ASSETS UPDATE: Added references folder with 132 PNGs (resized/sharpened) + Created DEMO_FAZA1 folder structure

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# Game Design Ideas & Mechanics
## 1. Demo & Monetization Structure
* **Trial Version Badge:** The game displays a "Trial Version" badge. It records the date when the user first downloaded/started the demo.
* **"Purchase Full Game" Trigger:** A UI prompt (badge) appears, encouraging the player to buy the full version.
* **Limited Progression (The "Hook"):**
* **Housing:** In the demo, you can only upgrade from a **Sleeping Bag** to a **Tent**. You *cannot* build the wooden cabin or better houses. This makes the difference between Demo and Full Game very obvious and painful (motivation to buy).
* **Hoarding:** Players CAN hoard materials and loot as much as they want. This is key: "I have so much stuff, I don't want to lose it!"
* **Endless Sandbox Demo:** The demo has **NO time limit**. The player can play forever.
* **The Trap (Hoarding):** Since there is no end, the player can build infinite storage chests and hoard massive amounts of resources. They invest hundreds of hours gathering materials.
* **Restrictions:**
* **No Story:** The plot does not advance.
* **Zombie Limit:** Only ONE basic zombie type appears. It does not level up, evolve, or get harder. It becomes boring/easy eventually.
* **Housing Cap:** Stuck at "Tent" level forever.
* **The Payoff:** When they finally buy the game, they unlock the Story, evolving Zombies, advanced Building, and keep ALL their thousands of gathered resources to instantly jump-start the real game.
* **Day Count Legacy:** If a player grinded for 200 days in the demo, they start the full game on **Day 200**. They keep their "time served," but the game logic treats it as the moment they finally "start living" and expanding beyond the basic survival grind.
* **Achievements (Steam):**
* **"Stubborn Survivor" (Trmasti preživeli):** Awarded if the player reaches Day 200 *within the demo version*.
* **Unique Reward:** A special **Statue** placable in the full game to commemorate their persistence.
## 2. Advanced Zombie Mechanics
* **Camouflage/Disguise:** Zombies can disguise themselves as farmers/NPCs.
* *Visuals:* A zombie wearing farmer clothes.
* *Mechanic:* They appear friendly until the player gets within a certain radius, then they reveal their true nature and attack. This adds tension and paranoia.
## 3. Environmental Hazards: Toxic Fog
* **Nature:** A purple/toxic cloud or explosion event.
* **Mechanic:**
* The fog spreads over time (e.g., expanding daily).
* **Choking Damage:** Entering the fog causes the player to choke (take damage).
* **Counter-play:** The player needs to build/acquire "Fog Sensors" or filtration systems to navigate or clear it.
* **Environmental Expansion:** The fog might block off new biomes or areas. Clearing it or surviving it allows map expansion.
* **Zombie Synergy:** Zombies might be able to spread this fog or be buffed by it.
## 4. UI Enhancements
* **Day Cycle Notification:** A prominent "Day X" text appears in the center of the screen at the start of each new in-game day.
* **Tracking:** Shows the total number of days survived.
## 5. World Building & Navigation
* **Signage:**
* Directional signs pointing to major locations: "Town", "Forest", "Mines", "Biomes".
* Warning signs ("Danger", Skull) for hazardous areas.
* **Infrastructure:**
* Cables/Wires: Used for connecting machinery or sensors (fog sensors?).
* **Obstacles:**
* Thorns/Brambles: Block paths, requiring specific tools (upgraded machete/scythe) to clear.
* **Mines:**
* "Death Valley" (Dolina smrti) mine entrance.
* Progression: Needs better equipment to enter deeper levels.
## 6. Waste Management & Recycling
* **Dumpster/Container:**
* **Placement:** Must be placed away from the main farm (smell/hygiene).
* **Scavenging:** Raccoons raid it for food. Friendly zombies can search it for "smart items" (blueprints, rare parts).
* **Composting:**
* **Structure:** Wooden Compost Bin.
* **Input:** Spoiled food, dead plants, organic waste.
* **Output:** Fertilizer (Manure) to boost crop growth.
## 7. Zombie Housing (Resting Spots)
* **Structure:** Simple open grave (hole in the ground) with a memorial plaque or wooden cross.
* **Mechanic:** Serves as a "spawn point" or resting bed. When a friendly zombie is tired, it retreats into this hole to sleep and recover energy.
* **Construction:** Easy to build just dig a hole and place a marker.