From c64fe460df7f2506508eacbfb6d1d7937142f10c Mon Sep 17 00:00:00 2001 From: David Kotnik Date: Sun, 4 Jan 2026 11:46:12 +0100 Subject: [PATCH] =?UTF-8?q?=F0=9F=93=9A=20GAME=20BIBLE=20UPDATE=20-=20Jan?= =?UTF-8?q?=2004=20Systems=20Expansion?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Added comprehensive documentation for 5 major new systems: 1. 🏠 Home Upgrade System: - 3-tier sleep system (sleeping bag β†’ wooden β†’ king-size) - Crafting tables (small β†’ large for expeditions) - House extensions (kitchen + basement w/ alchemy lab) - Home customization & furniture placement 2. πŸͺ 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. πŸ”’ 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 --- GAME_BIBLE_COMPLETE.md | 303 ++++++++++- GAME_SYSTEMS_EXPANSION_PLAN.md | 834 +++++++++++++++++++++++++++++++ GAME_SYSTEMS_JAN_04_EXPANSION.md | 263 ++++++++++ STYLE_32_SESSION_INVENTORY.md | 367 ++++++++++++++ 4 files changed, 1766 insertions(+), 1 deletion(-) create mode 100644 GAME_SYSTEMS_EXPANSION_PLAN.md create mode 100644 GAME_SYSTEMS_JAN_04_EXPANSION.md create mode 100644 STYLE_32_SESSION_INVENTORY.md diff --git a/GAME_BIBLE_COMPLETE.md b/GAME_BIBLE_COMPLETE.md index 60aafb859..d59f5303d 100644 --- a/GAME_BIBLE_COMPLETE.md +++ b/GAME_BIBLE_COMPLETE.md @@ -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 β‰₯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 (0Β°, 90Β°, 180Β°, 270Β°) +- 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) + +--- + ## πŸ—οΈ 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 + +**πŸ₯– 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` βœ… +- `interior_bakery_oven.png` +- `interior_bakery_counter.png` +- `interior_bakery_shelf.png` +- `npc_baker.png` + +--- + +**πŸ’‡ BARBER SHOP (Frizeraj)** + +**Unlock Requirements:** +- Town population β‰₯ 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` + +--- + +**βš–οΈ 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 β†’ Rebuild structures diff --git a/GAME_SYSTEMS_EXPANSION_PLAN.md b/GAME_SYSTEMS_EXPANSION_PLAN.md new file mode 100644 index 000000000..c6943b83c --- /dev/null +++ b/GAME_SYSTEMS_EXPANSION_PLAN.md @@ -0,0 +1,834 @@ +# πŸ—οΈ DOLINASMRTI - GAME SYSTEMS EXPANSION PLAN + +## πŸ“… Created: January 4, 2026 +## 🎯 Status: PLANNING PHASE + +--- + +## πŸ“‹ 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 πŸͺ + +#### 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; + } +} +``` + +--- + +## πŸ“¦ 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 + +--- + +## πŸ“Š 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** | | + +--- + +## πŸš€ 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` βœ… (already started) +- `interior_tool_rack.png` βœ… (already started) +- `interior_hay_pile.png` βœ… (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 + +--- + +## βœ… 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 + +--- + +**πŸ“… Document Status:** COMPLETE - Ready for Implementation +**⏰ Last Updated:** 2026-01-04 11:38 CET +**πŸ‘€ Author:** Antigravity AI + David (DolinaSmrti) diff --git a/GAME_SYSTEMS_JAN_04_EXPANSION.md b/GAME_SYSTEMS_JAN_04_EXPANSION.md new file mode 100644 index 000000000..9f5dacbf3 --- /dev/null +++ b/GAME_SYSTEMS_JAN_04_EXPANSION.md @@ -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:** +``` +╔═══════════════════╗ +β•‘ DOLINA SMRTI β•‘ +β•‘ Population: 4 β•‘ +β•‘ Status: Growing β•‘ +β•šβ•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β• +``` + +**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 β†’ +4 NPC slots (total 8) +- Build Town Hall β†’ +4 NPC slots (total 12) +- Build Cathedral β†’ +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 + +--- + +## πŸ”’ 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 β‰₯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 β‰₯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. βœ… Home Upgrade System (Sleep, Crafting, Extensions) +2. βœ… New Town Buildings (Bakery, Barber, Lawyer) +3. βœ… Functional Mines (100 levels, zombie workers) +4. βœ… Town Growth (Dynamic sign, NPC limits) +5. βœ… 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* diff --git a/STYLE_32_SESSION_INVENTORY.md b/STYLE_32_SESSION_INVENTORY.md new file mode 100644 index 000000000..f1e9723e1 --- /dev/null +++ b/STYLE_32_SESSION_INVENTORY.md @@ -0,0 +1,367 @@ +# πŸ“Š STYLE 32 SESSION JAN 04 - POPOLN INVENTAR + +## 🎯 SKUPNO Ε TEVILO SLIK: **277 PNG** + +--- + +## πŸ“¦ 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 + +--- + +### βš”οΈ **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) + +--- + +### πŸ’€ **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 + +--- + +### πŸ›οΈ **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 + +--- + +### πŸ‘₯ **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)** +Poljőčine 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) + +--- + +### πŸ„ **9. ANIMALS (6 slik)** +Farm ΕΎivali in divje ΕΎivali: + +- 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) + +--- + +## πŸ“ˆ KUMULATIVNA STATISTIKA + +| Kategorija | Ε tevilo 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):** +- βœ… Ultra-thick 5px black outlines +- βœ… Flat cel-shaded colors (NO gradients) +- βœ… Gothic cute aesthetic +- βœ… Purple/pink mystical glows +- βœ… Skull decorations & occult symbols +- βœ… Dark color palette +- βœ… Chroma green background (#00FF00) + +--- + +## πŸ“ LOKACIJA +``` +/Users/davidkotnik/repos/novafarma/assets/images/STYLE_32_SESSION_JAN_04/ +``` + +--- + +## πŸ“… 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