📚 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:
@@ -327,6 +327,150 @@ Each anomalous biome has 1-2 bosses that guard story clues.
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---
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## 🏠 HOME UPGRADE & CUSTOMIZATION SYSTEM
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**Added:** January 4, 2026
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### **Sleep System (3-Tier Progression)**
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**Level 1: Sleeping Bag**
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- Cost: 500g (available from start)
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- Energy Regeneration: 30%
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- Sleep Duration: 3 seconds (fast sleep)
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- Capacity: 1 person
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- Mood Effect: None
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- Asset: `interior_bed_sleepingbag.png`
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**Level 2: Wooden Bed**
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- Cost: 2,000g
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- Requirements: Carpenter unlocked
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- Energy Regeneration: 70%
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- Sleep Duration: 5 seconds
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- Capacity: 1 person
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- Mood Effect: +5 (well-rested)
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- Asset: `interior_bed_wooden.png`
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**Level 3: King-Size Bed**
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- Cost: 10,000g
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- Requirements: Married status OR high relationship
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- Energy Regeneration: 100%
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- Sleep Duration: 7 seconds (includes romantic scene)
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- Capacity: 2 persons (Kai + Ana or Kai + Gronk)
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- Mood Effect: +15 (very well-rested) + relationship bonus
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- Special: Unlocks "Morning Together" random events
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- Asset: `interior_bed_kingsize.png`
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**Mechanics:**
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- Sleeping advances time to next morning (6am)
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- Can only sleep when tired (energy <40%) or at night
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- Romance partner joins if hearts ≥10 and married
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- Dreams may contain story hints or nightmares (zombie attacks)
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---
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### **Crafting Tables (2-Tier System)**
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**Small Crafting Table**
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- Cost: 1,000g
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- Available: From start
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- Recipes Unlocked: 50 basic items
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- Tools (wooden tier)
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- Simple repairs (locket cleaning)
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- Basic food (sandwiches, salads)
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- Beginner potions
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- Max Crafting Speed: 1x
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- Asset: `interior_table_small.png`
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**Large Planning Table**
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- Cost: 5,000g
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- Requirements: Meet Gronk + complete "Builder's Vision" quest
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- Recipes Unlocked: 100+ advanced items
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- Expedition planning (maps, supplies)
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- Complex mechanisms (automated tools)
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- Advanced weapons
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- Gronk's special equipment
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- Max Crafting Speed: 1.5x (efficiency bonus)
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- Special: Required for Gronk's Expedition System
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- Asset: `interior_table_large.png`
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**Crafting Interface:**
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- Grid-based recipe book
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- Ingredient checking (shows what you have vs. need)
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- Favorite recipes system
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- "Craft All" button for bulk production
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---
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### **House Extensions (2 Major Additions)**
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**Kitchen Extension**
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- Cost: 5,000g + 50 Wood + 25 Stone
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- Requirements: Farmhouse Level 2
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- Space Added: 3x4 grid (12 tiles)
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- Features:
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- Advanced Cooking Stove (5 pots simultaneously)
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- Refrigerator (extends food freshness by 200%)
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- Dishwasher (aesthetic, no function)
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- Recipe Book shelf (displays unlocked recipes)
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- Unlocks: 200+ advanced cooking recipes
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- Special Mechanics:
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- Batch cooking (make 10 meals at once)
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- Meal prep (cook Sunday, eat all week)
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- Cooking with Ana/Gronk (bonus relationship)
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- Assets: `interior_kitchen_stove.png`, `interior_kitchen_counter.png`, `interior_kitchen_fridge.png`
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**Basement Extension**
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- Cost: 10,000g + 100 Stone + 50 Iron
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- Requirements: Farmhouse Level 3 + Meet Grok
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- Space Added: Full underground floor (8x8 grid)
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- Features:
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- Alchemy Laboratory (purple glowing setup)
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- Memory Storage Vault (special items, Ana's belongings)
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- Secret Passage (to Chernobyl Bunker - unlocked late game)
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- Dark Ritual Circle (occult mechanics)
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- Unlocks:
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- Advanced potion crafting
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- Dark magic rituals
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- Memory quest items storage
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- Fast travel to bunker
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- Special: Required for "Finding Ana" questline
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- Assets: `interior_stairs_down.png`, `interior_alchemy_setup.png`, `interior_secret_passage.png`
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**Extension Mechanics:**
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- Visual upgrade to exterior (chimney for kitchen, basement window)
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- New interior map layout
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- NPC reactions (Gronk: "Wow, fancy kitchen dude!")
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- Property value increases (if selling ever implemented)
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---
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### **Home Customization System**
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**Furniture Placement:**
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- Grid-based system (32x32 tiles)
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- Drag-and-drop from inventory
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- Rotate furniture (0°, 90°, 180°, 270°)
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- Wall detection (some items only on walls)
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- Collision (can't place on occupied tiles)
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**Decorative Items (50+ total):**
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- Rugs, paintings, plants, candles
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- Ana's photos (unlocked through story)
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- Trophies (boss kills, achievements)
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- Seasonal decorations (Halloween, Christmas)
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**Functional Items:**
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- Wardrobes (100 outfit system storage)
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- Bookshelves (lore books, recipes)
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- Chests (extra item storage +50 slots each)
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- Lighting (lanterns, candles - affect mood)
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**Mood System:**
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- Well-decorated home: +10 mood daily
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- Messy home: -5 mood
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- Partner's preferences (Ana likes tidy, Gronk tolerates chaos)
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---
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## 🏗️ BUILDINGS & STRUCTURES
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### **Farm Buildings:**
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@@ -374,13 +518,170 @@ Each anomalous biome has 1-2 bosses that guard story clues.
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### **Town Buildings:**
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**Services:**
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**Core Services:**
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- General Store (buy seeds, tools)
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- Blacksmith (buy/upgrade weapons)
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- Clinic (healing, medicine)
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- Carpenter Shop (building construction)
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- Tavern (socialize, quests)
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---
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### **NEW TOWN BUILDINGS** ⭐
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**Added:** January 4, 2026
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**🥖 BAKERY (Pekarna)**
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**Unlock Requirements:**
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- Restore Town Square (Phase 1)
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- Complete "First Bread" quest
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- Cost: 8,000g + 100 Wood + 50 Wheat
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**NPC:** Baker (friendly middle-aged woman
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, flour on apron)
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**Services:**
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1. **Food Shop**
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- Fresh Bread (50g) - Restores 20 energy
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- Cake (200g) - Restores 50 energy, +5 hearts gift
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- Pie (150g) - Restores 40 energy, +3 hearts gift
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- Cookies (25g) - Restores 10 energy, +1 heart gift
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- Croissants (75g) - Restores 25 energy, fancy!
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2. **Gift System**
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- Baked goods are BEST gifts for NPCs
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- Different NPCs have favorite pastries
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- Buying in bulk gives discount (10 items = -20%)
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3. **Special Events**
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- Weekly Baking Competition (mini-game)
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- Birthday cakes for NPCs (auto-order system)
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- Holiday specials (pumpkin pie, gingerbread)
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**Interior Design:**
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- Large brick ovens (2, glowing warm orange - noir contrast)
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- Counter with glass display cases
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- Bread shelves (stocked based on time of day)
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- Flour sacks in corner
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- "Warm bread smell" particle effect
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**Assets:**
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- `building_bakery_exterior.png` ✅
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- `interior_bakery_oven.png`
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- `interior_bakery_counter.png`
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- `interior_bakery_shelf.png`
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- `npc_baker.png`
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---
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**💇 BARBER SHOP (Frizeraj)**
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**Unlock Requirements:**
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- Town population ≥ 3 NPCs
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- Complete "Style Matters" quest
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- Cost: 6,000g + 75 Wood + 25 Iron
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**NPC:** Barber (punk-style character, piercings, colorful hair)
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**Services:**
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1. **Hairstyle Changes**
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- Dreadlocks (Pink & Green - Kai's signature) - 500g
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- Mohawk (Blue, Purple, Red) - 300g
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- Long Hair (various colors) - 400g
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- Ponytail - 250g
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- Bald - 100g (FREE to reverse!)
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2. **Piercings & Body Mods**
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- Ear Gauges (Kai's trademark) - 200g
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- Nose Ring - 150g
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- Eyebrow Piercing - 100g
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- Lip Ring - 150g
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- Multiple Ear Piercings - 50g each
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3. **Special Services**
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- Zombie Makeover - 1,000g (make zombies look fancy!)
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- NPC Customization - 500g (change other characters' looks)
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- Dye Service - 200g (change clothing colors)
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**Mechanics:**
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- Opens character customization UI
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- Real-time preview before confirming
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- Can save 5 "favorite looks" for quick switching
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- Discounts for repeat customers (-10% after 5 visits)
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**Interior Design:**
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- 2 barber chairs (gothic style,
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skull decorations)
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- Large ornate mirror
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- Piercing tools display
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- Hair dye bottles (rainbow colors)
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- Scissors, razors hanging on wall
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**Assets:**
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- `building_barbershop_exterior.png`
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- `interior_barber_chair.png`
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- `interior_barber_mirror.png`
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- `interior_piercing_tools.png`
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- `npc_barber.png`
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---
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**⚖️ LAWYER OFFICE (Ločitvena pisarna)**
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**Unlock Requirements:**
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- Married to Ana OR Gronk
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- Relationship hearts ≤ 3 (marriage in trouble)
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- Complete "Till Death Do Us Part?" quest
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- Cost: 15,000g (automatically built when needed)
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**NPC:** Lawyer (cold, professional, suit and tie - noir aesthetic)
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**Services:**
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1. **Divorce Processing**
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- Cost: 50,000g (EXPENSIVE!)
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- Consequences:
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- Lose 25% of ALL remaining money
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- Reset spouse relationship to 0 hearts
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- Spouse moves out of farmhouse
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- Lose "married" status benefits
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- King-size bed reverts to single use
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2. **Prenup System** (preventive)
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- Buy before marriage: 10,000g
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- Reduces divorce money loss to 10% instead of 25%
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- Available ONLY before getting married
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3. **Marriage Counseling** (alternative)
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- Cost: 5,000g
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- Mini-quest: Fix relationship (3 tasks)
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- Success: +5 hearts restored, avoid divorce
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- Failure: Relationship worsens, divorce likely
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**Quest Triggers:**
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- "Single Again" - After divorce, rebuilding life
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- "Learning from Mistakes" - Unlocks new romance options
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- "The Cost of Love" - Story about relationships
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**Interior Design:**
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- Single desk with harsh overhead lamp (film noir vibe)
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- Bookshelves with legal texts
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- Cold, unwelcoming atmosphere
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- Gray/black color palette
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- Minimal decoration
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**Dialogue:**
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Lawyer: "Marriage is a contract. Divorce is... expensive."
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**Assets:**
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- `building_lawyer_office.png`
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- `interior_lawyer_desk.png`
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- `interior_lawyer_lamp.png`
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- `npc_lawyer.png`
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---
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**Rebuilding System:**
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- Town starts destroyed
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- Collect materials → Rebuild structures
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834
GAME_SYSTEMS_EXPANSION_PLAN.md
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GAME_SYSTEMS_EXPANSION_PLAN.md
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@@ -0,0 +1,834 @@
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# 🏗️ DOLINASMRTI - GAME SYSTEMS EXPANSION PLAN
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## 📅 Created: January 4, 2026
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## 🎯 Status: PLANNING PHASE
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---
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## 📋 OVERVIEW
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This document outlines the implementation plan for major game systems expansion including:
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- Home customization & upgrades
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- New town buildings (bakery, barber, lawyer)
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- Functional mines with zombie workers
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- Town growth & NPC privacy systems
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- Interior decoration for all building types
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---
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## 🎯 CORE SYSTEMS TO IMPLEMENT
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### 1. HOME UPGRADE SYSTEM 🏠
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#### Sleep System (3 Tiers)
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**Priority:** HIGH
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**Dependencies:** Player stats, time system
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**Implementation:**
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- Level 1: Sleeping Bag
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- Quick sleep animation
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- Low energy regeneration (30%)
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- Asset: `bed_tier1_sleepingbag.png`
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- Level 2: Wooden Bed
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- Medium sleep duration
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- Good energy regeneration (70%)
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- Mood boost (+5)
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- Asset: `bed_tier2_wooden.png`
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- Level 3: King-Size Bed
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- Full energy regeneration (100%)
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- Two-person capacity (Kai + Ana when married)
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- Romance scene trigger
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- Asset: `bed_tier3_kingsize.png`
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**Code Tasks:**
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```javascript
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// PlayerStats.js
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class SleepSystem {
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constructor(bedLevel) {
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this.bedLevel = bedLevel;
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this.sleepDuration = [3000, 5000, 7000][bedLevel - 1];
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this.energyRegen = [30, 70, 100][bedLevel - 1];
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}
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async sleep(player) {
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// Fade to black
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// Play sleep animation
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// Regenerate energy based on bed tier
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// Advance time
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// Trigger morning events
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}
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}
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```
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---
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#### Crafting Tables (2 Types)
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**Priority:** HIGH
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**Dependencies:** Crafting system, inventory
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**Implementation:**
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- Small Table
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- Basic recipes (tools, simple repairs)
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- Asset: `table_small_crafting.png`
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- Unlock: Available from start
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- Large Table
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- Advanced recipes (expedition planning, complex items)
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- Required for Gronk's expedition system
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- Asset: `table_large_planning.png`
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- Unlock: After completing "Meet Gronk" quest
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**Code Tasks:**
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```javascript
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// CraftingStation.js
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class CraftingTable {
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constructor(tier, recipes) {
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this.tier = tier; // 'small' | 'large'
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this.availableRecipes = recipes;
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}
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canCraft(recipeId) {
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const recipe = this.availableRecipes[recipeId];
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return recipe && recipe.requiredTable <= this.tier;
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}
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}
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```
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---
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#### House Extensions
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**Priority:** MEDIUM
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**Dependencies:** Building system, currency
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**Implementation:**
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- Kitchen Extension
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- Enables cooking 200+ recipes
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- Multiple cooking stations
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- Asset: `house_extension_kitchen.png`
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- Cost: 5,000g
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- Basement Extension
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- Alchemy lab access
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- Memory item storage
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- Secret passage to bunker
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- Asset: `house_extension_basement.png`
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- Cost: 10,000g
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**Code Tasks:**
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```javascript
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// HouseExtension.js
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class HouseExtension {
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static extensions = {
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kitchen: {
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cost: 5000,
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unlocks: ['cooking_recipes', 'food_processor'],
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asset: 'house_extension_kitchen'
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},
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basement: {
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cost: 10000,
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unlocks: ['alchemy_lab', 'memory_storage'],
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asset: 'house_extension_basement'
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}
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};
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static purchase(extensionType, player) {
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const ext = this.extensions[extensionType];
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if (player.money >= ext.cost) {
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player.money -= ext.cost;
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player.house.addExtension(extensionType);
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return true;
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}
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return false;
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}
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}
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```
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---
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### 2. NEW TOWN BUILDINGS 🏪
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||||
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#### Bakery (Pekarna)
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**Priority:** HIGH
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**Dependencies:** NPC system, shop interface
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**Assets Needed:**
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- `building_bakery_exterior.png` (already generated)
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- `interior_bakery_oven.png`
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- `interior_bakery_counter.png`
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- `interior_bakery_bread_shelf.png`
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- `npc_baker.png`
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**Functionality:**
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- Buy food items for energy
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- Buy gifts for NPCs (heart system)
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- Special baked goods for quests
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- Warm lighting (Style 32: orange glow in dark world)
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**Code Tasks:**
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```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)
|
||||
263
GAME_SYSTEMS_JAN_04_EXPANSION.md
Normal file
263
GAME_SYSTEMS_JAN_04_EXPANSION.md
Normal file
@@ -0,0 +1,263 @@
|
||||
## ⛏️ 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*
|
||||
367
STYLE_32_SESSION_INVENTORY.md
Normal file
367
STYLE_32_SESSION_INVENTORY.md
Normal file
@@ -0,0 +1,367 @@
|
||||
# 📊 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
|
||||
Reference in New Issue
Block a user