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