diff --git a/FAZA_2_PRODUCTION_PLAN.md b/FAZA_2_PRODUCTION_PLAN.md new file mode 100644 index 000000000..3a8280268 --- /dev/null +++ b/FAZA_2_PRODUCTION_PLAN.md @@ -0,0 +1,248 @@ +# 🏘️ FAZA 2 PRODUCTION PLAN - TOWN RESTORATION + +**Created:** Jan 9, 2026 01:05 +**Status:** PLANNING PHASE +**Faza 1 Status:** ✅ 100% COMPLETE (73/73 sprites) + +--- + +## 📊 FAZA 2 OVERVIEW + +**Theme:** Town Restoration - Starting from One Ruined House +**Total Estimated Assets:** ~160 sprites +**Production Timeline:** 4-5 weeks + +--- + +## 🎯 FAZA 2 SCOPE + +### **1. STARTING CONTENT (Week 1)** +**First Ruined House:** 1 building × 5 progression stages = **5 sprites** +- Stage 1: Completely ruined (collapsed walls, debris) +- Stage 2: Foundation cleared (cleaned up, stable) +- Stage 3: Walls rebuilt (basic structure standing) +- Stage 4: Roof added (weatherproof, windows) +- Stage 5: Fully restored (painted, decorated, living) + +**Town Square Base:** **8 sprites** +- Town square center (open plaza) +- Fountain (3 stages: broken → working → ornate) +- Bench (2 variants) +- Town notice board +- Street lamp (basic) + +**WEEK 1 TOTAL: 13 sprites** + +--- + +### **2. CORE TOWN BUILDINGS (Week 2-3)** +Each building needs 4-5 progression stages (ruined → restored) + +**Priority Buildings (8 × 5 stages = 40 sprites):** +1. **Town Hall** (civic center, mayor's office) +2. **Church** (priest, spiritual center, quests) +3. **Blacksmith** (tool & weapon upgrades) +4. **General Store** (upgraded trading post) +5. **Inn/Tavern** (gathering place, rooms) +6. **School** (teacher, children, lore) +7. **Guard Post** (town protection, security) +8. **Apothecary** (potions, medicine, herbs) + +**WEEK 2-3 TOTAL: 40 sprites** + +--- + +### **3. TOWN INFRASTRUCTURE (Week 4)** +**Roads & Paths:** **12 sprites** +- Cobblestone road straight (3 variants: broken/patched/pristine) +- Cobblestone road corner (3 variants) +- Cobblestone road T-junction (3 variants) +- Town entrance archway (3 stages) + +**Lighting:** **6 sprites** +- Gothic street lamp (3 designs × 2 states: off/lit) + +**Decorations:** **8 sprites** +- Town banners (4 colors/designs) +- Flower boxes (2 variants) +- Town statue/monument (2 stages) + +**WEEK 4 TOTAL: 26 sprites** + +--- + +### **4. TOWN NPCs (Week 5)** +**Primary NPCs (8 characters × 11 sprites each = 88 sprites):** + +Each NPC needs: +- Idle (front, back, left, right) = 4 +- Walk (front, back, left, right) = 4 +- Action animation (unique) = 2 +- Portrait (dialogue) = 1 + +**NPC List:** +1. **Mayor Viktor** (elderly, formal suit, restoration coordinator) +2. **Father Marko** (priest, spiritual guide, quest giver) +3. **Gronk** (blacksmith, tool upgrades - ALREADY DESIGNED!) +4. **Mrs. Novak** (general store owner, supplies) +5. **Inn Keeper Janez** (tavern host, gossip source) +6. **Teacher Ana** (school teacher, children's safety) +7. **Guard Captain Luka** (town defense, zombie protection) +8. **Elder Marta** (town historian, lore keeper) + +**WEEK 5 TOTAL: 88 sprites** + +--- + +## 📅 PRODUCTION SCHEDULE + +### **WEEK 1: Town Foundation (13 sprites)** +- Day 1-2: First ruined house (5 stages) +- Day 3-4: Town square (fountain, benches) +- Day 5: Street lamps and notice board + +### **WEEK 2: Core Buildings Part 1 (20 sprites)** +- Day 1-2: Town Hall (5 stages) +- Day 3-4: Church (5 stages) +- Day 5-6: Blacksmith (5 stages) +- Day 7: General Store (5 stages) + +### **WEEK 3: Core Buildings Part 2 (20 sprites)** +- Day 1-2: Inn/Tavern (5 stages) +- Day 3-4: School (5 stages) +- Day 5-6: Guard Post (5 stages) +- Day 7: Apothecary (5 stages) + +### **WEEK 4: Infrastructure (26 sprites)** +- Day 1-3: Cobblestone roads (12 variants) +- Day 4-5: Street lamps (6 pieces) +- Day 6-7: Decorations (8 pieces) + +### **WEEK 5: NPCs (88 sprites)** +- Day 1: Mayor Viktor (11) +- Day 2: Father Marko (11) +- Day 3: Gronk (organize existing assets) +- Day 4: Mrs. Novak (11) +- Day 5: Inn Keeper Janez (11) +- Day 6: Teacher Ana (11) +- Day 7: Guard Captain Luka (11) + Elder Marta (11) + +--- + +## 🎨 ART STYLE NOTES + +**Gothic Town Aesthetic:** +- Dark stone buildings with weathering +- Gothic arch windows and doors +- Slate/dark tile roofs +- Wrought iron details +- Overgrown vegetation on ruins +- Atmospheric lighting (fog, shadows) + +**Progression Visual Cues:** +- Stage 1: Debris, collapsed sections, plants +- Stage 2: Cleared debris, foundation visible +- Stage 3: Walls up, no roof, scaffolding +- Stage 4: Roof on, basic windows/doors +- Stage 5: Paint, decorations, signs, life + +**NPC Design:** +- Match Gronk's chibi gothic style +- Thick black outlines +- Expressive faces +- Period-appropriate clothing (medieval/gothic) +- Each NPC has unique color palette + +--- + +## 📂 FOLDER STRUCTURE + +``` +assets/references/ +├── faza2_buildings/ +│ ├── ruined_house_01/ +│ │ ├── stage_1_ruined.png +│ │ ├── stage_2_foundation.png +│ │ ├── stage_3_walls.png +│ │ ├── stage_4_roof.png +│ │ └── stage_5_restored.png +│ ├── town_hall/ +│ ├── church/ +│ ├── blacksmith/ +│ └── ... (other buildings) +├── faza2_infrastructure/ +│ ├── roads/ +│ ├── lamps/ +│ ├── decorations/ +│ └── town_square/ +└── faza2_npcs/ + ├── mayor_viktor/ + ├── father_marko/ + ├── mrs_novak/ + └── ... (other NPCs) +``` + +--- + +## 🎯 PRIORITY BREAKDOWN + +### **HIGH PRIORITY (Start immediately):** +1. First ruined house (5 stages) - unlock town restoration mechanic +2. Town square fountain (3 stages) - central landmark +3. Town Hall (5 stages) - mayor questline +4. Church (5 stages) - spiritual storyline + +### **MEDIUM PRIORITY (Week 2-3):** +1. Remaining core buildings (20 sprites) +2. Roads and infrastructure (18 sprites) + +### **LOWER PRIORITY (Week 4-5):** +1. Decorative elements (8 sprites) +2. Secondary NPCs (88 sprites) + +--- + +## 💡 GAMEPLAY INTEGRATION NOTES + +**Restoration Mechanics:** +- Each building requires resources (wood, stone, iron) +- Buildings unlock as player progresses +- NPCs move in when building reaches Stage 5 +- Buildings provide services at different stages: + - Stage 3: Basic functionality + - Stage 4: Normal functionality + - Stage 5: Premium bonuses + +**Quest Integration:** +- Mayor coordinates restoration efforts +- Priest provides blessings/protection +- Each NPC has personal questline +- Town restoration ties into Ana's mystery + +--- + +## 📈 ESTIMATED TOTALS + +| Category | Sprites | Status | +|----------|---------|--------| +| Ruined House #1 | 5 | 🔜 Next | +| Core Buildings | 40 | Planned | +| Infrastructure | 26 | Planned | +| NPCs | 88 | Planned | +| **TOTAL FAZA 2** | **159** | 0% | + +--- + +## 🎊 COMPLETION CRITERIA + +**Faza 2 is complete when:** +- ✅ First ruined house fully restorable (5 stages) +- ✅ All 8 core buildings restorable +- ✅ Town square functional +- ✅ Road system implemented +- ✅ All 8 NPCs present with animations +- ✅ Town feels alive and populated + +--- + +**NEXT ACTION:** Start Week 1 - First Ruined House! diff --git a/assets/player_sprite.png b/assets/references/characters/kai/base_sprite.png similarity index 100% rename from assets/player_sprite.png rename to assets/references/characters/kai/base_sprite.png diff --git a/assets/references/faza2_buildings/ruined_house_01/stage_1_ruined.png b/assets/references/faza2_buildings/ruined_house_01/stage_1_ruined.png new file mode 100644 index 000000000..1d8cbb26d Binary files /dev/null and b/assets/references/faza2_buildings/ruined_house_01/stage_1_ruined.png differ diff --git a/assets/references/faza2_buildings/ruined_house_01/stage_2_foundation.png b/assets/references/faza2_buildings/ruined_house_01/stage_2_foundation.png new file mode 100644 index 000000000..9f9d5f609 Binary files /dev/null and b/assets/references/faza2_buildings/ruined_house_01/stage_2_foundation.png differ diff --git a/assets/references/faza2_buildings/ruined_house_01/stage_3_walls.png b/assets/references/faza2_buildings/ruined_house_01/stage_3_walls.png new file mode 100644 index 000000000..7aedcf14d Binary files /dev/null and b/assets/references/faza2_buildings/ruined_house_01/stage_3_walls.png differ diff --git a/assets/references/faza2_buildings/ruined_house_01/stage_4_roof.png b/assets/references/faza2_buildings/ruined_house_01/stage_4_roof.png new file mode 100644 index 000000000..69e187968 Binary files /dev/null and b/assets/references/faza2_buildings/ruined_house_01/stage_4_roof.png differ diff --git a/assets/references/faza2_buildings/ruined_house_01/stage_5_restored.png b/assets/references/faza2_buildings/ruined_house_01/stage_5_restored.png new file mode 100644 index 000000000..a432047db Binary files /dev/null and b/assets/references/faza2_buildings/ruined_house_01/stage_5_restored.png differ diff --git a/assets/references/faza2_infrastructure/town_square/bench.png b/assets/references/faza2_infrastructure/town_square/bench.png new file mode 100644 index 000000000..ebdf6da54 Binary files /dev/null and b/assets/references/faza2_infrastructure/town_square/bench.png differ diff --git a/assets/references/faza2_infrastructure/town_square/fountain_broken.png b/assets/references/faza2_infrastructure/town_square/fountain_broken.png new file mode 100644 index 000000000..4f6801182 Binary files /dev/null and b/assets/references/faza2_infrastructure/town_square/fountain_broken.png differ diff --git a/assets/references/faza2_infrastructure/town_square/fountain_ornate.png b/assets/references/faza2_infrastructure/town_square/fountain_ornate.png new file mode 100644 index 000000000..88d8776ef Binary files /dev/null and b/assets/references/faza2_infrastructure/town_square/fountain_ornate.png differ diff --git a/assets/references/faza2_infrastructure/town_square/fountain_working.png b/assets/references/faza2_infrastructure/town_square/fountain_working.png new file mode 100644 index 000000000..e90ee9083 Binary files /dev/null and b/assets/references/faza2_infrastructure/town_square/fountain_working.png differ diff --git a/assets/references/faza2_infrastructure/town_square/notice_board.png b/assets/references/faza2_infrastructure/town_square/notice_board.png new file mode 100644 index 000000000..458502646 Binary files /dev/null and b/assets/references/faza2_infrastructure/town_square/notice_board.png differ