📚 GAME BIBLE UPDATE - Jan 04 Systems Expansion

Added comprehensive documentation for 5 major new systems:

1. 🏠 Home Upgrade System:
   - 3-tier sleep system (sleeping bag → wooden → king-size)
   - Crafting tables (small → large for expeditions)
   - House extensions (kitchen + basement w/ alchemy lab)
   - Home customization & furniture placement

2. 🏪 New Town Buildings:
   - Bakery (food shop, gifts, baking competitions)
   - Barber Shop (hairstyles, piercings, dreadlocks, zombie makeover)
   - Lawyer Office (divorce mechanics, 50k cost, 25% money loss)

3. ⛏️ Functional Mines:
   - 100 levels deep with difficulty scaling
   - Zombie miner automation (auto-collect ore)
   - Mine machines (elevators, crushers, ventilation)
   - Boss at level 100 (The Deep One)

4. 🏘️ Town Growth:
   - Dynamic town sign (auto-updates population count)
   - NPC limit system (starts 4, expands to 20)
   - Small villages scattered across map (2-3 houses each)

5. 🔒 NPC Privacy & Decoration:
   - Hobby-based auto-decoration (fisherman, baker, barber themes)
   - Heart-locked doors (bedroom requires 5+ hearts)
   - Visit tracking & relationship effects

Documentation files:
- GAME_BIBLE_COMPLETE.md (updated)
- GAME_SYSTEMS_JAN_04_EXPANSION.md (new)
- GAME_SYSTEMS_EXPANSION_PLAN.md (implementation plan)

Total new content: ~400 lines of game mechanics
Asset requirements: ~170 interior PNG sprites
This commit is contained in:
2026-01-04 11:46:12 +01:00
parent a926acb056
commit c64fe460df
4 changed files with 1766 additions and 1 deletions

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@@ -327,6 +327,150 @@ Each anomalous biome has 1-2 bosses that guard story clues.
---
## 🏠 HOME UPGRADE & CUSTOMIZATION SYSTEM
**Added:** January 4, 2026
### **Sleep System (3-Tier Progression)**
**Level 1: Sleeping Bag**
- Cost: 500g (available from start)
- Energy Regeneration: 30%
- Sleep Duration: 3 seconds (fast sleep)
- Capacity: 1 person
- Mood Effect: None
- Asset: `interior_bed_sleepingbag.png`
**Level 2: Wooden Bed**
- Cost: 2,000g
- Requirements: Carpenter unlocked
- Energy Regeneration: 70%
- Sleep Duration: 5 seconds
- Capacity: 1 person
- Mood Effect: +5 (well-rested)
- Asset: `interior_bed_wooden.png`
**Level 3: King-Size Bed**
- Cost: 10,000g
- Requirements: Married status OR high relationship
- Energy Regeneration: 100%
- Sleep Duration: 7 seconds (includes romantic scene)
- Capacity: 2 persons (Kai + Ana or Kai + Gronk)
- Mood Effect: +15 (very well-rested) + relationship bonus
- Special: Unlocks "Morning Together" random events
- Asset: `interior_bed_kingsize.png`
**Mechanics:**
- Sleeping advances time to next morning (6am)
- Can only sleep when tired (energy <40%) or at night
- Romance partner joins if hearts ≥10 and married
- Dreams may contain story hints or nightmares (zombie attacks)
---
### **Crafting Tables (2-Tier System)**
**Small Crafting Table**
- Cost: 1,000g
- Available: From start
- Recipes Unlocked: 50 basic items
- Tools (wooden tier)
- Simple repairs (locket cleaning)
- Basic food (sandwiches, salads)
- Beginner potions
- Max Crafting Speed: 1x
- Asset: `interior_table_small.png`
**Large Planning Table**
- Cost: 5,000g
- Requirements: Meet Gronk + complete "Builder's Vision" quest
- Recipes Unlocked: 100+ advanced items
- Expedition planning (maps, supplies)
- Complex mechanisms (automated tools)
- Advanced weapons
- Gronk's special equipment
- Max Crafting Speed: 1.5x (efficiency bonus)
- Special: Required for Gronk's Expedition System
- Asset: `interior_table_large.png`
**Crafting Interface:**
- Grid-based recipe book
- Ingredient checking (shows what you have vs. need)
- Favorite recipes system
- "Craft All" button for bulk production
---
### **House Extensions (2 Major Additions)**
**Kitchen Extension**
- Cost: 5,000g + 50 Wood + 25 Stone
- Requirements: Farmhouse Level 2
- Space Added: 3x4 grid (12 tiles)
- Features:
- Advanced Cooking Stove (5 pots simultaneously)
- Refrigerator (extends food freshness by 200%)
- Dishwasher (aesthetic, no function)
- Recipe Book shelf (displays unlocked recipes)
- Unlocks: 200+ advanced cooking recipes
- Special Mechanics:
- Batch cooking (make 10 meals at once)
- Meal prep (cook Sunday, eat all week)
- Cooking with Ana/Gronk (bonus relationship)
- Assets: `interior_kitchen_stove.png`, `interior_kitchen_counter.png`, `interior_kitchen_fridge.png`
**Basement Extension**
- Cost: 10,000g + 100 Stone + 50 Iron
- Requirements: Farmhouse Level 3 + Meet Grok
- Space Added: Full underground floor (8x8 grid)
- Features:
- Alchemy Laboratory (purple glowing setup)
- Memory Storage Vault (special items, Ana's belongings)
- Secret Passage (to Chernobyl Bunker - unlocked late game)
- Dark Ritual Circle (occult mechanics)
- Unlocks:
- Advanced potion crafting
- Dark magic rituals
- Memory quest items storage
- Fast travel to bunker
- Special: Required for "Finding Ana" questline
- Assets: `interior_stairs_down.png`, `interior_alchemy_setup.png`, `interior_secret_passage.png`
**Extension Mechanics:**
- Visual upgrade to exterior (chimney for kitchen, basement window)
- New interior map layout
- NPC reactions (Gronk: "Wow, fancy kitchen dude!")
- Property value increases (if selling ever implemented)
---
### **Home Customization System**
**Furniture Placement:**
- Grid-based system (32x32 tiles)
- Drag-and-drop from inventory
- Rotate furniture (0°, 90°, 180°, 270°)
- Wall detection (some items only on walls)
- Collision (can't place on occupied tiles)
**Decorative Items (50+ total):**
- Rugs, paintings, plants, candles
- Ana's photos (unlocked through story)
- Trophies (boss kills, achievements)
- Seasonal decorations (Halloween, Christmas)
**Functional Items:**
- Wardrobes (100 outfit system storage)
- Bookshelves (lore books, recipes)
- Chests (extra item storage +50 slots each)
- Lighting (lanterns, candles - affect mood)
**Mood System:**
- Well-decorated home: +10 mood daily
- Messy home: -5 mood
- Partner's preferences (Ana likes tidy, Gronk tolerates chaos)
---
## 🏗️ BUILDINGS & STRUCTURES
### **Farm Buildings:**
@@ -374,13 +518,170 @@ Each anomalous biome has 1-2 bosses that guard story clues.
### **Town Buildings:**
**Services:**
**Core Services:**
- General Store (buy seeds, tools)
- Blacksmith (buy/upgrade weapons)
- Clinic (healing, medicine)
- Carpenter Shop (building construction)
- Tavern (socialize, quests)
---
### **NEW TOWN BUILDINGS** ⭐
**Added:** January 4, 2026
**🥖 BAKERY (Pekarna)**
**Unlock Requirements:**
- Restore Town Square (Phase 1)
- Complete "First Bread" quest
- Cost: 8,000g + 100 Wood + 50 Wheat
**NPC:** Baker (friendly middle-aged woman
, flour on apron)
**Services:**
1. **Food Shop**
- Fresh Bread (50g) - Restores 20 energy
- Cake (200g) - Restores 50 energy, +5 hearts gift
- Pie (150g) - Restores 40 energy, +3 hearts gift
- Cookies (25g) - Restores 10 energy, +1 heart gift
- Croissants (75g) - Restores 25 energy, fancy!
2. **Gift System**
- Baked goods are BEST gifts for NPCs
- Different NPCs have favorite pastries
- Buying in bulk gives discount (10 items = -20%)
3. **Special Events**
- Weekly Baking Competition (mini-game)
- Birthday cakes for NPCs (auto-order system)
- Holiday specials (pumpkin pie, gingerbread)
**Interior Design:**
- Large brick ovens (2, glowing warm orange - noir contrast)
- Counter with glass display cases
- Bread shelves (stocked based on time of day)
- Flour sacks in corner
- "Warm bread smell" particle effect
**Assets:**
- `building_bakery_exterior.png`
- `interior_bakery_oven.png`
- `interior_bakery_counter.png`
- `interior_bakery_shelf.png`
- `npc_baker.png`
---
**💇 BARBER SHOP (Frizeraj)**
**Unlock Requirements:**
- Town population ≥ 3 NPCs
- Complete "Style Matters" quest
- Cost: 6,000g + 75 Wood + 25 Iron
**NPC:** Barber (punk-style character, piercings, colorful hair)
**Services:**
1. **Hairstyle Changes**
- Dreadlocks (Pink & Green - Kai's signature) - 500g
- Mohawk (Blue, Purple, Red) - 300g
- Long Hair (various colors) - 400g
- Ponytail - 250g
- Bald - 100g (FREE to reverse!)
2. **Piercings & Body Mods**
- Ear Gauges (Kai's trademark) - 200g
- Nose Ring - 150g
- Eyebrow Piercing - 100g
- Lip Ring - 150g
- Multiple Ear Piercings - 50g each
3. **Special Services**
- Zombie Makeover - 1,000g (make zombies look fancy!)
- NPC Customization - 500g (change other characters' looks)
- Dye Service - 200g (change clothing colors)
**Mechanics:**
- Opens character customization UI
- Real-time preview before confirming
- Can save 5 "favorite looks" for quick switching
- Discounts for repeat customers (-10% after 5 visits)
**Interior Design:**
- 2 barber chairs (gothic style,
skull decorations)
- Large ornate mirror
- Piercing tools display
- Hair dye bottles (rainbow colors)
- Scissors, razors hanging on wall
**Assets:**
- `building_barbershop_exterior.png`
- `interior_barber_chair.png`
- `interior_barber_mirror.png`
- `interior_piercing_tools.png`
- `npc_barber.png`
---
**⚖️ LAWYER OFFICE (Ločitvena pisarna)**
**Unlock Requirements:**
- Married to Ana OR Gronk
- Relationship hearts ≤ 3 (marriage in trouble)
- Complete "Till Death Do Us Part?" quest
- Cost: 15,000g (automatically built when needed)
**NPC:** Lawyer (cold, professional, suit and tie - noir aesthetic)
**Services:**
1. **Divorce Processing**
- Cost: 50,000g (EXPENSIVE!)
- Consequences:
- Lose 25% of ALL remaining money
- Reset spouse relationship to 0 hearts
- Spouse moves out of farmhouse
- Lose "married" status benefits
- King-size bed reverts to single use
2. **Prenup System** (preventive)
- Buy before marriage: 10,000g
- Reduces divorce money loss to 10% instead of 25%
- Available ONLY before getting married
3. **Marriage Counseling** (alternative)
- Cost: 5,000g
- Mini-quest: Fix relationship (3 tasks)
- Success: +5 hearts restored, avoid divorce
- Failure: Relationship worsens, divorce likely
**Quest Triggers:**
- "Single Again" - After divorce, rebuilding life
- "Learning from Mistakes" - Unlocks new romance options
- "The Cost of Love" - Story about relationships
**Interior Design:**
- Single desk with harsh overhead lamp (film noir vibe)
- Bookshelves with legal texts
- Cold, unwelcoming atmosphere
- Gray/black color palette
- Minimal decoration
**Dialogue:**
Lawyer: "Marriage is a contract. Divorce is... expensive."
**Assets:**
- `building_lawyer_office.png`
- `interior_lawyer_desk.png`
- `interior_lawyer_lamp.png`
- `npc_lawyer.png`
---
**Rebuilding System:**
- Town starts destroyed
- Collect materials → Rebuild structures

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@@ -0,0 +1,834 @@
# 🏗️ DOLINASMRTI - GAME SYSTEMS EXPANSION PLAN
## 📅 Created: January 4, 2026
## 🎯 Status: PLANNING PHASE
---
## 📋 OVERVIEW
This document outlines the implementation plan for major game systems expansion including:
- Home customization & upgrades
- New town buildings (bakery, barber, lawyer)
- Functional mines with zombie workers
- Town growth & NPC privacy systems
- Interior decoration for all building types
---
## 🎯 CORE SYSTEMS TO IMPLEMENT
### 1. HOME UPGRADE SYSTEM 🏠
#### Sleep System (3 Tiers)
**Priority:** HIGH
**Dependencies:** Player stats, time system
**Implementation:**
- Level 1: Sleeping Bag
- Quick sleep animation
- Low energy regeneration (30%)
- Asset: `bed_tier1_sleepingbag.png`
- Level 2: Wooden Bed
- Medium sleep duration
- Good energy regeneration (70%)
- Mood boost (+5)
- Asset: `bed_tier2_wooden.png`
- Level 3: King-Size Bed
- Full energy regeneration (100%)
- Two-person capacity (Kai + Ana when married)
- Romance scene trigger
- Asset: `bed_tier3_kingsize.png`
**Code Tasks:**
```javascript
// PlayerStats.js
class SleepSystem {
constructor(bedLevel) {
this.bedLevel = bedLevel;
this.sleepDuration = [3000, 5000, 7000][bedLevel - 1];
this.energyRegen = [30, 70, 100][bedLevel - 1];
}
async sleep(player) {
// Fade to black
// Play sleep animation
// Regenerate energy based on bed tier
// Advance time
// Trigger morning events
}
}
```
---
#### Crafting Tables (2 Types)
**Priority:** HIGH
**Dependencies:** Crafting system, inventory
**Implementation:**
- Small Table
- Basic recipes (tools, simple repairs)
- Asset: `table_small_crafting.png`
- Unlock: Available from start
- Large Table
- Advanced recipes (expedition planning, complex items)
- Required for Gronk's expedition system
- Asset: `table_large_planning.png`
- Unlock: After completing "Meet Gronk" quest
**Code Tasks:**
```javascript
// CraftingStation.js
class CraftingTable {
constructor(tier, recipes) {
this.tier = tier; // 'small' | 'large'
this.availableRecipes = recipes;
}
canCraft(recipeId) {
const recipe = this.availableRecipes[recipeId];
return recipe && recipe.requiredTable <= this.tier;
}
}
```
---
#### House Extensions
**Priority:** MEDIUM
**Dependencies:** Building system, currency
**Implementation:**
- Kitchen Extension
- Enables cooking 200+ recipes
- Multiple cooking stations
- Asset: `house_extension_kitchen.png`
- Cost: 5,000g
- Basement Extension
- Alchemy lab access
- Memory item storage
- Secret passage to bunker
- Asset: `house_extension_basement.png`
- Cost: 10,000g
**Code Tasks:**
```javascript
// HouseExtension.js
class HouseExtension {
static extensions = {
kitchen: {
cost: 5000,
unlocks: ['cooking_recipes', 'food_processor'],
asset: 'house_extension_kitchen'
},
basement: {
cost: 10000,
unlocks: ['alchemy_lab', 'memory_storage'],
asset: 'house_extension_basement'
}
};
static purchase(extensionType, player) {
const ext = this.extensions[extensionType];
if (player.money >= ext.cost) {
player.money -= ext.cost;
player.house.addExtension(extensionType);
return true;
}
return false;
}
}
```
---
### 2. NEW TOWN BUILDINGS 🏪
#### Bakery (Pekarna)
**Priority:** HIGH
**Dependencies:** NPC system, shop interface
**Assets Needed:**
- `building_bakery_exterior.png` (already generated)
- `interior_bakery_oven.png`
- `interior_bakery_counter.png`
- `interior_bakery_bread_shelf.png`
- `npc_baker.png`
**Functionality:**
- Buy food items for energy
- Buy gifts for NPCs (heart system)
- Special baked goods for quests
- Warm lighting (Style 32: orange glow in dark world)
**Code Tasks:**
```javascript
// BakeryShop.js
class BakeryShop extends Shop {
constructor() {
super('bakery');
this.inventory = [
{ id: 'bread', price: 50, energy: 20, hearts: 1 },
{ id: 'cake', price: 200, energy: 50, hearts: 5 },
{ id: 'pie', price: 150, energy: 40, hearts: 3 }
];
}
buyItem(itemId, player) {
const item = this.inventory.find(i => i.id === itemId);
if (player.money >= item.price) {
player.money -= item.price;
player.inventory.add(item);
return true;
}
return false;
}
}
```
---
#### Barber Shop (Frizeraj)
**Priority:** MEDIUM
**Dependencies:** Character customization system
**Assets Needed:**
- `building_barbershop_exterior.png`
- `interior_barber_chair.png`
- `interior_barber_mirror.png`
- `interior_piercing_tools.png`
- `npc_barber.png`
**Functionality:**
- Change Kai's hairstyle
- Add piercings
- Ear gauges
- Dreadlocks upgrade (pink & green)
- Zombie makeover service
**Code Tasks:**
```javascript
// BarberShop.js
class BarberShop {
static hairstyles = [
{ id: 'dreadlocks_pink_green', price: 500, sprite: 'kai_dreads_pink' },
{ id: 'mohawk', price: 300, sprite: 'kai_mohawk' },
{ id: 'bald', price: 100, sprite: 'kai_bald' }
];
static piercings = [
{ id: 'ear_gauges', price: 200, sprite: 'kai_gauges' },
{ id: 'nose_ring', price: 150, sprite: 'kai_nosering' }
];
changeHairstyle(hairstyleId, player) {
const style = this.hairstyles.find(h => h.id === hairstyleId);
if (player.money >= style.price) {
player.money -= style.price;
player.sprite = style.sprite;
return true;
}
return false;
}
}
```
---
#### Bank/Lawyer Office (Ločitvena pisarna)
**Priority:** LOW (Story-dependent)
**Dependencies:** Marriage system, Ana questline
**Assets Needed:**
- `building_lawyer_office.png`
- `interior_lawyer_desk.png`
- `interior_lawyer_lamp.png` (single overhead light - noir)
- `npc_lawyer.png`
**Functionality:**
- Divorce process (costs 50,000g)
- Lose 25% money
- Lose relationship hearts
- Trigger "Single Again" questline
**Code Tasks:**
```javascript
// LawyerOffice.js
class LawyerOffice {
static DIVORCE_COST = 50000;
static MONEY_PENALTY = 0.25; // 25% loss
static processDivorce(player) {
if (player.money < this.DIVORCE_COST) {
return { success: false, message: "Not enough money" };
}
if (!player.isMarried) {
return { success: false, message: "You're not married" };
}
// Pay divorce cost
player.money -= this.DIVORCE_COST;
// Lose 25% of remaining money
player.money *= (1 - this.MONEY_PENALTY);
// Reset relationship
player.spouse.hearts = 0;
player.isMarried = false;
// Trigger quest
QuestSystem.trigger('single_again');
return { success: true };
}
}
```
---
### 3. FUNCTIONAL MINES SYSTEM ⛏️
**Priority:** HIGH
**Dependencies:** Zombie AI, resource generation
**Assets Needed:**
- `mine_entrance.png`
- `mine_tracks.png`
- `mine_elevator.png`
- `mine_crusher.png`
- `npc_zombie_miner.png`
**Implementation:**
- 100 levels deep
- Each level: harder enemies, rarer resources
- Zombie miners auto-collect ore
- Ore appears in player's chests
- Machines: elevators, stone crushers
**Code Tasks:**
```javascript
// MineSystem.js
class FunctionalMine {
constructor(depth = 100) {
this.maxDepth = depth;
this.currentDepth = 1;
this.zombieMiners = [];
this.oreGeneration = new Map();
}
assignZombie(zombie) {
this.zombieMiners.push(zombie);
zombie.task = 'mining';
zombie.location = this.currentDepth;
}
update(deltaTime) {
// For each zombie miner
this.zombieMiners.forEach(zombie => {
// Generate ore based on depth
const oreType = this.getOreForDepth(zombie.location);
const oreAmount = Math.random() * 5;
// Add to player storage
PlayerStorage.addOre(oreType, oreAmount);
});
}
getOreForDepth(depth) {
if (depth < 20) return 'copper';
if (depth < 50) return 'iron';
if (depth < 80) return 'gold';
return 'diamond';
}
descend() {
if (this.currentDepth < this.maxDepth) {
this.currentDepth++;
this.spawnEnemies(this.currentDepth);
}
}
}
```
---
### 4. TOWN GROWTH & SIGNAGE SYSTEM 🏘️
**Priority:** MEDIUM
**Dependencies:** NPC system, building placement
**Assets Needed:**
- `town_sign.png` (with dynamic text)
- `village_small_house_1.png`
- `village_small_house_2.png`
- `village_small_house_3.png`
**Implementation:**
- Town sign appears after first building
- Auto-updates NPC count
- Max 4 NPCs initially
- Unlock more via quests
- Small villages (2-3 houses) scattered on map
**Code Tasks:**
```javascript
// TownSystem.js
class TownGrowth {
constructor() {
this.npcCount = 0;
this.maxNPCs = 4;
this.townName = "Dolina Smrti";
this.buildings = [];
this.townSign = null;
}
buildFirstBuilding(building) {
this.buildings.push(building);
// Create town sign
this.townSign = new TownSign(this.townName, this.npcCount);
this.townSign.spawn(building.x - 100, building.y - 50);
}
addNPC(npc) {
if (this.npcCount >= this.maxNPCs) {
return { success: false, message: "Town is full! Complete quests to expand." };
}
this.npcCount++;
this.townSign.updateCount(this.npcCount);
// Assign NPC to house
const house = this.buildings.find(b => !b.occupied);
if (house) {
npc.moveInto(house);
house.occupied = true;
house.decorateForNPC(npc);
}
return { success: true };
}
expandTownLimit() {
// Called when player completes marketplace quest
this.maxNPCs += 4;
}
generateSmallVillage(x, y) {
const village = new Village(x, y, 2 + Math.floor(Math.random() * 2)); // 2-3 houses
village.populate();
return village;
}
}
class TownSign extends Phaser.GameObjects.Container {
constructor(townName, npcCount) {
super();
this.townName = townName;
this.npcCount = npcCount;
this.createSign();
}
createSign() {
// Background sign sprite
this.sign = this.scene.add.sprite(0, 0, 'town_sign');
this.add(this.sign);
// Dynamic text
this.nameText = this.scene.add.text(0, -20, this.townName, {
fontSize: '24px',
fontFamily: 'Gothic',
color: '#ffffff'
}).setOrigin(0.5);
this.countText = this.scene.add.text(0, 10, `Population: ${this.npcCount}`, {
fontSize: '18px',
color: '#aaaaaa'
}).setOrigin(0.5);
this.add([this.nameText, this.countText]);
}
updateCount(newCount) {
this.npcCount = newCount;
this.countText.setText(`Population: ${this.npcCount}`);
// Celebrate milestone
if (this.npcCount % 5 === 0) {
this.celebrateGrowth();
}
}
celebrateGrowth() {
// Particle effects, sound
this.scene.add.particles('particle_star').createEmitter({
x: this.x,
y: this.y,
speed: 100,
lifespan: 1000,
quantity: 20
});
}
}
```
---
### 5. NPC PRIVACY & HOME DECORATION SYSTEM 🏠
**Priority:** MEDIUM
**Dependencies:** Heart system, NPC AI
**Implementation:**
- Hobby-based home decoration
- Locked doors (heart requirements)
- Private bedrooms (5-10 hearts to enter)
**Code Tasks:**
```javascript
// NPCHome.js
class NPCHome {
constructor(npc, building) {
this.npc = npc;
this.building = building;
this.furniture = [];
this.lockedRooms = ['bedroom'];
this.decorateForHobby(npc.hobby);
}
decorateForHobby(hobby) {
const decorations = {
'fisherman': ['fishing_net', 'fish_smell', 'tackle_box'],
'barber': ['mirror', 'scissors', 'dreadlocks_kit'],
'baker': ['oven', 'bread_smell', 'flour_bags'],
'zombie_worker': ['chains', 'brain_jar', 'dark_candles']
};
const items = decorations[hobby] || ['basic_chair', 'basic_table'];
items.forEach(item => {
this.furniture.push(new FurnitureItem(item));
});
}
canEnter(player, room = 'main') {
// Main room: NPC must be in town
if (room === 'main') {
if (!this.npc.isInTown()) {
DialogueSystem.show(`${this.npc.name} isn't home right now.`);
return false;
}
return true;
}
// Bedroom: Requires hearts
if (room === 'bedroom') {
const requiredHearts = 5;
if (player.getHearts(this.npc) < requiredHearts) {
DialogueSystem.show(`${this.npc.name}: "Sorry, that's my private room!"`);
return false;
}
return true;
}
return true;
}
onPlayerEnter(player, room) {
if (!this.canEnter(player, room)) {
return false;
}
// Track entry for relationship system
this.npc.onHomeVisit(player);
return true;
}
}
```
---
## 📦 INTERIOR OBJECTS MASTER LIST
### FARM BUILDINGS (Barn, Silo, Workshop)
#### Barn Interior
- `interior_animal_stall.png` - Stall with rusty chains
- `interior_tool_rack.png` - Hanging tools (hoe, axe, pitchfork)
- `interior_hay_pile.png` - Dark greyish-green hay with bones
- `interior_feed_trough.png` - Feeding station for zombie animals
#### Silo/Storage
- `interior_wooden_crate.png` - Crate with skull logo
- `interior_grain_sack.png` - Burlap sack with grain
- `interior_barrel_storage.png` - Rusty barrel
- `interior_wheat_phases_display.png` - Shows 4 wheat growth phases
#### Workshop
- `interior_crafting_table.png` - Table with metal vise
- `interior_zombie_workstation.png` - Automated zombie machinery
- `interior_lumberjack_station.png` - Woodcutting automation
---
### LABORATORY & TECH
#### Alchemy Lab (Basement)
- `interior_alchemy_bottle.png` - Glowing neon liquid bottle (light source)
- `interior_brewing_cauldron.png` - Large pot for 200+ recipes
- `interior_chemistry_set.png` - Glass tubes and beakers
- `interior_potion_shelf.png` - Organized potion storage
#### Chernobyl Bunker
- `interior_old_monitor.png` - Computer with glitch effect
- `interior_cassette_player.png` - Plays Ana's audio diaries
- `interior_hazmat_locker.png` - Radiation suits storage
- `interior_radiation_shower.png` - Decontamination station
---
### SECRET LOCATIONS
#### Underground Groves
- `interior_fluorescent_plants.png` - Glowing ceiling plants
- `interior_irrigation_pipes.png` - Rusty leaking pipes
- `interior_grow_lamp.png` - Purple UV grow lights
#### Dino Valley Lairs
- `interior_dino_nest.png` - Giant nest with eggs
- `interior_researcher_bones.png` - Skeleton remains
- `interior_cave_painting.png` - Primitive dino drawings
#### Catacombs (Paris/Mexico)
- `interior_skull_shelf.png` - Shelves full of skulls
- `interior_sarcophagus.png` - Stone coffin with gems
- `interior_bone_pile_large.png` - Massive bone heap
- `interior_catacomb_torch.png` - Wall-mounted torch
---
### HOME UPGRADES
#### Beds
- `interior_bed_sleepingbag.png` - Level 1
- `interior_bed_wooden.png` - Level 2
- `interior_bed_kingsize.png` - Level 3 (two-person)
#### Tables
- `interior_table_small.png` - Basic crafting
- `interior_table_large.png` - Expedition planning
#### Kitchen Extension
- `interior_kitchen_stove.png` - Cooking station
- `interior_kitchen_counter.png` - Prep area
- `interior_kitchen_fridge.png` - Food storage
#### Basement Extension
- `interior_stairs_down.png` - Staircase to basement
- `interior_memory_chest.png` - Special item storage
- `interior_secret_passage.png` - Hidden bunker entrance
---
### UNIVERSAL OBJECTS (Every Interior Needs)
#### Verticality
- `interior_ladder_wood.png` - Wooden ladder for attics
- `interior_stairs_stone.png` - Stone stairs for basements
#### Lighting
- `interior_gothic_lantern.png` - Hanging lamp (Style 32 noir)
- `interior_glowing_crystal.png` - Mystical light source
- `interior_candelabra.png` - Three-candle holder
#### Containers
- `interior_wardrobe.png` - For 100 outfits system
- `interior_chest_locked.png` - Treasure chest
- `interior_bookshelf.png` - Books and memories
---
## 🎯 IMPLEMENTATION PHASES
### PHASE 1: FOUNDATION (Week 1-2)
**Goal:** Basic home upgrade system
- [ ] Implement sleep system (3 bed tiers)
- [ ] Create crafting table system (small/large)
- [ ] Build upgrade purchase interface
- [ ] Generate bed & table sprites (Style 32)
- [ ] Test energy regeneration mechanics
**Estimated Assets:** 10 PNG files
**Code Files:** 3 new classes
---
### PHASE 2: TOWN BUILDINGS (Week 3-4)
**Goal:** Bakery & Barber functional
- [ ] Build bakery shop interface
- [ ] Implement food purchase system
- [ ] Create barber customization menu
- [ ] Generate interior sprites for both buildings
- [ ] Add NPC bakers & barber
**Estimated Assets:** 20 PNG files
**Code Files:** 2 shop classes, 1 customization system
---
### PHASE 3: MINING & AUTOMATION (Week 5-6)
**Goal:** Functional mines with zombies
- [ ] Create 100-level mine system
- [ ] Implement zombie miner AI
- [ ] Build ore generation logic
- [ ] Add elevators & crushers
- [ ] Generate mine interior sprites
**Estimated Assets:** 15 PNG files
**Code Files:** 1 mine system, zombie task AI
---
### PHASE 4: TOWN GROWTH (Week 7-8)
**Goal:** Dynamic town with sign & villages
- [ ] Implement town sign with dynamic text
- [ ] Create NPC limit & expansion system
- [ ] Generate small village variants
- [ ] Add village spawn logic to world gen
- [ ] Test NPC move-in sequence
**Estimated Assets:** 8 PNG files
**Code Files:** Town growth system, village generator
---
### PHASE 5: PRIVACY & DECORATION (Week 9-10)
**Goal:** NPC homes feel alive
- [ ] Build hobby-based decoration system
- [ ] Implement door lock mechanics (heart-based)
- [ ] Create bedroom privacy system
- [ ] Generate hobby-specific furniture
- [ ] Test relationship integration
**Estimated Assets:** 30+ PNG files (various hobbies)
**Code Files:** NPC home system, privacy manager
---
### PHASE 6: LAWYER & ADVANCED (Week 11-12)
**Goal:** Story-dependent buildings
- [ ] Create lawyer office building
- [ ] Implement divorce mechanics
- [ ] Build house extension system (kitchen/basement)
- [ ] Generate all interior lab equipment
- [ ] Add Chernobyl bunker integration
**Estimated Assets:** 25 PNG files
**Code Files:** Divorce system, extension manager
---
## 📊 TOTAL ASSET REQUIREMENTS
| Category | Estimated PNGs | Priority |
|---|---|---|
| **Beds & Tables** | 5 | HIGH |
| **Bakery Interior** | 10 | HIGH |
| **Barber Interior** | 8 | MEDIUM |
| **Mine Systems** | 15 | HIGH |
| **Town Signs & Villages** | 8 | MEDIUM |
| **NPC Hobby Furniture** | 30 | MEDIUM |
| **Lab Equipment** | 20 | LOW |
| **Chernobyl Bunker** | 12 | LOW |
| **Catacomb Objects** | 15 | LOW |
| **Underground Groves** | 10 | LOW |
| **Dino Valley** | 12 | LOW |
| **Universal Objects** | 15 | HIGH |
| **House Extensions** | 10 | MEDIUM |
| **━━━━━━━━━━** | **━━━** | **━━━** |
| **TOTAL** | **~170 PNG** | |
---
## 🚀 NEXT IMMEDIATE STEPS
### 1. HIGH PRIORITY ASSETS (Next Session)
Generate these foundational sprites first:
**Home Upgrades (5):**
- `interior_bed_sleepingbag.png`
- `interior_bed_wooden.png`
- `interior_bed_kingsize.png`
- `interior_table_small.png`
- `interior_table_large.png`
**Universal Objects (6):**
- `interior_ladder_wood.png`
- `interior_stairs_stone.png`
- `interior_gothic_lantern.png`
- `interior_wardrobe.png`
- `interior_chest_locked.png`
- `interior_bookshelf.png`
**Farm Essentials (6):**
- `interior_animal_stall.png` ✅ (already started)
- `interior_tool_rack.png` ✅ (already started)
- `interior_hay_pile.png` ✅ (already started)
- `interior_crafting_table.png`
- `interior_wooden_crate.png`
- `interior_grain_sack.png`
---
### 2. CODE SKELETON SETUP
Create these base classes:
```bash
touch src/systems/SleepSystem.js
touch src/systems/CraftingTable.js
touch src/systems/HouseExtension.js
touch src/buildings/BakeryShop.js
touch src/buildings/BarberShop.js
touch src/buildings/LawyerOffice.js
touch src/systems/FunctionalMine.js
touch src/systems/TownGrowth.js
touch src/systems/NPCHome.js
```
---
### 3. DOCUMENTATION UPDATE
Add new systems to master documentation:
- Update `GAME_SYSTEMS.md` with new mechanics
- Add `INTERIOR_OBJECTS_REGISTRY.md`
- Create `NPC_HOBBY_DECORATIONS.md`
- Document upgrade progression paths
---
## ✅ READY TO START?
**Confirm with user which phase to begin:**
**Option A:** Continue generating interior object sprites (HIGH PRIORITY assets above)
**Option B:** Start coding the Sleep System & Crafting Tables
**Option C:** Create comprehensive asset list for approval before generation
**Option D:** Build prototype of one complete system (e.g., Bakery) start-to-finish
---
**📅 Document Status:** COMPLETE - Ready for Implementation
**⏰ Last Updated:** 2026-01-04 11:38 CET
**👤 Author:** Antigravity AI + David (DolinaSmrti)

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## ⛏️ FUNCTIONAL MINES & AUTOMATION SYSTEM
**Added:** January 4, 2026
### **Mine Structure (100 Levels Deep)**
**Level Progression:**
- Levels 1-20: COPPER ZONE (weak enemies, basic ore)
- Levels 21-50: IRON ZONE (moderate enemies, better ore)
- Levels 51-80: GOLD ZONE (strong enemies, valuable ore)
- Levels 81-100: DIAMOND ZONE (boss-tier enemies, rare gems)
**Depth Mechanics:**
- Each 10 levels = difficulty spike
- Lighting gets darker (need torches/lanterns)
- Temperature drops (hypothermia risk at level 80+)
- Oxygen decreases (need air supply below level 60)
---
### **Zombie Miner System**
**How It Works:**
1. Assign zombie worker to mine entrance
2. Zombie descends to assigned level
3. Auto-mines ore based on level depth
4. Ore teleports to your storage chests
5. Zombie continues 24/7 (never sleeps!)
**Efficiency Factors:**
- Zombie quality (Level 1-5 zombies)
- Tools equipped (better pickaxe = faster)
- Level depth (deeper = slower but rarer ore)
- Number of zombies (max 5 per mine)
**Ore Generation Rates:**
- Level 1-20: 5 copper/hour per zombie
- Level 21-50: 3 iron/hour per zombie
- Level 51-80: 1 gold/hour per zombie
- Level 81-100: 0.5 diamond/hour per zombie
---
### **Mine Machines & Upgrades**
**Elevator System:**
- **Manual Ladder:** Free, slow, dangerous
- **Rope Elevator:** 5,000g - Faster, safer
- **Steam Elevator:** 15,000g - Instant travel, automatic
- **Teleporter:** 50,000g - Teleport to ANY level instantly
**Stone Crusher:**
- Cost: 10,000g + 50 Iron + 25 Gears
- Function: Processes raw ore 2x faster
- Bonus: 10% chance for extra ore
- Placement: Near mine entrance
**Automated Carts:**
- Cost: 8,000g + 30 Iron + Track Rails
- Function: Move ore from deep levels to surface
- Capacity: 100 ore per trip
- Speed: 1 trip every 5 minutes
**Ventilation System:**
- Cost: 12,000g + 40 Iron Pipes
- Function: Allows safe descent to level 100
- Without it: Suffocation damage below level 60
---
### **Mine Exploration (Player)**
**Manual Mining:**
- Descend yourself for adventure
- Fight enemies for XP and loot
- Find secret rooms (treasure chests)
- Discover gemstone veins (instant harvest)
**Combat Challenges:**
- Cave Spiders (levels 1-30)
- Rock Golems (levels 31-60)
- Lava Elementals (levels 61-80)
- Shadow Demons (levels 81-100)
- **Boss:** The Deep One (level 100 - guards ancient treasure)
**Rewards:**
- Rare ores (iridium, platinum, obsidian)
- Ancient artifacts (museum donations)
- Mining skill XP
- Secret passages (shortcuts between levels)
---
## 🏘️ TOWN GROWTH & SIGNAGE SYSTEM
**Added:** January 4, 2026
### **Town Sign (Dynamic Counter)**
**Creation:**
- Appears automatically when first building is constructed
- Placed at town entrance
- Updates in real-time
**Display:**
```
╔═══════════════════╗
║ DOLINA SMRTI ║
║ Population: 4 ║
║ Status: Growing ║
╚═══════════════════╝
```
**Mechanics:**
- NPC count updates instantly on move-in
- "Status" changes based on happiness
- Thriving (avg happiness >80%)
- Growing (avg happiness 50-80%)
- Struggling (avg happiness <50%)
- Celebration effects at milestone populations (5, 10, 15, 20)
---
### **NPC Population System**
**Initial Limit: 4 NPCs**
- Blacksmith, Trader, Doctor, Carpenter (essential services)
**Expansion Requirements:**
- Build Marketplace → +4 NPC slots (total 8)
- Build Town Hall → +4 NPC slots (total 12)
- Build Cathedral → +8 NPC slots (total 20)
**Max Population: 20 NPCs** (keeps town intimate)
---
### **Small Villages (Scattered World)**
**Auto-Generation:**
- 5-10 small villages spawn across map
- Each has 2-3 houses
- Purpose: Trade outposts, rest stops
**Village Types:**
- Farming Hamlet (sells crops, seeds)
- Fishing Village (near water, sells fish)
- Hunter's Lodge (sells meat, furs)
- Hermit Camp (single house, unique NPC with rare items)
**Inhabitants:**
- 1-3 NPCs per village
- Cannot recruit to your town
- Unique dialogue about local area
- Sell regional items
---
## 🔒 NPC PRIVACY & HOME DECORATION SYSTEM
**Added:** January 4, 2026
### **Hobby-Based Home Decoration**
**Automatic Interior Generation:**
When NPC moves in, house decorates based on their hobby/profession:
**Fisherman:**
- Fishing nets on walls
- Fish smell particle effect
- Tackle boxes scattered
- Mounted fish trophies
- Blue/aqua color scheme
**Baker:**
- Ovens and baking tools
- Bread smell particle effect
- Flour bags stacked
- Rolling pins, mixing bowls
- Warm orange lighting
**Barber:**
- Mirrors and styling chairs
- Scissors, razors displayed
- Hair dye bottles
- Piercing tools
- Rainbow color accents
**Zombie Worker:**
- Chains hanging from ceiling
- Brain jar on shelf
- Dark candles (purple flame)
- Blood stains (cosmetic)
- Cold, dark atmosphere
**Farmers, Blacksmiths, Doctors:** Each get unique themed interiors
---
### **Door Lock System (Heart-Based)**
**Main Room Access:**
- NPC must be HOME (in town)
- If not home: "Nobody's here right now."
- If home: Door is unlocked, enter freely
**Bedroom Access:**
- **Locked by default**
- Requires ≥5 hearts with NPC
- If <5 hearts: NPC dialogue
- Friendly: "Sorry, that's my private space!"
- Neutral: "I'd rather you didn't go in there."
- Upset: "Get out of my house!"
**Special Rooms:**
- Basement/Attic: Requires ≥10 hearts (best friends)
- Unlock special quest items or secrets
---
### **NPC Home Visits Mechanics**
**Tracking:**
- System logs every time you enter NPC home
- Frequency affects relationship
- 1st visit: +2 hearts ("You came to visit!")
- Daily visits: +0.5 hearts (friendly neighbor)
- Too many visits (>5/day): -1 heart (stalker vibes!)
**Time-of-Day:**
- Morning (6am-12pm): NPC might still be sleeping (bedroom locked)
- Afternoon (12pm-6pm): NPC usually at work/out
- Evening (6pm-10pm): BEST time to visit (NPC home, relaxed)
- Night (10pm-6am): Knocking on door wakes them up (-2 hearts!)
**Gifts at Home:**
- Bringing gift during visit: +3 hearts (extra bonus)
- Leaving gift on doorstep when not home: +1 heart (still nice)
---
## 🎯 SESSION JAN 04, 2026 - GAME SYSTEMS EXPANSION
**Updated:** 11:44 CET
### **Systems Added Today:**
1. ✅ Home Upgrade System (Sleep, Crafting, Extensions)
2. ✅ New Town Buildings (Bakery, Barber, Lawyer)
3. ✅ Functional Mines (100 levels, zombie workers)
4. ✅ Town Growth (Dynamic sign, NPC limits)
5. ✅ NPC Privacy (Locked doors, hobby decoration)
### **Assets Required:**
- Interior Objects: ~170 PNGs
- New Buildings: 3 exteriors
- Mine Equipment: 15 sprites
- Town Signs: 5 variants
### **Next Steps:**
- Generate HIGH PRIORITY interior sprites
- Code Sleep System prototype
- Test bakery shop interface
---
*Last Updated: January 4, 2026 @ 11:44 CET*

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# 📊 STYLE 32 SESSION JAN 04 - POPOLN INVENTAR
## 🎯 SKUPNO ŠTEVILO SLIK: **277 PNG**
---
## 📦 RAZDELITEV PO KATEGORIJAH
### 🏰 **1. BUILDINGS (61 slik)**
Vključuje vse zgradbe in stavbe:
- Farmhouse (basic, complete, topdown variants)
- Barn (complete, ruined, topdown)
- Church (damaged, unfinished, ruined, complete, topdown)
- House (ruined, damaged, complete, stone cottage)
- Blacksmith shop (ruined, complete, approved)
- Bakery (ruined, complete)
- Clinic (ruined, complete)
- Tavern (ruined, complete)
- Greenhouse (ruined, complete)
- Workshop (ruined, complete, topdown)
- Windmill (ruined, complete)
- Store (ruined, damaged)
- Town Hall (ruined, complete)
- Silo, Watchtower
- Portal (inactive, active)
- Monument
- Tents (simple, patched, basic)
- Shack basic
- Fence wooden
- Campfire active
- Storage chest
- Shop merchant stall
- Furnace, Mint building
- Lab buildings (vape lab, etc.)
- Tailoring shop
- Graves (cross, stone)
---
### 🌍 **2. TERRAIN TILES (30 slik)**
Seamless tileable 32x32 terrain sprites:
**Natural Ground (10):**
- terrain_grass_basic
- terrain_grass_flowers
- terrain_dirt_path
- terrain_sand_beach
- terrain_mud_swamp
- terrain_snow_ground
- terrain_desert_sand
- terrain_jungle_ground
- terrain_moss_stone
- terrain_roots_ground
**Stone & Construction (6):**
- terrain_stone_cobble
- terrain_stone_flagstone
- terrain_wood_floor
- terrain_brick_interior
- terrain_gravel_path
- terrain_ruined_tiles
**Water & Liquids (4):**
- terrain_water_shallow
- terrain_water_deep
- terrain_blood_pool
- terrain_slime_ooze
**Extreme Environments (6):**
- terrain_lava_ground
- terrain_ice_frozen
- terrain_cave_floor
- terrain_ash_wasteland
- terrain_crystal_floor
- terrain_void_abyss
**Special/Cursed (4):**
- terrain_corrupted_ground
- terrain_bone_pile
- terrain_metal_grate
- terrain_farmland_tilled
---
### 🎨 **3. UI ELEMENTS (41 slik)**
Interface komponente:
**Buttons & Panels (4):**
- button_primary
- button_hover
- panel_window
- dialogue_box
**Progress Bars (7):**
- health_bar_frame
- health_bar_fill
- energy_bar_fill
- xp_bar_fill
- (additional bar variants)
**Status Icons (5):**
- heart_icon
- skull_icon (+ skull_v2)
- star_icon
- warning_icon
- timer_icon
**Navigation (5):**
- arrow_right
- arrow_left
- close_button
- check_mark
- settings_gear
**Menu Icons (5):**
- map_icon
- backpack_icon
- quest_scroll
- lock_icon
- inventory_slot
**Item Icons (7+):**
- coin_icon
- gem_icon
- sword_icon
- shield_icon
- potion_icon
- key_icon
- food_icon
---
### ⚔️ **4. WEAPONS & TOOLS V1 (22 slik)**
Original weapon/tool sprites:
**Combat Weapons:**
- sword_weapon
- dagger_weapon
- spear_weapon
- bow_weapon
- staff_weapon
- club_weapon
**Farming Tools:**
- axe_tool
- pickaxe_tool
- hoe_tool
- shovel_tool
- watering_can
- scythe_tool
**Utility:**
- fishing_rod
- torch_light
- lantern_light
- wrench_tool
- saw_tool
- bucket_tool
- rope_coil
- scissors_tool
- (and more)
---
### 💀 **5. WEAPONS & TOOLS V2 GOTHIC (22 slik)**
Regenerirane verzije z gothic Style 32:
**Combat Weapons V2:**
- sword_weapon_v2
- dagger_weapon_v2
- spear_weapon_v2
- bow_weapon_v2
- crossbow_weapon_v2
- hammer_weapon_v2
- staff_weapon_v2
- club_weapon_v2
- mace_weapon_v2
**Farming Tools V2:**
- axe_tool_v2
- pickaxe_tool_v2
- hoe_tool_v2
- shovel_tool_v2
- watering_can_v2
- scythe_tool_v2
- sickle_tool_v2
- pitchfork_tool_v2
**Utility V2:**
- fishing_rod_v2
- torch_light_v2
- lantern_light_v2
- wrench_tool_v2
- saw_tool_v2
- bucket_tool_v2
- rope_coil_v2
- shield_wooden_v2
- scissors_tool_v2
- needle_thread_v2
- magnifying_glass_v2
- compass_tool_v2
- hourglass_tool_v2
---
### 🏛️ **6. SPECIAL STRUCTURES & PROPS (23 slik)**
Dekorativne strukture in objekti:
**Town Decorations:**
- well_stone
- statue_angel
- shrine_small
- fountain_ornate
- signpost_wooden
- lamppost_gothic
**Infrastructure:**
- ruins_pillar
- bridge_stone
- gate_wooden
**Farm Props:**
- haystack_bale
- scarecrow_farm
- stump_tree
- barrel_wooden
**Interactive:**
- crate_wooden
- boulder_large
- bench_stone
**Dark/Occult:**
- mushroom_purple
- ritual_circle
- cauldron_brewing
- bonfire
---
### 👥 **7. NPC CHARACTERS (33 slik)**
NPC sprites in varianti:
**Main NPCs:**
- priest_npc_v3
- zombie_worker_v3
- npc_zombie_basic
**NPC Variants (različne frizure/barve):**
- npc_variant_bald_skull
- npc_variant_blonde_dreads
- npc_variant_red_dreads
- npc_variant_white_dreads
- npc_variant_blue_mohawk
- npc_variant_pink_long_hair
- npc_bald_skull
- npc_blonde_dreads
- npc_blue_mohawk
- npc_green_ponytail
- npc_orange_bob
- npc_pink_long_hair
- npc_purple_mohawk
- npc_red_dreads
- npc_turquoise_bob
- npc_white_dreads
- npc_yellow_ponytail
- (and more variants)
---
### 🌾 **8. CROPS & PLANTS (16 slik)**
Poljščine in rastline:
**Crops:**
- tomato_plant
- tomato_sprite
- tomato_character
- tomato_face
- potato_sprite
- potato_character
- carrot_character
- (crop variants)
**Plants & Trees:**
- weed_plant_eyes
- tree_cute_eyes
- tree_realistic_style32
- tree_oak_realistic
- (tree variants)
---
### 🐄 **9. ANIMALS (6 slik)**
Farm živali in divje živali:
- chicken_chibi_cute
- pig_cute_chibi
- cow_chibi_cute
- sheep_cute_chibi
- wolf_wild_animal
- fox_wild_animal
---
### 🎲 **10. MISC/OTHER (11 slik)**
Reference slike, mockupi, ostalo:
- rock_small
- rock_medium
- rock_v2
- skull_v2
- village_scene_mockup
- uploaded_image files (reference)
- (other misc assets)
---
## 📈 KUMULATIVNA STATISTIKA
| Kategorija | Število Slik |
|---|---|
| **Buildings** | 61 |
| **Terrain Tiles** | 30 |
| **UI Elements** | 41 |
| **Weapons & Tools V1** | 22 |
| **Weapons & Tools V2 Gothic** | 22 |
| **Special Structures & Props** | 23 |
| **NPC Characters** | 33 |
| **Crops & Plants** | 16 |
| **Animals** | 6 |
| **Misc/Other** | 11 |
| **━━━━━━━━━━━━━━━━** | **━━━** |
| **SKUPAJ** | **277** |
---
## 🎨 STYLE 32 STANDARD
Vse slike sledijo **Dark-Chibi Noir (Style 32):**
- ✅ Ultra-thick 5px black outlines
- ✅ Flat cel-shaded colors (NO gradients)
- ✅ Gothic cute aesthetic
- ✅ Purple/pink mystical glows
- ✅ Skull decorations & occult symbols
- ✅ Dark color palette
- ✅ Chroma green background (#00FF00)
---
## 📁 LOKACIJA
```
/Users/davidkotnik/repos/novafarma/assets/images/STYLE_32_SESSION_JAN_04/
```
---
## 📅 SESSION INFO
- **Datum:** 4. Januar 2026
- **Session Start:** ~08:00 CET
- **Current Time:** 11:18 CET
- **Duration:** ~3 ure
- **Status:** V TEKU ⏳
---
**Generated by:** Antigravity AI
**Last Updated:** 2026-01-04 11:18 CET