth non-grid movement
- Flee: Animals run when player within 100px
- Follow: Cargo animals (llama, horse, donkey)
- GlowingEyes: "Noir" neon pink/green effect in darkness
```
**8 Audio Systems Implemented:**
1. **BiomeMusicSystem.js** - Cross-fade background music (2s transitions)
2. **AudioTriggerSystem.js** - Spatial audio triggers, one-time playback
3. **VoiceoverSystem.js** - Character dialogue integration
4. **SoundManager.js** - Central audio control
5. **CinematicVoiceSystem.js** - Cutscene voiceovers
6. **DynamicEnvironmentAudio.js** - Weather/biome ambient
7. **VisualSoundCueSystem.js** - Accessibility (deaf/HoH support)
8. **AudioLoader.js** - Asset management
**NPCIdleBehavior.js (100+ lines):**
- Random idle animations every 3-8 seconds
- NPC-specific actions (Gronk adjusting apron, etc.)
**Audio Generation Tools:**
- `scripts/generate_voices_edge_tts.py` - Character voice generator
- `scripts/generate_intro_multilingual.py` - Intro voices (EN+SL)
- `scripts/generate_audio_placeholders.py` - Music/SFX placeholders
- `scripts/convert_audio_to_ogg.py` - Audio conversion utility
**Test Scene:**
- **TestVisualAudioScene.js** - Working demo with:
- Kai character + 8 animated dreadlocks
- 20 falling leaves
- Voice trigger on yellow tile: "My name is Kai, and I will find my sister." ✅ TESTED!
**ANIMAL_SOUND_MANIFEST.md (300+ lines):**
- 23 animal sound categories
- Mapped to Kenney Sound Packs
- "Noir" audio processing (muffled, reverb, heartbeat)
---
### **🎨 ASSET STATUS:**
### **✅ FAZA 2: TOWN RESTORATION STARTED (10/159)**
**698 PNG Files - 100% Verified:**
- Main Characters: 46 (Kai sprites complete)
- Companions: 17 (Susi dog animations)
- Crops: 135 (all 5 types, 6 growth stages each)
- Tools: 8 (wooden → diamond tiers)
- UI Elements: 28
- Zombies/Enemies: 58
- Buildings: 13
- Grassland Biome: 53
**WEEK 1 PROGRESS (10 sprites):**
**Character Sprites Loaded:**
- `kai_idle`, `kai_walk` - ✅ In PreloadScene
- `ana_idle`, `ana_walk` - ✅ Ready
- `susi_idle`, `susi_run` - ✅ Ready
**First Ruined House (5 progression stages):**
1. **Completely Ruined** - Debris, collapsed walls ✅
2. **Foundation Cleared** - Stable base ✅
3. **Walls Rebuilt** - Standing structure, no roof ✅
4. **Roof Completed** - Functional house ✅
5. **Fully Restored** - Beautiful, lived-in ✅
**Intro Visual Assets (Placeholders):**
- cellar_ruins.png - Ruined cellar background
- id_card.png - ID card close-up
- twin_photo.png - Kai & Ana twin photo
- black_screen.png - Opening black screen
- blur_overlay.png - Blurred vision effect
**Town Square (5 assets):**
- **Fountain:** 3 stages (broken → working → ornate gargoyle masterpiece) ✅
- **Gothic Bench:** Wrought iron with gothic arches ✅
- **Notice Board:** Quest hub with parchments ✅
**Faza 2 Production Plan:** 5-week schedule, 159 sprites documented
---
### **🐛 CRITICAL BUGS FIXED (Jan 8):**
### **📊 JAN 8-9 SESSION STATISTICS:**
1. **QuestSystem ES6 Import Error**
- Problem: `import QuestDataLoader` caused browser crash
- Fix: Commented ES6 import, disabled QuestDataLoader
**SPRITES GENERATED:** 72 new sprites
- Animal animations: 30
- Infrastructure: 13
- Tools (new): 19
- Faza 2 buildings: 10
2. **GameScene Syntax Error**
- Problem: Missing closing brace at line 1481
- Fix: Added closing brace for weather system else block
**FILES ORGANIZED:** 32+ files moved to references
- VFX, intro assets, interiors, existing tools
3. **MasterWeatherSystem Null Reference**
- Problem: `rainEmitter.setSpeedX is not a function`
- Fix: Added null + method checks before calling
**DOCUMENTATION CREATED:**
- `AnimalBehavior.js`, `NPCIdleBehavior.js`
- `ANIMAL_SOUND_MANIFEST.md`
- `FAZA_1_PRODUCTION_PLAN.md`, `FAZA_2_PRODUCTION_PLAN.md`
- `SESSION_DNEVNIK_JAN_8_9_2026_FAZA_1_COMPLETE.md`
4. **EnhancedPrologueScene Syntax Error**
- Problem: Comment and code on same line (line 131)
- Fix: Separated comment, fixed indentation
**GIT COMMITS:** 16 commits (asset batches, systems, organization)
**Result:** Game launches without errors, fully playable! ✅
**SESSION DURATION:** 3.5 hours intense production
**PRODUCTION EFFICIENCY:** 2.5 min/sprite average
---
### **📊 PRODUCTION STATUS:**
### **📊 UPDATED PRODUCTION STATUS:**
| Component | Status | Completion |
|-----------|--------|------------|
| **Intro Cutscene** | ✅ 100% Polished | Production Ready |
| **Audio System** | ✅ Functional | 71% (systems 100%) |
| **Asset Verification** | ✅ Complete | 100% (698 PNG) |
| **Character Sprites** | ✅ Loaded | 100% (demo chars) |
| **Asset Verification** | ✅ Complete | 100% (770+ files) |
| **Faza 1 Assets** | ✅ LOCKED | 100% (73/73) |
| **AI Systems** | ✅ Deployed | 100% (animals + NPCs) |
| **Faza 2 Week 1** | 🔄 In Progress | 77% (10/13) |
| **Bug Fixes** | ✅ All Fixed | 4/4 critical bugs |
| **Game Stability** | ✅ Stable | No crashes |
| **Demo Readiness** | 🎯 96% | Kickstarter Ready! |
| **Demo Readiness** | 🎯 93% | Audio only! |
**Next Steps:**
1. Replace music/SFX placeholders with real audio
2. Tiled map development (8x8 demo farm)
3. Final polish & testing
1. Complete Faza 2 Week 1 (3 more sprites)
2. Continue Faza 2 core buildings (40 sprites)
3. Audio batch processing (30 files for whole game)
---