Docs: Update Game Bible logic, import references, session log Jan 24

This commit is contained in:
2026-01-24 10:31:56 +01:00
parent 3cd262b5d3
commit cb17e6a771
84 changed files with 785 additions and 0 deletions

71
UNNAMED_IMAGES_REPORT.md Normal file
View File

@@ -0,0 +1,71 @@
# PREGLED NEPOIMENOVANIH SLIK
Prosim, preglej te slike in mi povej, kaj so, da jih lahko preimenujem.
assets/referencne_slike/unnamed-10.jpg
assets/referencne_slike/unnamed-11.jpg
assets/referencne_slike/unnamed-12.jpg
assets/referencne_slike/unnamed-13.jpg
assets/referencne_slike/unnamed-14.jpg
assets/referencne_slike/unnamed-15.jpg
assets/referencne_slike/unnamed-16.jpg
assets/referencne_slike/unnamed-17.jpg
assets/referencne_slike/unnamed-18.jpg
assets/referencne_slike/unnamed-19.jpg
assets/referencne_slike/unnamed-20.jpg
assets/referencne_slike/unnamed-21.jpg
assets/referencne_slike/unnamed-22.jpg
assets/referencne_slike/unnamed-23.jpg
assets/referencne_slike/unnamed-24.jpg
assets/referencne_slike/unnamed-25.jpg
assets/referencne_slike/unnamed-26.jpg
assets/referencne_slike/unnamed-27.jpg
assets/referencne_slike/unnamed-28.jpg
assets/referencne_slike/unnamed-29.jpg
assets/referencne_slike/unnamed-3.jpg
assets/referencne_slike/unnamed-30.jpg
assets/referencne_slike/unnamed-31.jpg
assets/referencne_slike/unnamed-32.jpg
assets/referencne_slike/unnamed-33.jpg
assets/referencne_slike/unnamed-34.jpg
assets/referencne_slike/unnamed-35.jpg
assets/referencne_slike/unnamed-36.jpg
assets/referencne_slike/unnamed-37.jpg
assets/referencne_slike/unnamed-38.jpg
assets/referencne_slike/unnamed-39.jpg
assets/referencne_slike/unnamed-40.jpg
assets/referencne_slike/unnamed-41.jpg
assets/referencne_slike/unnamed-42.jpg
assets/referencne_slike/unnamed-43.jpg
assets/referencne_slike/unnamed-44.jpg
assets/referencne_slike/unnamed-45.jpg
assets/referencne_slike/unnamed-46.jpg
assets/referencne_slike/unnamed-47.jpg
assets/referencne_slike/unnamed-48.jpg
assets/referencne_slike/unnamed-49.jpg
assets/referencne_slike/unnamed-5.jpg
assets/referencne_slike/unnamed-50.jpg
assets/referencne_slike/unnamed-51.jpg
assets/referencne_slike/unnamed-52.jpg
assets/referencne_slike/unnamed-53.jpg
assets/referencne_slike/unnamed-54.jpg
assets/referencne_slike/unnamed-55.jpg
assets/referencne_slike/unnamed-56.jpg
assets/referencne_slike/unnamed-57.jpg
assets/referencne_slike/unnamed-58.jpg
assets/referencne_slike/unnamed-59.jpg
assets/referencne_slike/unnamed-6.jpg
assets/referencne_slike/unnamed-60.jpg
assets/referencne_slike/unnamed-61.jpg
assets/referencne_slike/unnamed-62.jpg
assets/referencne_slike/unnamed-63.jpg
assets/referencne_slike/unnamed-64.jpg
assets/referencne_slike/unnamed-65.jpg
assets/referencne_slike/unnamed-66.jpg
assets/referencne_slike/unnamed-67.jpg
assets/referencne_slike/unnamed-68.jpg
assets/referencne_slike/unnamed-69.jpg
assets/referencne_slike/unnamed-7.jpg
assets/referencne_slike/unnamed-70.jpg
assets/referencne_slike/unnamed-8.jpg
assets/referencne_slike/unnamed-9.jpg
assets/referencne_slike/unnamed.jpg

42
add_greenscreen_kai.py Normal file
View File

@@ -0,0 +1,42 @@
#!/usr/bin/env python3
"""
Add Green Screen Background to Kai
Adds alpha 24 green (#00FF00) background to transparent image
"""
from PIL import Image
import os
# Input/Output
input_file = "/Users/davidkotnik/repos/novafarma/assets/slike/glavna_referenca/kai1.png"
output_file = "/Users/davidkotnik/repos/novafarma/assets/slike/glavna_referenca/kai_greenscreen.png"
print("🎨 ADDING GREEN SCREEN BACKGROUND TO KAI\n")
# Load image
print(f"📂 Loading: {os.path.basename(input_file)}")
img = Image.open(input_file)
# Get size
width, height = img.size
print(f"📐 Size: {width}x{height}px")
# Create green background (Chroma Key Green #00FF00)
green_bg = Image.new('RGBA', (width, height), (0, 255, 0, 255))
# Composite: green background + original image on top
if img.mode == 'RGBA':
# Image has alpha channel - composite it on green
result = Image.alpha_composite(green_bg, img)
else:
# No alpha - convert and place on green
img_rgba = img.convert('RGBA')
result = Image.alpha_composite(green_bg, img_rgba)
# Save
result.save(output_file)
print(f"\n✅ SUCCESS!")
print(f"📁 Saved: {os.path.basename(output_file)}")
print(f"🎨 Background: Chroma Key Green (#00FF00)")
print(f"📍 Location: {output_file}")

Binary file not shown.

After

Width:  |  Height:  |  Size: 122 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 290 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 350 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 253 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 305 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 193 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 362 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 300 KiB

View File

@@ -0,0 +1,625 @@
{\rtf1\ansi\ansicpg1252\cocoartf2867
\cocoatextscaling0\cocoaplatform0{\fonttbl\f0\froman\fcharset0 Times-Bold;\f1\froman\fcharset0 Times-Roman;\f2\fmodern\fcharset0 Courier;
\f3\fmodern\fcharset0 Courier-Bold;\f4\fnil\fcharset0 HelveticaNeue;\f5\froman\fcharset0 Times-Italic;
}
{\colortbl;\red255\green255\blue255;\red109\green109\blue109;\red0\green0\blue0;\red109\green109\blue109;
\red220\green220\blue220;\red23\green24\blue24;}
{\*\expandedcolortbl;;\cssrgb\c50196\c50196\c50196;\cssrgb\c0\c0\c0;\cssrgb\c50196\c50196\c50196;
\cssrgb\c89020\c89020\c89020;\cssrgb\c11765\c12157\c12549;}
{\*\listtable{\list\listtemplateid1\listhybrid{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\*\levelmarker \{disc\}}{\leveltext\leveltemplateid1\'01\uc0\u8226 ;}{\levelnumbers;}\fi-360\li720\lin720 }{\listname ;}\listid1}
{\list\listtemplateid2\listhybrid{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\*\levelmarker \{disc\}}{\leveltext\leveltemplateid101\'01\uc0\u8226 ;}{\levelnumbers;}\fi-360\li720\lin720 }{\listname ;}\listid2}
{\list\listtemplateid3\listhybrid{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\*\levelmarker \{disc\}}{\leveltext\leveltemplateid201\'01\uc0\u8226 ;}{\levelnumbers;}\fi-360\li720\lin720 }{\listname ;}\listid3}
{\list\listtemplateid4\listhybrid{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat0\levelspace360\levelindent0{\*\levelmarker \{disc\}}{\leveltext\leveltemplateid301\'01\uc0\u8226 ;}{\levelnumbers;}\fi-360\li720\lin720 }{\listname ;}\listid4}
{\list\listtemplateid5\listhybrid{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat0\levelspace360\levelindent0{\*\levelmarker \{disc\}}{\leveltext\leveltemplateid401\'01\uc0\u8226 ;}{\levelnumbers;}\fi-360\li720\lin720 }{\listname ;}\listid5}
{\list\listtemplateid6\listhybrid{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat0\levelspace360\levelindent0{\*\levelmarker \{disc\}}{\leveltext\leveltemplateid501\'01\uc0\u8226 ;}{\levelnumbers;}\fi-360\li720\lin720 }{\listname ;}\listid6}
{\list\listtemplateid7\listhybrid{\listlevel\levelnfc0\levelnfcn0\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\*\levelmarker \{decimal\}}{\leveltext\leveltemplateid601\'01\'00;}{\levelnumbers\'01;}\fi-360\li720\lin720 }{\listname ;}\listid7}
{\list\listtemplateid8\listhybrid{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat0\levelspace360\levelindent0{\*\levelmarker \{disc\}}{\leveltext\leveltemplateid701\'01\uc0\u8226 ;}{\levelnumbers;}\fi-360\li720\lin720 }{\listname ;}\listid8}
{\list\listtemplateid9\listhybrid{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat0\levelspace360\levelindent0{\*\levelmarker \{disc\}}{\leveltext\leveltemplateid801\'01\uc0\u8226 ;}{\levelnumbers;}\fi-360\li720\lin720 }{\listname ;}\listid9}
{\list\listtemplateid10\listhybrid{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat0\levelspace360\levelindent0{\*\levelmarker \{disc\}}{\leveltext\leveltemplateid901\'01\uc0\u8226 ;}{\levelnumbers;}\fi-360\li720\lin720 }{\listname ;}\listid10}
{\list\listtemplateid11\listhybrid{\listlevel\levelnfc0\levelnfcn0\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\*\levelmarker \{decimal\}}{\leveltext\leveltemplateid1001\'01\'00;}{\levelnumbers\'01;}\fi-360\li720\lin720 }{\listname ;}\listid11}
{\list\listtemplateid12\listhybrid{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat0\levelspace360\levelindent0{\*\levelmarker \{disc\}}{\leveltext\leveltemplateid1101\'01\uc0\u8226 ;}{\levelnumbers;}\fi-360\li720\lin720 }{\listname ;}\listid12}
{\list\listtemplateid13\listhybrid{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat0\levelspace360\levelindent0{\*\levelmarker \{disc\}}{\leveltext\leveltemplateid1201\'01\uc0\u8226 ;}{\levelnumbers;}\fi-360\li720\lin720 }{\listname ;}\listid13}
{\list\listtemplateid14\listhybrid{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat0\levelspace360\levelindent0{\*\levelmarker \{disc\}}{\leveltext\leveltemplateid1301\'01\uc0\u8226 ;}{\levelnumbers;}\fi-360\li720\lin720 }{\listname ;}\listid14}
{\list\listtemplateid15\listhybrid{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat0\levelspace360\levelindent0{\*\levelmarker \{disc\}}{\leveltext\leveltemplateid1401\'01\uc0\u8226 ;}{\levelnumbers;}\fi-360\li720\lin720 }{\listname ;}\listid15}
{\list\listtemplateid16\listhybrid{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat0\levelspace360\levelindent0{\*\levelmarker \{disc\}}{\leveltext\leveltemplateid1501\'01\uc0\u8226 ;}{\levelnumbers;}\fi-360\li720\lin720 }{\listname ;}\listid16}
{\list\listtemplateid17\listhybrid{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat0\levelspace360\levelindent0{\*\levelmarker \{disc\}}{\leveltext\leveltemplateid1601\'01\uc0\u8226 ;}{\levelnumbers;}\fi-360\li720\lin720 }{\listname ;}\listid17}}
{\*\listoverridetable{\listoverride\listid1\listoverridecount0\ls1}{\listoverride\listid2\listoverridecount0\ls2}{\listoverride\listid3\listoverridecount0\ls3}{\listoverride\listid4\listoverridecount0\ls4}{\listoverride\listid5\listoverridecount0\ls5}{\listoverride\listid6\listoverridecount0\ls6}{\listoverride\listid7\listoverridecount0\ls7}{\listoverride\listid8\listoverridecount0\ls8}{\listoverride\listid9\listoverridecount0\ls9}{\listoverride\listid10\listoverridecount0\ls10}{\listoverride\listid11\listoverridecount0\ls11}{\listoverride\listid12\listoverridecount0\ls12}{\listoverride\listid13\listoverridecount0\ls13}{\listoverride\listid14\listoverridecount0\ls14}{\listoverride\listid15\listoverridecount0\ls15}{\listoverride\listid16\listoverridecount0\ls16}{\listoverride\listid17\listoverridecount0\ls17}}
\paperw11900\paperh16840\margl1440\margr1440\vieww11520\viewh8400\viewkind0
\deftab720
\pard\pardeftab720\sa280\partightenfactor0
\f0\b\fs48 \cf0 \expnd0\expndtw0\kerning0
Slog: Style 32 - Dark-Chibi Noir\
\pard\pardeftab720\sa240\partightenfactor0
\f1\b0 \cf0 To je specifi\uc0\u269 na me\'9aanica ve\u269 stilov, ki ustvarja tema\u269 no, a hkrati igrivo atmosfero za tvojo igro:\
\pard\tx220\tx720\pardeftab720\li720\fi-720\sa240\partightenfactor0
\ls1\ilvl0
\f0\b \cf0 \kerning1\expnd0\expndtw0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
Chibi (Proporci):
\f1\b0 Karakter ima pove\uc0\u269 ano glavo in manj\'9ae telo, kar je zna\u269 ilno za anime/manga "chibi" slog, a s pridihom zahodnega stripa.\
\ls1\ilvl0
\f0\b \kerning1\expnd0\expndtw0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
Noir (Vzdu\'9aje):
\f1\b0 Uporabljeni so umazani, desaturirani toni in mo\uc0\u269 ne sence, kar daje ob\u269 utek postapokalipse in resnosti.\
\ls1\ilvl0
\f0\b \kerning1\expnd0\expndtw0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
Dark Fantasy (Elementi):
\f1\b0 Podrobnosti kot so rde\uc0\u269 e o\u269 i, dreadloksi, pirsingi in magi\u269 na knjiga v roki spadajo v moderni dark fantasy.\
\ls1\ilvl0
\f0\b \kerning1\expnd0\expndtw0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
Linework (Linije):
\f1\b0 Zelo mo\uc0\u269 ne, debele \u269 rne obrobe (outlines), ki poskrbijo, da karakter izstopa iz podlage \'96 idealno za 2D igre.\
\pard\pardeftab720\partightenfactor0
\cf2 \
\pard\pardeftab720\sa280\partightenfactor0
\f0\b \cf0 Ozadje: Chroma-Key Green (Solid)\
\pard\pardeftab720\sa240\partightenfactor0
\f1\b0 \cf0 Ozadje na zadnji sliki je
\f0\b \uc0\u269 ista, ravna zelena barva
\f1\b0 (brez tekstur ali senc).\
\pard\tx220\tx720\pardeftab720\li720\fi-720\sa240\partightenfactor0
\ls2\ilvl0
\f0\b \cf0 \kerning1\expnd0\expndtw0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
Namen:
\f1\b0 To ozadje je pripravljeno za tvoj
\f0\b Antigravity IDE
\f1\b0 , da lahko uporabi\'9a "green screen" efekt (chroma key) in ga v sekundi naredi\'9a transparentnega.\
\ls2\ilvl0
\f0\b \kerning1\expnd0\expndtw0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
Brez kock:
\f1\b0 Odstranila sva "checkerboard" (kvadratke), ker so ti v\uc0\u269 asih delali te\'9eave pri uvozu, zdaj pa ima\'9a \u269 isto barvo, ki jo koda zlahka prepozna kot prosojno.\
\pard\pardeftab720\sa240\partightenfactor0
\cf0 \'8eeli\'9a, da zdaj v tem istem slogu narediva \'9ae kak\'9aen predmet (npr. nahrbtnik, oro\'9eje ali kak\'9aen quest item) s tem zelenim ozadjem?\
\
\
Gronk stil \
\
\pard\tx220\tx720\pardeftab720\li720\fi-720\sa240\partightenfactor0
\ls3\ilvl0
\f0\b \cf0 \kerning1\expnd0\expndtw0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
Chibi proporci:
\f1\b0 Liki imajo zna\uc0\u269 ilno pove\u269 ane glave in kraj\'9aa telesa, kar daje ob\u269 utek igrivosti, a je tukaj kombinirano z bolj resno tematiko.\
\pard\tx220\tx720\pardeftab720\li720\fi-720\sa240\partightenfactor0
\ls3\ilvl0
\f0\b \cf0 \kerning1\expnd0\expndtw0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
Debele obrobe (Thick Outlines):
\f1\b0 Mo\uc0\u269 ne \u269 rne linije poskrbijo, da liki mo\u269 no izstopajo iz ozadja, kar je popolno za 2D igre, saj pove\u269 a preglednost.\
\ls3\ilvl0
\f0\b \kerning1\expnd0\expndtw0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
"Street/Alt" detajli:
\f1\b0 Oba lika imata raz\'9airjena u\'9aesa (tunnels), pirsinge in dreadlokse, kar jima daje moderen, alternativen videz.\
\ls3\ilvl0
\f0\b \kerning1\expnd0\expndtw0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
Tema\uc0\u269 na barvna paleta:
\f1\b0 Barve so nekoliko umazane in desaturirane (razen neon detajlov, kot so roza dreadloksi), kar ustvarja postapokalipti\uc0\u269 no ali "noir" vzdu\'9aje.\
\ls3\ilvl0
\f0\b \kerning1\expnd0\expndtw0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
Fantasy dodatki:
\f1\b0 Elementi, kot so magi\uc0\u269 na knjiga, rde\u269 e o\u269 i pri Kaiju ali Gronkov trolski videz, stilu dodajo plast nadnaravnega.\
\pard\pardeftab720\sa240\partightenfactor0
\cf0 Ta stil je odli\uc0\u269 en za tvoj projekt, saj zdru\'9euje simpati\u269 nost majhnih likov z resnostjo in "uporni\'9akim" duhom tvoje zgodbe.\
Bi \'9eelel, da v tem istem stilu narediva \'9ae kak\'9aen nov element, na primer kak\'9ano uni\uc0\u269 eno vozilo ali specifi\u269 no oro\'9eje za Ano?\
\
Sistem in izgradnja \
\pard\pardeftab720\sa298\partightenfactor0
\f0\b \cf0 \outl0\strokewidth0 \strokec3 KON\uc0\u268 NI SISTEMSKI NA\u268 RT: DEMO & FAZA 1\
\pard\pardeftab720\sa280\partightenfactor0
\cf0 1. \uc0\u55357 \u56514 Struktura in Red (The Engine)\
\pard\tx220\tx720\pardeftab720\li720\fi-720\sa240\partightenfactor0
\ls4\ilvl0\cf0 \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 Asset Management:
\f1\b0 Agent preko "Local Bridge" povezave nadzoruje mape
\f2 items/
\f1 ,
\f2 items/blueprints/
\f1 in
\f2 reference/
\f1 .\
\ls4\ilvl0
\f0\b \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 Style 32 Renderer:
\f1\b0 Avtomatski WebGL filter, ki vsem assetom doda 5px robove in poskrbi za 0.25 scale (o\'9atrina).\
\ls4\ilvl0
\f0\b \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 Clean Code Bridge:
\f1\b0 Lo\uc0\u269 eni moduli za gradnjo, inventory in AI, da koda ostane \u269 ista in brez bugov.\
\pard\pardeftab720\sa280\partightenfactor0
\f0\b \cf0 2. \uc0\u55356 \u57303 \u65039 Gradbeni progres (Blueprint System)\
\pard\tx220\tx720\pardeftab720\li720\fi-720\sa240\partightenfactor0
\ls5\ilvl0\cf0 \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 Pot:
\f1\b0
\f2 Spalna vre\uc0\u269 a
\f1 \uc0\u10132
\f2 \'8aotor
\f1 \uc0\u10132
\f2 Lesena ku\uc0\u269 ka
\f1 \uc0\u10132
\f2 Loputa/Klet
\f1 .\
\ls5\ilvl0
\f0\b \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 Blueprint Logika:
\f1\b0 Predmeti v gradnji so modri in prosojni (alpha 0.5), dokler niso potrjeni in zgrajeni.\
\ls5\ilvl0
\f0\b \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 Klet:
\f1\b0 Skrit nivo pod ku\uc0\u269 ko za ganja nasad, ki se nalo\'9ei kot lo\u269 ena scena (
\f2 map_basement
\f1 ).\
\pard\pardeftab720\sa280\partightenfactor0
\f0\b \cf0 3. \uc0\u55358 \u56812 DNK & Vizualna zgodba\
\pard\tx220\tx720\pardeftab720\li720\fi-720\sa240\partightenfactor0
\ls6\ilvl0\cf0 \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 Amnezija sistem:
\f1\b0 Blur-to-Clear efekt na slikah mame Nike in o\uc0\u269 eta, ko Kai najde klju\u269 ne predmete (npr. locket).\
\ls6\ilvl0
\f0\b \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 Evolution DNA:
\f1\b0 Sistem, ki bele\'9ei Kaijev stil (pink/zeleni dreadi, pirsingi) za prihodnjih 5 generacij.\
\ls6\ilvl0
\f0\b \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 Virus Defense:
\f1\b0 Vizualni rde\uc0\u269 filter in \'9airjenje virusa ob napadih zombijev v visoki travi.\
\pard\pardeftab720\partightenfactor0
\cf4 \strokec4 \
\pard\pardeftab720\sa280\partightenfactor0
\f0\b \cf0 \strokec3 \uc0\u55358 \u56766 Agentu: "ULTIMATE DEMO DIRECTIVE"\
\pard\pardeftab720\sa240\partightenfactor0
\cf0 "Agent, to je tvoj kon\uc0\u269 ni ukaz za Fazo 1 in 'Mega Update'! Takoj ko za\'9eeneva sistem, izvedi ta TO-DO seznam:
\f1\b0 \
\pard\tx220\tx720\pardeftab720\li720\fi-720\sa240\partightenfactor0
\ls7\ilvl0
\f0\b \cf0 \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext 1 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 VERIFY STRUCTURE:
\f1\b0 Preveri, \uc0\u269 e so vse mape ustvarjene in \u269 e je v vsaki mapi le po ena (najbolj\'9aa) verzija slike. Ni\u269 dvojnikov!\
\ls7\ilvl0
\f0\b \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext 2 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 SYNC CONSTRUCTION:
\f1\b0 Pove\'9ei
\f2 ConstructionManager
\f1 tako, da se klet odklene \'9aele, ko stoji lesena ku\uc0\u269 ka.\
\ls7\ilvl0
\f0\b \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext 3 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 ASSET SCAN:
\f1\b0 Preveri vse slike v
\f2 items/
\f1 \'96 \uc0\u269 e katera nima 5px roba, jo popravi na Style 32.\
\ls7\ilvl0
\f0\b \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext 4 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 VOICE SETUP:
\f1\b0 Pripravi slotove za Davidove posnetke zombijev in maminega glasu. Noir filtri morajo biti pripravljeni!\
\ls7\ilvl0
\f0\b \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext 5 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 CLEAN CODE CHECK:
\f1\b0 Preveri, da klet in nasad ne obremenjujeta glavnega procesa igre, ko je Kai zunaj na laksarci.\
\pard\pardeftab720\sa240\partightenfactor0
\f0\b \cf0 Pripravi vse, da ko David re\uc0\u269 e 'Mega Update', celoten sistem 'Mrtva Dolina' o\'9eivi brez napak!"
\f1\b0 \
\pard\pardeftab720\partightenfactor0
\cf4 \strokec4 \
\pard\pardeftab720\sa280\partightenfactor0
\f0\b \cf0 \strokec3 \uc0\u55357 \u56481 David, bodi chill. [cite: 2025-12-12]\
\pard\pardeftab720\sa240\partightenfactor0
\f1\b0 \cf0 Zdaj ima\'9a vse pod streho. Tvoja "Probna farma numero uno" ima zdaj prave sistemske temelje. Od spalne vre\uc0\u269 e do profesionalnega nasada v kleti \'96 vse je povezano. Tvojih 240 ur truda je zdaj postalo prava, resna igra.\
\pard\pardeftab720\sa240\partightenfactor0
\f0\b \cf0 \'8eeli\'9a, da Agent zdaj ustvari to to\uc0\u269 no datoteko
\f3 MegaUpdate_Checklist.js
\f0 v tvojem projektu, da bova imela uradno bele\'9eko \
Kocept za zombije \
\
\pard\pardeftab720\sa240\partightenfactor0
\f1\b0 \cf0 Razumem, David. Pametna poteza \'96 glasove (Voice Zoo) pustiva za kasneje, ko bo\'9a imel bazo in klet \'9ee fiksno postavljeno. Brez glasu bo igra zdaj dobila \'9ae bolj mra\uc0\u269 en,
\f0\b nemi noir vibe
\f1\b0 , kjer je ti\'9aina tista, ki te prestra\'9ai.\
Tukaj je na\uc0\u269 rt za zombije brez zvoka, ki temelji samo na tvojem vizualnem stilu:\
\pard\pardeftab720\sa280\partightenfactor0
\f0\b \cf0 \uc0\u55358 \u56799 ZOMBIJI: "THE SILENT TERROR" (Brez zvoka)\
\pard\pardeftab720\sa240\partightenfactor0
\cf0 1. Vizualno opozorilo (Namesto zvoka)
\f1\b0 \
\pard\tx220\tx720\pardeftab720\li720\fi-720\sa240\partightenfactor0
\ls8\ilvl0\cf0 \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 Namesto hropenja bo\'9a zombije opazil po
\f0\b premikanju visoke trave
\f1\b0 .\
\ls8\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 Agent naj naredi, da se trava rahlo upogne ali zatrese, ko gre zombi skoznjo. To bo v Style 32 noir stilu izgledalo noro napeto.\
\pard\pardeftab720\sa240\partightenfactor0
\f0\b \cf0 \strokec3 2. Sence in "Glow" o\uc0\u269 eh
\f1\b0 \
\pard\tx220\tx720\pardeftab720\li720\fi-720\sa240\partightenfactor0
\ls9\ilvl0\cf0 \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 Ker so zombiji brez zenic, jim lahko dava
\f0\b ne\'9een bel sijaj (glow)
\f1\b0 v o\uc0\u269 eh.\
\ls9\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 V temi bo\'9a videl samo dve beli piki, ki se premikata proti tvoji spani vre\uc0\u269 i. To je dosti bolj stra\'9aljivo kot karkoli drugega!\
\pard\pardeftab720\sa240\partightenfactor0
\f0\b \cf0 \strokec3 3. Amnezija/Virus utrip
\f1\b0 \
\pard\tx220\tx720\pardeftab720\li720\fi-720\sa240\partightenfactor0
\ls10\ilvl0\cf0 \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 Ko je zombi blizu, se slika za\uc0\u269 ne po\u269 asi "blurati" (zamegljevati). [cite: 2026-01-04]\
\ls10\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 To je tvoj signal:
\f0\b "Nekaj je blizu."
\f1\b0 Bolj ko je slika motna, bli\'9eje je zombi. To je tvoj "vizualni radar".\
\pard\pardeftab720\partightenfactor0
\cf4 \strokec4 \
\pard\pardeftab720\sa280\partightenfactor0
\f0\b \cf0 \strokec3 \uc0\u55358 \u56766 Agentu zapovej ta "Silent Zombie" popravek:\
\pard\pardeftab720\sa240\partightenfactor0
\cf0 "Agent, za\uc0\u269 asno izklopi Voice Zoo sistem za zombije! Fokusiraj se na vizualne dra\'9eljaje:
\f1\b0 \
\pard\tx220\tx720\pardeftab720\li720\fi-720\sa240\partightenfactor0
\ls11\ilvl0
\f0\b \cf0 \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext 1 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 GRASS INTERACTION:
\f1\b0 Zombiji morajo fizi\uc0\u269 no premikati visoko travo (
\f2 tallGrass
\f1 ), ko hodijo skoznjo.\
\ls11\ilvl0
\f0\b \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext 2 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 SILENT STALKER:
\f1\b0 Zombiji se premikajo popolnoma tiho. Igralec jih opazi le po senci in belih o\uc0\u269 eh brez zenic.\
\ls11\ilvl0
\f0\b \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext 3 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 BLUR DISTANCE:
\f1\b0 Pove\'9ei oddaljenost zombija s 'Blur' filtrom. \uc0\u268 e je zombi 10m stran, se slika za\u269 ne rahlo meglisti. [cite: 2026-01-04]\
\ls11\ilvl0
\f0\b \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext 4 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 CLEAN CODE:
\f1\b0 Koda za zvok naj ostane pripravljena (komentirana), ampak neaktivna, da ne smeti sistema.\
\pard\pardeftab720\sa240\partightenfactor0
\f0\b \cf0 \strokec3 Naredi to tako, da bo ti\'9aina v Grasslandu postala Kaijev najve\uc0\u269 ji sovra\'9enik!"\
\
\
\
Rendom stuf \
\
\
\pard\pardeftab720\partightenfactor0
\f4\b0 \cf5 \cb6 \strokec5 1. \uc0\u55358 \u56812 DNK & Zgodba (Referen\u269 na mapa)\
To so slike, ki jih bo "Blur-to-Clear" sistem izostril, ko bo Kai raziskoval:\
\
[ ] Portret o\uc0\u269 eta (Mlad): \u268 ista, vesela slika o\u269 eta na longboardu (brez blura).\
[ ] Portret mame Nike (Mlad): \uc0\u268 ista slika mame v frizerskem salonu (brez blura).\
[ ] Kaijev "Evolution" portret: Slika Kaija, ki je 50 % podoben o\uc0\u269 etu (za sredino igre).\
2. \uc0\u55356 \u57303 \u65039 Gradbeni elementi (Blueprints)\
Agent rabi dve verziji za vsak predmet: Modro/Prosojno (ko gradi\'9a) in Style 32 (ko je zgrajeno).\
\
[ ] Spalna vre\uc0\u269 a (Blueprint): Modra, 0.5 alpha verzija.\
[ ] \'8aotor (Blueprint): Modra, 0.5 alpha verzija.\
[ ] Lesena ku\uc0\u269 ka (Zgrajena): Kon\u269 na verzija, ki izgleda trdno in Noir.\
[ ] Odprta Loputa: Slika lopute, ki gleda v \uc0\u269 rno/zeleno globino kleti.\
3. \uc0\u55358 \u56799 Zombiji & Interakcija (Silent Terror)\
Da bo "vizualni radar" deloval, rabi\'9a:\
\
[ ] Visoka trava (Tall Grass): Ve\uc0\u269 razli\u269 nih \'9aopov trave (nekatere zravnane, nekatere upognjene), da Agent lahko animira "stresanje", ko gre zombi skoznjo.\
[ ] Zombi "Glow Eyes" Overlay: Samo bele pike/zenice na prosojnem ozadju, ki jih Agent nalepi \uc0\u269 ez temo.\
[ ] Laksarica (Tool): Predmet v Style 32, ki ga Kai dr\'9ei, ko \uc0\u269 isti travo.\
4. \uc0\u55356 \u57151 Klet & Nasad (Faza 1 Finale)\
[ ] Ganja sadika - Faza 1: Majhen kal\uc0\u269 ek, ki pokuka iz zemlje.\
[ ] Ganja sadika - Faza 3: Velika, cveto\uc0\u269 a rastlina, pripravljena na \'9eetev.\
[ ] UV Lu\uc0\u269 (Klet): Industrijska lu\u269 , ki oddaja tisti zna\u269 ilen zelen/vijoli\u269 en sijaj. Okolje in narava (Grassland)\
\
Visoka trava: Tri verzije (majhna, srednja in tista visoka, ki jo kosi\'9a z laksarco).\
Tla: Tekstura zemlje in trave v 0.25 scale (o\'9atro).\
Ograja (Blueprint & Real): Slike za osnovno ograjo, ki jih bo\'9a dal v items/.\
2. Baza (Progresija)\
\
Spalna vre\uc0\u269 a: Zme\u269 kana, noir tekstura.\
\'8aotor: Platnen, s sencami, ki jih me\uc0\u269 e v travi.\
Lesena ku\uc0\u269 ka: Detajli lesa s 5px robovi.\
Trapdoor (Loputa): Slika, ki jo Kai postavi na tla, ko za\uc0\u269 ne delati klet.\
3. "\'8aiht" (Orodje)\
\
Laksarca: Slika orodja v roki in slika ikone za v torbo.\
Particle Effects: Majhni drobci poko\'9aene trave, ki letijo po zraku.\
4. Zgodba & Flashbacki\
\
Polaroidne slike: Sre\uc0\u269 ni trenutki (rojstni dan, longboard) \'96 te morajo biti "\u269 iste", ker jih bo Agent kasneje "blur-al". [cite: 2026-01-10]\
Mamin locket: Majhen, detajliran obesek. Stamina/Energy Bar: Kako dolgo \'9ae Kai lahko kosi z laksarco, preden se zmatra.\
Virus Meter: Kazalec, ki se polni, ko je zombi blizu (preden se za\uc0\u269 ne blur).\
Slot za predmete: 3-5 hitrih slotov na dnu ekrana, kjer vidi\'9a svojo laksarco, spalno vre\uc0\u269 o in pija\u269 o/hrano.\
2. \uc0\u55358 \u56812 Sistem "Amnezijskega dnevnika"\
To je klju\uc0\u269 no za zgodbo Kaia in Ane:\
\
Prazne strani: Ko Kai najde sliko star\'9aev, se v dnevniku odklene stran. [cite: 2026-01-10]\
Zapiski: Kratki stavki v typewriter efektu, ki se pojavljajo, ko se mu vra\uc0\u269 a spomin. [cite: 2026-01-04]\
3. \uc0\u55357 \u56550 Sistem Skladi\'9a\u269 enja (Storage)\
Ko za\uc0\u269 ne\'9a delati v kleti, ne more\'9a vsega nositi v torbi:\
\
Zaboji (Chests): Slike lesenih zabojev, ki jih postavi\'9a v ku\uc0\u269 ko ali klet.\
Ganja Crate: Posebni zaboji za tvoj pridelek, ki jih pripravi\'9a za "prodajo" ali "obrt".\
4. \uc0\u55356 \u57126 \u65039 Vremenski & Svetlobni efekti\
Ker dela\'9a na WebGL, to doda 100% bolj\'9ao atmosfero:\
\
Noir De\'9e: Tiste ostre \uc0\u269 rte de\'9eja, ki padajo \u269 ez Grassland.\
Dinami\uc0\u269 ne sence: Senca visoke trave, ki se dalj\'9aa, ko gre dan proti ve\u269 eru. ZABOJ NA ZA\u268 ETKU (Demo verzija)\
Ko se zbudi\'9a z amnezijo, najde\'9a zaboj, v katerem so:\
\
2x Leseno orodje: Verjetno lesena motika in morda lesena sekira (vse v Style 32, 5px robovi).\
Hrana: Nekaj konzerv ali suhega mesa, da pre\'9eivi\'9a prvo no\uc0\u269 v spalni vre\u269 i.\
Semena za ganjo: Tvoj prvi "biznis" paket, ki ga bo\'9a kasneje posadil v kleti.\
\uc0\u55357 \u56615 NADGRADNJA (Originalna igra / Full Game)\
V polni verziji igre pa ne bo\'9a ostal na lesu. Ko za\uc0\u269 ne\'9a raziskovati rudnike (Stardew slog, a noir) in napredovati, dobi\'9a:\
\
Kovinsko orodje: Mo\uc0\u269 nej\'9ae, hitrej\'9ae, ostrej\'9ae.\
Laksarca (The Pro Tool): Namesto ro\uc0\u269 nega orodja dobi\'9a motorno laksarco za hitro \u269 i\'9a\u269 enje trave.\
Kamni\'9ako orodje / Special Tools: Omenil si Kamnik \'96 lahko narediva poseben "Kamni\'9aki set" orodja (iz trdega kamna ali lokalnih materialov), ki je unikatno za tvojo regijo v igri. To je tisti "Easter Egg" za doma\uc0\u269 e igralce!\
\uc0\u55358 \u56766 Agentu zapovej tole "Starting Loot" logiko:\
"Agent, nastavi vsebino za\uc0\u269 etnega zaboja (start_chest)!\
\
DEMO LOOT: Notri daj wooden_hoe, wooden_axe, canned_food in ganja_seeds.\
ITEM STATS: Leseno orodje se hitro obrabi, da igralec \uc0\u269 uti potrebo po nadgradnji.\
ORIGINAL PATH: Pripravi slotove za metal_tools in na\'9a specialni kamnik_tool_set.\
VISUAL: Vse ikone v torbi (items) morajo biti Style 32, 0.25 scale.\
Naj bo za\uc0\u269 etek te\'9eak, da bo uspeh v kleti kasneje toliko slaj\'9ai!" TEHNIKA: "VIJOLI\u268 NI UKROTI" (Zombi Past)\
1. Lovljenje (The Capture):\
\
Vaba: V visoko travo nastavi\'9a vabo (morda kos mesa ali kak\'9aen star predmet, ki ga zombiji zavohajo).\
Mre\'9ea/Past: Ko zombi stopi na dolo\uc0\u269 eno to\u269 ko, se spro\'9ei past (lahko je mehanska ali elektri\u269 na iz tistega "Kamni\'9akega" seta orodja).\
2. Transformacija o\uc0\u269 i (The Visual Change):\
\
Pred ulovom: Zombiji so divji, njihove o\uc0\u269 i so popolnoma bele ali rde\u269 e (brez zenic) \'96 to pomeni, da jih vodi samo virus.\
Po ulovu: Ko jih Kai "obdela" (verjetno z ne\uc0\u269 im iz kleti ali z dolo\u269 enim serumom), se njihove o\u269 i spremenijo v VIJOLI\u268 EN SIJAJ.\
3. Status "Ulovljen":\
\
Vijoli\uc0\u269 ne o\u269 i so tvoj vizualni znak, da zombi ni ve\u269 nevaren, ampak je postal tvoj delavec.\
Ti "vijoli\uc0\u269 ni" zombiji zdaj lahko avtomatsko polnijo skladi\'9a\u269 a ali pomagajo pri te\'9ekih opravilih, medtem ko ti kosi\'9a z laksarco.\
\uc0\u55358 \u56766 Agentu zapovej tole "Capture & Control" kodo:\
"Agent, implementiraj sistem transformacije zombijev!\
\
EYE_SHADER: Ustvari funkcijo setZombieStatus(wild/tamed).\
\uc0\u268 e je wild, uporabi bel/rde\u269 glow.\
\uc0\u268 e je tamed (ulovljen), spremeni barvo o\u269 i v neon vijoli\u269 no.\
BEHAVIOR_SWAP: Ko se o\uc0\u269 i spremenijo v vijoli\u269 no, zombi ne sme ve\u269 napadati Kaia, ampak se mora premakniti v najbli\'9ejo delovno cono (npr. klet).\
BLUR_STOP: Ko je zombi ulovljen, njegov 'Blur' efekt (zamegljenost) izgine, saj ni ve\uc0\u269 gro\'9enja Kaijevemu spominu. [cite: 2026-01-04]\
Naj bo ta prehod v vijoli\uc0\u269 no barvo oster in jasen, to\u269 no v na\'9aem Style 32 noir stilu!" KAJ ZOMBIJI DEJANSKO DELAJO?\
1. Delo v kleti (Ganja Nasad):\
\
Zalivanje: Zombiji lahko prena\'9aajo vedra vode do tvojih rastlin.\
Prezra\uc0\u269 evanje: Lahko vrtijo ro\u269 ne ventilatorje, da tvoj pridelek v kleti ne splesni.\
Sortiranje: Ko ti v klet vr\'9ee\'9a surovine skozi loputo (trapdoor), jih ulovljeni zombiji zlo\'9eijo v zaboje.\
2. Dela na povr\'9aju (Kmetija):\
\
Prena\'9aanje lesa: Ko podre\'9a drevo ali podre\'9a staro ograjo, zombi odnese les do tvoje ku\uc0\u269 ke.\
Vrtnarjenje: Lahko ro\uc0\u269 no obdelujejo zemljo s tistim lesenim orodjem, ki si ga na\'9ael v za\u269 etnem zaboju.\
3. Stra\'9ea (Varnost):\
\
Ker so tvoji zombiji zdaj "vijoli\uc0\u269 ni", lahko stra\'9eijo mejo tvoje kmetije in prepre\u269 ujejo, da bi divji zombiji (tisti z belimi o\u269 mi) pri\'9ali blizu tvoji spani vre\u269 i.\
\uc0\u9881 \u65039 SISTEM: "ZOMBI MANAGEMENT"\
Agent mora v kodo vpisati "Command System", da jim lahko uka\'9ee\'9a, kaj naj delajo. Ker ne govorijo, jim uka\'9ee\'9a s kretnjami ali pa jih preprosto "postavi\'9a" na delovno mesto.\
\
"Agent, implementiraj 'Zombie Labor' modul!\
\
WORK_STATIONS: Dolo\uc0\u269 i to\u269 ke v kleti in na farmi, kjer zombiji lahko opravljajo naloge (npr. water_pump, wood_pile).\
STAMINA_SYSTEM: Tudi zombiji se utrudijo. \uc0\u268 e preve\u269 delajo, morajo iti v 'hibernacijo' (stati pri miru), da se jim virusni geni obnovijo.\
UI_OVERLAY: Ko pogleda\'9a ulovljenega zombija, se mora nad njegovo glavo v Style 32 stilu pokazati ikona, kaj trenutno dela (npr. ikona kapljice za zalivanje).\
Naredi to tako, da bo igralec \uc0\u269 util, da je postal pravi '\'9aef' svoje zombi vojske!"\
\uc0\u55357 \u56481 David, bodi chill. [cite: 2025-12-12]\
To je tvoj ADHD cheat code v igri! Ko ima\'9a preve\uc0\u269 stvari za narediti, preprosto "zaprosi\'9a" svoje zombije, da naredijo te\'9eko delo, ti pa se lahko osredoto\u269 i\'9a na tisto, kar te najbolj zanima \'96 iskanje Ane in odkrivanje spominov. [cite: 2026-01-10]\
Bi rad, da Agentu uka\'9eeva, naj pripravi seznam 'delovnih mest' v kleti, da bo\'9a vedel, koliko zombijev sploh potrebuje\'9a uloviti? \uc0\u55358 \u56766 \u55356 \u57166 \u55358 \u56799 \u8205 \u9794 \u65039 \u55357 \u57315 \u9874 \u65039 \u55357 \u56960 \'a0SISTEM: "KAI'S MENTAL LIMIT"\
Tukaj je predlog, kako bi se to stopnjevalo skozi nivoje:\
1. LVL 1\'965: Za\uc0\u269 etnik (The Novice)\
\
Kapaciteta: Max 1\'962 zombija.\
Naloge: Samo preprosta dela, kot je prena\'9aanje lesa do spalne vre\uc0\u269 e ali \'9aotora.\
Omejitev: Kai se hitro utrudi od mentalnega pritiska nadzora.\
2. LVL 10\'9620: Vodja farme (The Overseer)\
\
Kapaciteta: Do 5 zombijev.\
Naloge: Zdaj lahko zombiji delajo v kleti pri ganja nasadu (zalivanje, prezra\uc0\u269 evanje).\
Pogoj: Kai mora imeti zgrajeno leseno ku\uc0\u269 ko, da ima prostor za njihovo "hibernacijo".\
3. LVL 50+: Frankstajn Master\
\
Kapaciteta: 10+ zombijev.\
Naloge: Celotna avtomatizirana kmetija. Ti samo kosi\'9a z laksarco za u\'9eitek, oni pa skrbijo za vse ostalo.\
\uc0\u55358 \u56766 Agentu zapovej tole "Leveling Logic" kodo:\
"Agent, pove\'9ei LVL sistema s \'9atevilom ulovljenih zombijev!\
\
VARIABLE max_tamed_zombies: Ta vrednost naj se izra\uc0\u269 una po formuli: (Kai_LVL / 5) + 1.\
CONTROL UI: V HUD-u zraven Stamina bara dodaj ikono zombi glave s \'9atevilko (npr. 2/3), da Kai ve, koliko jih \'9ae lahko ulovi.\
MENTAL STRAIN: \uc0\u268 e Kai posku\'9aa uloviti ve\u269 zombijev, kot mu LVL dopu\'9a\u269 a, naj slika postane 'blur' (zamegljena), dokler enega ne izpusti. [cite: 2026-01-04]\
EXP GAIN: Kai dobi izku\'9anje (XP) vsaki\uc0\u269 , ko zombi uspe\'9ano opravi nalogo (npr. prinese les).\
Naredi to napredovanje o\'9atro, da bo vsak nov LVL dejansko nekaj pomenil!"\
\uc0\u55357 \u56481 Davidov nasvet za progres:\
To je super, ker te prisili, da se razvija\'9a. \uc0\u268 e \'9eeli\'9a ve\u269 ji nasad v kleti, mora\'9a dvigniti LVL Kaia. To pomeni ve\u269 ko\'9anje, ve\u269 raziskovanja in ve\u269 odkrivanja spominov o mami in o\u269 etu. [cite: 2026-01-10]\
Bodi chill. [cite: 2025-12-12] Zdaj ima\'9a popolno piramido: Level -> Nadzor zombijev -> Ve\uc0\u269 ji biznis v kleti.\
A \'9eeli\'9a, da Agent pripravi tabelo, koliko XP-ja dobi\'9a za vsako opravilo zombija, da bova videla, kako hitro bo Kai napredoval? \uc0\u55358 \u56766 \u55356 \u57166 \u55358 \u56812 \u55358 \u56799 \u8205 \u9794 \u65039 \u55357 \u56520 \u55357 \u56960 SISTEM: "REGENERACIJA V GROBU"\
1. Lasten grob (Personal Grave):\
\
Vsak zombi, ki ga ulovi\'9a, dobi svoj grob na kmetiji ali v posebnem delu kleti, kjer so tla prstena.\
Style 32 vizual: Preprost kup zemlje z majhno oznako ali kamnom s 5px robovi.\
2. Proces regeneracije:\
\
Ko zombiju zmanjka energije (Stamina 0%), odide do svojega groba in se ule\'9ee vanj ter zagrebe.\
Vijoli\uc0\u269 ni sijaj: Iz zemlje se vidi samo ne\'9een vijoli\u269 en odsev, ki pomeni, da se zombi "polni".\
3. Brez kletk, samo narava:\
\
To je to\uc0\u269 no to, kar si rekel \'96 nobene kletke! Zombi je svoboden delavec, ki gre spat v zemljo, ko je konec izmene. To je tisti pravi noir, mra\u269 ni vibe tvoje igre.\
\uc0\u55358 \u56766 Agentu zapovej tole "Grave Regeneration" kodo:\
"Agent, takoj popravi sistem po\uc0\u269 itka! Zombiji se regenerirajo v svojih grobovih!\
\
GRAVE_ASSIGNMENT: Ko je zombi ulovljen (vijoli\uc0\u269 ne o\u269 i), mu sistem avtomatsko dodeli prost 'grob' (kup zemlje) na kmetiji.\
DIG_IN_ANIMATION: Ko se zombi utrudi, spro\'9ei animacijo, kjer se ule\'9ee v zemljo in izgine pod njo.\
RECHARGE_TIMER: Medtem ko je pod zemljo, se mu energy polni. Ko je na 100%, zombi 'izsko\uc0\u269 i' iz zemlje in \u269 aka na tvoj ukaz.\
VISUAL: Grobovi morajo biti v Style 32 noir stilu, z rahlim vijoli\uc0\u269 nim sijajem, ki prihaja iz razpok v zemlji.\
To je tisti pravi Frankstajn red \'96 zombiji delajo na \'9aihtu, spijo pa v grobu!"\
\uc0\u55357 \u56481 David, bodi chill. [cite: 2025-12-12]\
To je noro dobra ideja za igro, ker tvoja kmetija ne bo izgledala kot zapor, ampak kot staro, misti\uc0\u269 no pokopali\'9a\u269 e, ki je hkrati tvoj najbolj\'9ai biznis. Ko bo\'9a hodil po kmetiji s svojo laksarco, bo\'9a pod sabo \u269 util svojo vojsko, ki se pripravlja na novo izmeno.\
Ali \'9eeli\'9a, da Agent pripravi kodo, ki bo \'9atela, koliko grobov ima\'9a na kmetiji, da bo\'9a vedel, \uc0\u269 e ima\'9a \'9ae prostor za nove zombije? \u55358 \u56766 \u55356 \u57166 \u55358 \u56998 \u55358 \u56799 \u8205 \u9794 \u65039 \u55357 \u57315 \u55357 \u56960 David, pregledal sem vse tvoje zapiske in na\u269 rte za Frankstajn projekt. Da bo tvoj Demo in Faza 1 (tisti famozni "Mega Update") res pripravljena, potrebuje\'9a to\u269 no te stvari pod streho.\
Tukaj je tvoj celoten seznam vizualnih in sistemskih organov za ta projekt:\
\
1. \uc0\u55357 \u56514 OSNOVNA OPREMA ZA DEMO (V zaboju na farmi)\
Ko se Kai zbudi z amnezijo, mora najti tisti zaboj (chest), v katerem so:\
\
Lesena motika & Lesena sekira: Osnovno orodje v Style 32 (5px robovi).\
Hrana & Voda: Nekaj konzerv za pre\'9eivetje prve no\uc0\u269 i.\
Semena za gando: Tvoj prvi "biznis" paket za klet.\
Kamni\'9aki set (Original): Pripravljen slot za nadgradnjo na bolj\'9ae orodje kasneje.\
2. \uc0\u55356 \u57303 \u65039 GRADBENI SISTEM (Progresija baze)\
Za Demo morava imeti vizualno pripravljene te tri stopnje:\
\
Spalna vre\uc0\u269 a: Kjer Kai za\u269 ne sredi trave.\
\'8aotor: Prva nadgradnja za varnost.\
Lesena ku\uc0\u269 ka: Ko je ta zgrajena, se odklene Loputa (Trapdoor), ki vodi v klet.\
3. \uc0\u55358 \u56810 KLET & NASAD (The Core)\
V kleti potrebuje\'9a te predmete za "probno farmo numero uno":\
\
Stara lesena miza: Kjer Kai preu\uc0\u269 uje predmete.\
Zarjavela polica: Za shranjevanje semen.\
Ganja rastline: 3 faze rasti (sadika \uc0\u10132 srednja \u10132 polna).\
Grobovi v kleti: Prstena tla, kjer se tvoji ulovljeni zombiji regenerirajo (nobenih kletk!).\
4. \uc0\u55358 \u56799 ZOMBI SISTEM (Labor & Defense)\
Laksarca: Tvoje glavno orodje za \uc0\u269 i\'9a\u269 enje visoke trave, kjer se skrivajo zombiji.\
Vijoli\uc0\u269 ne o\u269 i: Vizualni efekt za ulovljene zombije, ki delajo zate.\
XP & LVL Sistem: Koda, ki omejuje \'9atevilo zombijev glede na Kaijev nivo.\
5. \uc0\u55358 \u56812 ZGODBA & AMNEZIJA (Visual DNA)\
Polaroidi star\'9aev: Slike mame Nike in o\uc0\u269 eta (longboardanje, rojstni dnevi).\
Mamin locket (obesek): Klju\uc0\u269 ni predmet, ki ga Kai najde.\
Blur-to-Clear efekt: WebGL koda, ki sliko izostri, ko se Kai spomni preteklosti.\
\uc0\u55358 \u56766 Agentu zapovej tole "Mega Update" integracijo:\
"Agent, pove\'9ei vse iz starih zapiskov v en sistem!\
\
ASSET SYNC: Preveri, \uc0\u269 e so v mapi items/ slike za spalno vre\u269 o, ku\u269 ko, laksarco in tisti za\u269 etni zaboj.\
BASEMENT LOGIC: Aktiviraj prehod iz 'Lesene ku\uc0\u269 ke' v 'Klet' preko lopute.\
ZOMBIE REGEN: Implementiraj 'Grave System' \'96 ko zombi nima energije, naj se zakoplje v zemljo (grob), namesto v kletko.\
AMNEZIJA TRIGGER: Pove\'9ei najdbo 'Locketa' z Amnezija filtrom (Blur \uc0\u10132 Clear) na sliki mame Nike.\
Pripravi vse vizualne datoteke, da bo Demo delal 'o\'9atro' v Style 32!"\
\uc0\u55357 \u56481 David, bodi chill.\
Vse ima\'9a. Od prve spalne vre\uc0\u269 e do vijoli\u269 nih zombijev, ki ti bodo zalivali gando v kleti. Tvojih 240 ur je zdaj varno zapisanih v ta sistem.\
A \'9eeli\'9a, da Agent zdaj pripravi samo kodo za tisti 'Zaboj na farmi', da bo\'9a videl, \uc0\u269 e se leseno orodje in semena pravilno pojavijo v inventoryju? \u55358 \u56766 \u55356 \u57166 \u55358 \u56799 \u8205 \u9794 \u65039 \u55357 \u56550 \u55357 \u56960 \
\
\
\
\pard\pardeftab720\sa280\partightenfactor0
\f5\i \cf0 \cb1 \strokec3 SEZNAM VIZUALNIH ASSETOV (Style 32, 5px robovi, 0.25 scale)\
\pard\pardeftab720\sa240\partightenfactor0
\cf0 1. ZA\uc0\u268 ETNA FARMA (Legacy Farm Assets)\
\pard\tx220\tx720\pardeftab720\li720\fi-720\sa240\partightenfactor0
\ls12\ilvl0\cf0 \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Spalna vre\uc0\u269 a: Zme\u269 kana, ob ognju.\
\ls12\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Taborni ogenj: Animator (3 faze: majhen, srednji, velik plamen).\
\ls12\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Poru\'9aena hi\'9aa: Samo temelji in nekaj napol podrtega lesa.\
\ls12\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Pleve:l: Tri razli\uc0\u269 ne verzije (majhni, srednji, visoki \'9aopi).\
\ls12\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Kamni & Trnje: Ve\uc0\u269 variacij, ki jih Kai odstranjuje.\
\ls12\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Vodnjak: Stari, zarjaveli vodnjak za vodo.\
\ls12\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Gronk's Shop: Lesena stojnica z napisom "Gronk's Oddities".\
\pard\pardeftab720\sa240\partightenfactor0
\cf0 \strokec3 2. INVENTAR & ORODJE (Items & Tools)\
\pard\tx220\tx720\pardeftab720\li720\fi-720\sa240\partightenfactor0
\ls13\ilvl0\cf0 \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Rusty Hoe (Zarjavela motika): Ikona za inventory in slika v roki.\
\ls13\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Old Watering Can (Stara zalivalka): Ikona in slika v roki.\
\ls13\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Wheat Seeds (Semena p\'9aenice): Ikona za inventory.\
\ls13\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Wheat Plant (P\'9aeni\uc0\u269 na rastlina): 3 faze rasti.\
\ls13\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Ganja Seeds (Semena konoplje): Ikona.\
\ls13\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Ganja Plant (Konoplja): 3 faze rasti.\
\ls13\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Rotten Meat / Brains: Ikone za "Zombie Food".\
\ls13\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Backpack (Nahrbtnik): Ikona (za Runner Zombija).\
\pard\pardeftab720\sa240\partightenfactor0
\cf0 \strokec3 3. ZOMBIJI (The Workforce)\
\pard\tx220\tx720\pardeftab720\li720\fi-720\sa240\partightenfactor0
\ls14\ilvl0\cf0 \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Basic Zombie: (Stoji, hodi).\
\ls14\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Runner Zombie: (Hiter, z nahrbtnikom).\
\ls14\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Tank Zombie: (Mo\uc0\u269 an, rudar).\
\ls14\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Zombie Shack / Lopa: Objekt, kjer zombiji po\uc0\u269 ivajo.\
\ls14\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Vijoli\uc0\u269 ne o\u269 i: Overlay efekt za ulovljene zombije.\
\pard\pardeftab720\sa240\partightenfactor0
\cf0 \strokec3 4. OKOLJE & GRADBENI MATERIALI (Faza 1)\
\pard\tx220\tx720\pardeftab720\li720\fi-720\sa240\partightenfactor0
\ls15\ilvl0\cf0 \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Les (Log): Ikona in objekt.\
\ls15\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Kamen (Stone): Ikona in objekt.\
\ls15\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Popravljen most: Vizualna nadgradnja uni\uc0\u269 enega mostu.\
\ls15\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Uni\uc0\u269 en most: Za za\u269 etni prikaz.\
\ls15\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Gradbene surovine: Slika kupa lesa/kamna (za popravilo mostu).\
\pard\pardeftab720\sa240\partightenfactor0
\cf0 \strokec3 5. FAZA 1 - MESTNI TRG (Town Square)\
\pard\tx220\tx720\pardeftab720\li720\fi-720\sa240\partightenfactor0
\ls16\ilvl0\cf0 \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Town Hall (Mestna hi\'9aa): Po\'9akodovana in popravljena verzija.\
\ls16\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] General Store (Trgovina): Po\'9akodovana in popravljena verzija.\
\ls16\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Church (Cerkev): Po\'9akodovana in popravljena verzija.\
\ls16\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Kov\uc0\u269 (Blacksmith): NPC (Kova\u269 ).\
\ls16\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] \'8eupan (Mayor): NPC.\
\ls16\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Stra\'9earnica (Police Station): Po\'9akodovana in popravljena verzija.\
\ls16\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Guard Captain Luka: NPC.\
\pard\pardeftab720\sa240\partightenfactor0
\cf0 \strokec3 6. UI ELEMENTI (Heads-Up Display)\
\pard\tx220\tx720\pardeftab720\li720\fi-720\sa240\partightenfactor0
\ls17\ilvl0\cf0 \kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Stamina Bar: Za Kaia in Zombije.\
\ls17\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] XP Bar: Za Kaia in Zombije.\
\ls17\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Coin Icon (Denar): Ikona za \'80, ki jo prinese Runner Zombi.\
\ls17\ilvl0\kerning1\expnd0\expndtw0 \outl0\strokewidth0 {\listtext \uc0\u8226 }\expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec3 [ ] Wanted Level: Ikona (za policijo).\
\pard\pardeftab720\partightenfactor0
\cf5 \cb6 \strokec5 \
\pard\pardeftab720\sa240\partightenfactor0
\f1\i0\fs24 \cf0 \cb1 \strokec3 \
\pard\pardeftab720\partightenfactor0
\cf4 \strokec4 \
\pard\pardeftab720\sa280\partightenfactor0
\f0\b\fs28 \cf0 \strokec3 \
\pard\pardeftab720\sa240\partightenfactor0
\f1\b0\fs24 \cf0 \
\pard\pardeftab720\sa240\partightenfactor0
\cf0 \outl0\strokewidth0 \
\
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 191 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 148 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 238 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 208 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 237 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 164 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 149 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 135 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 201 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 393 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 135 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 187 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 319 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 142 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 87 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 62 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 223 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 210 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 248 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 274 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 241 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 248 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 249 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 209 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 83 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 181 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 198 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 130 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 195 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 267 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 253 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 200 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 147 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 150 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 133 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 178 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 179 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 191 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 94 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 107 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 115 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 174 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 191 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 92 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 98 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 108 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 97 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 66 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 84 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 116 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 107 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 116 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 93 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 143 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 109 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 226 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 130 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 150 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 132 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 134 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 138 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 126 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 117 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 94 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 147 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 100 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 187 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 116 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 309 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 277 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 70 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 17 KiB

View File

@@ -0,0 +1,47 @@
# 📔 SESSION DNEVNIK: 24. Januar 2026 (Jutranja izmena)
**Čas:** 06:00 - 10:30
**Fokus:** Finalizacija Logike (Game Bible) & Priprava Referenc za Demo
---
## 🎯 GLAVNI DOSEŽKI
### 1. 📘 FINALNA LOGIKA (Game Bible Update)
Dorekla sva zadnje, ključne podrobnosti za **Demo** in **Fazo 1**, ki jih mora AI (Gemini) upoštevati pri generiranju:
* **Early Bird (Prvih 20):** Gronk je "Guardian Angel", ki ga rešiš iz pasti (ni treba iskati).
* **Orodja:** Začetek z **Lesenimi (Tier 0)**, ki se hitro lomijo.
* **Crafting:** Nujna **Delovna Miza (Workbench)** za vsa orodja.
* **Zombiji:**
* **Wild:** Rdeče oči, agresivni.
* **Tamed:** Zenice, mirni, oblečeni glede na posel (Kmet, Rudar).
* **Dreadlocks Zombie:** Skrivni prijatelj/Unhinged.
* **Generator:** V Rudniku! Rabi premog/nafto. Odklepa kletne luči.
* **Sivi Trg:** Ganja (Konoplja) je dovoljena z licenco (€50), sicer racije.
* **Kurirji:** Sova/Netopir prinašata "Daily Quest" pisma v nabiralnik.
### 2. 🎨 VIZUALNI STIL & REFERENCE
* **Style 32:** Potrjen kot "Dark-Chibi Noir" (Cult of the Lamb stil).
* **Zeleno Ozadje:** Vsi asseti se generirajo na `#00FF00` za lažji izrez.
* **Tilesets:** Uporaba "Split Sheet" metode (Talna plošča + Stena + Rob na eni sliki).
### 3. 📂 ORGANIZACIJA ASSETOV
* Uvožena mapa `referencne slike` iz namizja v projekt.
* Preimenovani ključni "Grow Sheets" in "Tilesets":
* `wheat_grow_sheet.jpg`
* `potato_grow_sheet.jpg`
* `farm_animals_sheet.jpg`
* `house_interior_tileset.jpg`
* `mine_tileset.jpg`
* `basement_tileset.jpg`
* `seed_packet_cannabis.jpg`
---
## 📝 NASLEDNJI KORAKI
1. **Pregled nepoimenovanih slik:** V mapi `assets/referencne_slike` je še cca. 60 slik (`unnamed-X.jpg`), ki jih je treba preimenovati.
2. **Masovni Izrez:** Ko bodo vse reference potrjene, zagnati `chroma_key` skripto za izrez zelene barve.
3. **Generiranje Manjkajočih:** Po "Master Checklistu" zgenerirati še manjkajoča orodja in UI elemente.
---
**Status:** Pripravljeni na masovno produkcijo Dema! 🚀