diff --git a/GAME_BIBLE_COMPLETE.md b/GAME_BIBLE_COMPLETE.md new file mode 100644 index 000000000..09d84282e --- /dev/null +++ b/GAME_BIBLE_COMPLETE.md @@ -0,0 +1,505 @@ +# 🎮 DOLINASMRTI - COMPLETE GAME DESIGN BIBLE +**Version:** 4.5 FINAL LOCK +**Date:** January 2, 2026 +**Status:** PRODUCTION READY + +--- + +## 📋 TABLE OF CONTENTS +1. [Game Overview](#game-overview) +2. [Story & Narrative](#story-narrative) +3. [Core Gameplay](#core-gameplay) +4. [World & Biomes](#world-biomes) +5. [Characters](#characters) +6. [Game Systems](#game-systems) +7. [Buildings & Structures](#buildings-structures) +8. [Art & Technical](#art-technical) + +--- + +## 🎯 GAME OVERVIEW + +### **Title:** DolinaSmrti (Krvava Žetev / Bloody Harvest) +### **Genre:** Horror Farming Survival RPG +### **Platform:** PC (Windows, Mac, Linux) +### **Engine:** Phaser 3 (JavaScript/HTML5) +### **Target Audience:** 16+ (horror, mature themes) +### **Release Model:** Zero-DLC, All content free post-launch + +### **Core Concept:** +Stardew Valley meets Don't Starve meets Resident Evil. Farm by day, survive the undead by night, uncover the mystery of your missing sister Ana in a valley transformed by anomalous disasters. + +### **Unique Selling Points:** +- **18 Anomalous Biomes** - Dinosaurs, Atlantis, Chernobyl, Egyptian tombs, and more +- **Multi-Style Art** - 5 distinct visual styles blended throughout +- **ADHD-Friendly Design** - Slovenian Standard accessibility +- **Horror-Farming Hybrid** - Cute meets terrifying +- **Zero-DLC Model** - Everything free, forever + +--- + +## 📖 STORY & NARRATIVE + +### **Premise:** +You are **Kai**, a 17-year-old survivor searching for your missing sister **Ana** in DolinaSmrti (Death Valley), a once-peaceful Slovenian valley now plagued by zombie outbreaks and reality-bending anomalies. + +### **Opening:** +Game starts with Kai arriving at an abandoned family farm. The town is destroyed, Ana is missing, and zombies roam the streets. You must rebuild the farm, survive, and follow clues to find Ana. + +### **Main Story Arc:** + +**Act 1: Arrival (Tutorial)** +- Kai arrives at the farm +- Meets Gronk (friendly 3m tall troll) +- Learns basic farming and combat +- Discovers first clue about Ana's disappearance + +**Act 2: Investigation** +- Explore 18 anomalous biomes +- Each biome has a boss that guards a clue +- Collect Ana's diary pages +- Uncover the truth about the anomalies + +**Act 3: Revelation** +- Ana is ALIVE but trapped +- She's been using dark magic to survive +- Final confrontation with the source of anomalies +- Choose: Save Ana, Save the Valley, or Both? + +### **Key NPCs:** + +**Gronk** - Massive 3m green troll, pink dreadlocks, wears "TROLL SABBATH" shirt, vapes constantly. Kai's best friend and farming mentor. + +**Grok** - Gronk's cousin, practices dark Satanic magic, helps Kai with occult rituals. Owns Susi (hyperactive terrier). + +**Ana** - Kai's missing sister (17-18). Survivor, resourceful, mysterious. Final revelation shows she's alive. + +**Town Survivors** - Various NPCs in the rebuilt town (blacksmith, trader, doctor, etc.) + +### **Narrative Delivery:** +- Environmental storytelling through biome design +- Ana's diary pages (collectible items) +- NPC dialogue and quests +- Cutscenes at major story beats +- Dark magic rituals unlock lore + +--- + +## 🎮 CORE GAMEPLAY + +### **Game Structure:** +**Day/Night Cycle** +- **Day (6am-6pm):** Farm, explore, craft, build +- **Night (6pm-6am):** Zombies attack, combat focus, base defense + +### **Core Loops:** + +**1. Farming Loop** +- Plant crops → Water → Harvest → Sell +- Raise animals → Feed → Collect products +- Expand farm → Unlock new crops/buildings + +**2. Combat Loop** +- Zombies spawn at night → Fight → Collect loot +- Craft better weapons → Explore harder biomes +- Boss fights → Unlock story progression + +**3. Exploration Loop** +- Discover new biomes → Collect resources +- Find clues about Ana → Progress story +- Unlock fast travel points + +**4. Survival Loop** +- Manage hunger, thirst, health, stamina +- Craft food from crops and hunted meat +- Build shelters and defenses + +### **Core Mechanics:** + +**Farming:** +- 50+ crop types (normal + anomalous) +- Animal husbandry (chickens, cows, pigs, dinosaurs) +- Seasonal crops and weather effects +- Crop mutations and crossbreeding + +**Combat:** +- Real-time action combat +- Weapons: Melee (axes, swords), Ranged (guns, bows), Magic (dark rituals) +- Enemy AI: Basic zombies, Special zombies, Biome-specific creatures, Bosses +- Base defense: Build walls, traps, turrets + +**Crafting:** +- 200+ craftable items +- Workbenches: Crafting Table, Furnace, Anvil, Alchemy Lab, Ritual Altar +- Material gathering from biomes +- Blueprint system (find recipes) + +**Cooking:** +- Raw ingredients → Cooked meals +- Food provides buffs (health, stamina, combat bonuses) +- Cooking stations: Campfire, Kitchen Stove, BBQ Grill + +**Building:** +- Expand farm with new structures +- Unlock blueprints through progression +- Customize layout and aesthetics + +--- + +## 🌍 WORLD & BIOMES + +### **Map Structure:** +**Total Biomes: 21** +- **2 Core Zones** (Base Farm, Town Square) +- **18 Anomalous Biomes** (hostile, story-driven) +- **1 Final Zone** (endgame area) + +### **Core Zones:** + +**1. Base Farm (Starting Zone)** +- Your home base +- All farming buildings +- Safe zone (no zombie spawns inside walls) +- Fully customizable + +**2. Town Square** +- Central hub with NPCs +- Shops, services, quests +- Rebuilding mechanic (restore town buildings) + +### **18 Anomalous Biomes:** + +**1. Dino Valley** - Jurassic prehistoric zone with dinosaurs +**2. Mythical Highlands** - Dragons, griffins, unicorns +**3. Atlantis** - Underwater ruins, mermaids, sea monsters +**4. Egyptian Desert** - Ancient tombs, mummies, pyramids +**5. Chernobyl** - Radioactive wasteland, mutants +**6. Mushroom Forest** - Giant fungi, spore creatures +**7. Arctic Zone** - Frozen tundra, mammoths, ice zombies +**8. Endless Forest** - Dark woods, werewolves, wendigos +**9. Wild West** - Ghost town, bandits, undead cowboys +**10. Medieval Castle** - Knights, dragons, haunted castle +**11. Steampunk City** - Industrial revolution, clockwork zombies +**12. Alien Crash Site** - UFO, extraterrestrials, sci-fi tech +**13. Volcanic Hellscape** - Lava, fire demons, hell portals +**14. Candy Kingdom** - Dark twist on sweet world +**15. Cyberpunk Ruins** - Neon city, robots, hackers +**16. Pirate Cove** - Ghost ships, undead pirates, treasure +**17. Haunted Asylum** - Psychological horror, ghosts +**18. Enchanted Garden** - Twisted fairy tale, dark fae + +Each biome has: +- Unique fauna (10-20 creatures) +- Unique flora (plants, trees, crops) +- Biome-specific resources +- Environmental hazards +- 1-2 Boss fights +- Story clues about Ana + +--- + +## 👤 CHARACTERS + +### **Playable Character:** + +**Kai** (Main Protagonist) +- Age: 17 +- Appearance: Dark green dreadlocks, ear gauges, piercings, blue jacket, ripped jeans, backpack +- Personality: Determined, resourceful, caring (searching for Ana) +- Skills: Farming, combat, crafting + +### **Main NPCs:** + +**Gronk** - 3m tall green troll, pink dreadlocks, "TROLL SABBATH" shirt, pink sneakers, vapes. Farming mentor, best friend. + +**Grok** - Gronk's cousin, dark magic practitioner, teaches rituals and occult knowledge. Owns Susi the dog. + +**Susi** - Small terrier, hyperactive ADHD energy, Grok's companion, comic relief. + +**Ana** - Kai's sister, missing until late game reveal (she's alive and using dark magic to survive). + +**Town NPCs:** +- Blacksmith - Weapon/tool crafting +- Trader - Buy/sell goods +- Doctor - Healing services +- Carpenter - Building construction +- Alchemist - Potion crafting + +### **Enemies:** + +**Zombies (Basic Types):** +- Shambling Zombie - Slow, weak +- Runner Zombie - Fast, moderate +- Tank Zombie - Slow, high HP +- Exploding Zombie - Suicide bomber +- Spitter Zombie - Ranged acid + +**Special Zombies (Advanced):** +- Alpha Hybrids - Boss-tier zombies +- Biome-specific undead (Dino Zombie, Mummy, Frozen Zombie, etc.) + +**Bosses (20 Total):** +Each anomalous biome has 1-2 bosses that guard story clues. + +--- + +## ⚙️ GAME SYSTEMS + +### **Survival Systems:** + +**Health & Stamina** +- Health: Combat damage, fall damage, environmental hazards +- Stamina: Sprinting, attacking, farming actions +- Regeneration: Rest, food, potions + +**Hunger & Thirst** +- Hunger meter depletes over time +- Thirst meter depletes faster +- Low meters cause stat penalties +- Food/water restore meters + buffs + +**Temperature** +- Biome-specific (Arctic = hypothermia, Volcanic = heatstroke) +- Clothing provides protection +- Campfires and shelters help + +**Radiation** (Chernobyl biome) +- Radiation meter accumulates in zone +- Hazmat suit reduces exposure +- Decontamination stations remove radiation + +### **Progression Systems:** + +**Experience & Leveling** +- XP from farming, combat, crafting +- Level up → Skill points +- Skill trees: Farming, Combat, Survival, Magic + +**Skills:** +- Farming: Crop yield, animal care, faster actions +- Combat: Weapon damage, defense, special attacks +- Survival: Health, stamina, resistance +- Magic: Dark rituals, spell power, mana + +**Equipment** +- Weapons: Melee, Ranged, Magic staves +- Armor: Head, Chest, Legs, Feet, Accessories +- Tools: Axe, Pickaxe, Hoe, Watering Can, Fishing Rod +- Upgrades: Better materials = better stats + +### **Economic System:** + +**Currency: Gold Coins** +- Earn from selling crops, loot, completing quests +- Spend on items, building materials, upgrades + +**Shop System:** +- Trader NPCs sell items, blueprints, rare materials +- Prices fluctuate based on supply/demand + +**Quest Rewards:** +- Gold, items, blueprints, story progression + +### **Social Systems:** + +**NPC Relationships** +- Talk to NPCs → Increase friendship +- Gifts increase relationship faster +- High relationship → Discounts, special quests, romance options + +**Romance** (Optional) +- Date-able NPCs (Gronk is romance option) +- Gift items, complete quests, spend time +- Marriage system (late game) + +### **Dark Magic System:** + +**Rituals:** +- Learn from Grok and found grimoires +- Require sacrifices (crops, animals, items) +- Powerful effects: Weather control, resurrection, teleportation + +**Satanic Altars:** +- Build on farm +- Perform dark rituals +- Trade with demonic entities +- Risk vs reward (curses possible) + +--- + +## 🏗️ BUILDINGS & STRUCTURES + +### **Farm Buildings:** + +**Housing:** +- Farmhouse (player home, upgradeable 3 tiers) +- Cabin (extra building for storage) +- Greenhouse (year-round crops) + +**Animal Buildings:** +- Chicken Coop (10 chickens) +- Barn (4 cows/pigs) +- Stable (2 horses) +- Dino Pen (2 dinosaurs - exotic) + +**Production:** +- Silo (store animal feed) +- Mill (grind wheat → flour) +- Beehive (honey production) +- Winery (ferment crops → wine) +- Oil Press (seeds → cooking oil) + +**Crafting Stations:** +- Workbench (basic crafting) +- Furnace (smelting ore) +- Anvil (weapon/tool forging) +- Alchemy Lab (potions) +- Cooking Stove (advanced meals) +- Ritual Altar (dark magic) + +**Utility:** +- Well (water source) +- Scarecrow (protect crops) +- Sprinklers (auto-water crops) +- Lamp Posts (lighting) +- Fences (decorative + animal containment) +- Storage Chest (item storage) + +**Defense:** +- Wooden Wall (basic) +- Stone Wall (upgraded) +- Watchtower (spawn point + visibility) +- Traps (spikes, bear traps, electric) +- Turrets (automatic ranged defense) + +### **Town Buildings:** + +**Services:** +- General Store (buy seeds, tools) +- Blacksmith (buy/upgrade weapons) +- Clinic (healing, medicine) +- Carpenter Shop (building construction) +- Tavern (socialize, quests) + +**Rebuilding System:** +- Town starts destroyed +- Collect materials → Rebuild structures +- Restored buildings unlock services +- Progression mechanic + +--- + +## 🎨 ART & TECHNICAL + +### **Art Style:** +**Multi-Style Approach (5 Styles)** + +**Style 1 - Semi-Realistic (Stardew Valley)** +- Use for: Farm assets, crops, tools, everyday items +- Aesthetic: Balanced cute/mature, natural colors + +**Style 5 - Cel-Shaded (My Time at Portia)** +- Use for: Action scenes, dynamic characters, combat +- Aesthetic: Anime influence, vibrant colors + +**Style 10 - Organic Sketch Vector** +- Use for: Wilderness, natural environments +- Aesthetic: Hand-drawn, earthy tones + +**Style 30 - Garden Story Cozy** +- Use for: Town NPCs, safe zones, wholesome moments +- Aesthetic: Soft rounded shapes, pastel colors + +**Style 32 - Cult of the Lamb Cute-Dark** ⭐ +- Use for: Main characters, zombies, horror elements +- Aesthetic: Adorable with edge, pastel meets gothic + +### **Asset Specifications:** + +**Image Format:** +- 32-bit PNG with alpha channel +- Chroma key green background (#00FF00) for easy extraction +- Size: Multiples of 32px (32x32, 64x64, 128x128, etc.) + +**Naming Convention:** +- `assetname_WIDTHxHEIGHT_styleXX.png` +- Example: `kai_character_64x64_style32.png` + +### **Technical Stack:** + +**Engine:** Phaser 3 +**Language:** JavaScript (ES6+) +**Rendering:** CANVAS (pixel-perfect mode) +**Map Editor:** Tiled (TMX format) +**Audio:** Web Audio API +**Deployment:** Web (itch.io, Steam via Electron wrapper) + +### **Performance Targets:** +- 60 FPS on mid-range hardware +- < 3 second load times +- Max 2GB RAM usage +- Mobile-ready (future consideration) + +### **Accessibility:** + +**Slovenian ADHD Standard:** +- Native language naming (developer-side) +- Color-coded emoji organization +- Flattened directory structures +- Multiple visual styles for stimulation +- Dyslexia-friendly fonts +- Colorblind modes +- Screen reader support + +--- + +## 📊 CONTENT SUMMARY + +**Total Assets Needed: ~14,000** +- Biomes: 21 +- Creatures: 200+ +- Crops: 50+ +- Buildings: 40+ +- Items: 500+ +- NPCs: 30+ +- Bosses: 20 + +**Estimated Development Time:** +- Assets: 6-8 months (with AI assistance) +- Programming: 12-18 months +- Testing: 3-6 months +- **Total:** 24-30 months to launch + +--- + +## 🎯 RELEASE ROADMAP + +**Phase 1: Kickstarter Demo** (February 2026) +- Base farm functional +- 1 biome (Dino Valley) +- Basic combat +- 5-10 hours gameplay + +**Phase 2: Early Access** (Q4 2026) +- 10 biomes +- Full farming system +- Combat refined +- 30-50 hours gameplay + +**Phase 3: Full Release** (Q2 2027) +- All 18 biomes +- Complete story +- Endgame content +- 100+ hours gameplay + +**Post-Launch (Free DLC):** +- New biomes +- Seasonal events +- Community features +- Quality of life updates + +--- + +**END OF GAME BIBLE** + +*DolinaSmrti © 2026 | Zero-DLC Forever* diff --git a/MULTI_STYLE_TEST_RESULTS_JAN_02_2026.md b/MULTI_STYLE_TEST_RESULTS_JAN_02_2026.md new file mode 100644 index 000000000..bac25679f --- /dev/null +++ b/MULTI_STYLE_TEST_RESULTS_JAN_02_2026.md @@ -0,0 +1,218 @@ +# 🎨 MULTI-STYLE TEST RESULTS - Januar 2, 2026 + +**STATUS:** ✅ COMPLETE - 40 test assets generated +**DATE:** 2026-01-02 @ 03:00-04:00 CET +**DECISION:** Multi-style approach for DolinaSmrti game + +--- + +## 🎯 TEST OVERVIEW + +5 art styles tested across 8 asset categories = **40 total test assets** + +### **Tested Styles:** +1. **Style 1** - Semi-realistic cartoon (Stardew Valley aesthetic) +2. **Style 5** - Stylized cel-shaded (My Time at Portia) +3. **Style 10** - Organic sketch vector (Hand-drawn artisan) +4. **Style 30** - Garden Story cozy adventure (Link's Awakening meets indie) +5. **Style 32** - Cult of the Lamb cute-dark (Adorable with edge) + +### **Tested Categories:** +- 🧑 **Character** (Kai - 17yo survivor) +- 👾 **Enemy** (Basic zombie) +- 🌾 **Crop** (Wheat plant) +- 🌳 **Vegetation** (Oak tree) +- 🦖 **Animal** (T-Rex dinosaur) +- 🪓 **Tool** (Wooden axe) +- 🏚️ **Building** (Red barn) +- 🍎 **Item/Food** (Apple) + +--- + +## 📋 DETAILED STYLE BREAKDOWN + +### **STYLE 1: Semi-Realistic Cartoon** +**Inspiration:** Stardew Valley, Graveyard Keeper +**Aesthetic:** Balanced cute and mature, NOT chibi, mature proportions +**Visual Details:** +- Clean vector with moderate outlines +- Natural muted colors with slight saturation +- Realistic farming art meets cartoon charm +- Adult-friendly proportions + +**Test Results:** +- ✅ `style01_kai_test` - Character test +- ✅ `style01_zombie_test` - Enemy test +- ✅ `style01_wheat_test` - Crop test +- ✅ `style01_tree_test` - Vegetation test +- ✅ `style01_trex_test` - Animal test +- ✅ `style01_axe_test` - Tool test +- ✅ `style01_barn_test` - Building test +- ✅ `style01_apple_test` - Item test + +**Best For:** Core farm assets, realistic crops, buildings, everyday items + +--- + +### **STYLE 5: Stylized Cel-Shaded** +**Inspiration:** My Time at Portia, Breath of the Wild +**Aesthetic:** Anime influence but mature, vibrant but controlled +**Visual Details:** +- Clean lines with medium thickness +- Vibrant but controlled color palette +- Cel-shaded rendering +- Adult-friendly cartoon style + +**Test Results:** +- ✅ `style05_kai_test` - Character test +- ✅ `style05_zombie_test` - Enemy test +- ✅ `style05_wheat_test` - Crop test +- ✅ `style05_tree_test` - Vegetation test +- ✅ `style05_trex_test` - Animal test +- ✅ `style05_axe_test` - Tool test +- ✅ `style05_barn_test` - Building test +- ✅ `style05_apple_test` - Item test + +**Best For:** Action sequences, dynamic characters, fantasy elements + +--- + +### **STYLE 10: Organic Sketch Vector** +**Inspiration:** Hand-drawn indie games, artisan aesthetic +**Aesthetic:** Hand-drawn charm with clean vectorization +**Visual Details:** +- Natural flowing lines +- Earthy tones and warm colors +- Artisan warm feel +- Sketch-like quality with vector precision + +**Test Results:** +- ✅ `style10_kai_test` - Character test +- ✅ `style10_zombie_test` - Enemy test +- ✅ `style10_wheat_test` - Crop test +- ✅ `style10_tree_test` - Vegetation test +- ✅ `style10_trex_test` - Animal test +- ✅ `style10_axe_test` - Tool test +- ✅ `style10_barn_test` - Building test +- ✅ `style10_apple_test` - Item test + +**Best For:** Natural environments, organic materials, wilderness biomes + +--- + +### **STYLE 30: Garden Story Cozy** +**Inspiration:** Garden Story, Link's Awakening, Chicory: A Colorful Tale +**Aesthetic:** Wholesome mature aesthetic, pastel-vibrant balance +**Visual Details:** +- Soft rounded friendly shapes +- Pastel colors with vibrant accents +- Link's Awakening meets modern indie +- Cozy adventure feel + +**Test Results:** +- ✅ `style30_kai_test` - Character test +- ✅ `style30_zombie_test` - Enemy test +- ✅ `style30_wheat_test` - Crop test +- ✅ `style30_tree_test` - Vegetation test +- ✅ `style30_trex_test` - Animal test +- ✅ `style30_axe_test` - Tool test +- ✅ `style30_barn_test` - Building test +- ✅ `style30_apple_test` - Item test + +**Best For:** Friendly NPCs, cozy environments, wholesome moments + +--- + +### **STYLE 32: Cult of the Lamb Cute-Dark** ⭐ +**Inspiration:** Cult of the Lamb, Don't Starve Together +**Aesthetic:** Adorable with edge, contradiction aesthetic +**Visual Details:** +- Pastel meets gothic color scheme +- Charming yet sinister balance +- Cute characters with dark undertones +- Perfect for horror-farming hybrid + +**Test Results:** +- ✅ `style32_kai_test` - Character test +- ✅ `style32_zombie_test` - Enemy test +- ✅ `style32_wheat_test` - Crop test +- ✅ `style32_tree_test` - Vegetation test +- ✅ `style32_trex_test` - Animal test +- ✅ `style32_axe_test` - Tool test +- ✅ `style32_barn_test` - Building test +- ✅ `style32_apple_test` - Item test + +**Best For:** Main characters, zombies, dark fantasy elements, horror aesthetics + +--- + +## 🎯 MULTI-STYLE STRATEGY + +### **Approved Approach:** +**BLEND ALL 5 STYLES** throughout the game for maximum visual variety and genre-appropriate aesthetics. + +### **Style Assignment Guidelines:** + +#### **Main Characters & NPCs:** +- **Style 32** (Cult of the Lamb) - Kai, Ana, Gronk, Susi, Grok +- **Style 30** (Garden Story) - Friendly NPCs, town survivors +- **Style 5** (Cel-shaded) - Dynamic action characters + +#### **Enemies & Horror:** +- **Style 32** (Cute-Dark) - All zombies, undead +- **Style 5** (Cel-shaded) - Boss fights, elite enemies +- **Style 1** (Semi-realistic) - Mutated creatures + +#### **Environments:** +- **Core Farm** - Style 1 (Semi-realistic) +- **Town & Safe Zones** - Style 30 (Cozy) +- **Wilderness** - Style 10 (Organic sketch) +- **Anomalous Biomes** - Style 5 or Style 32 (depending on theme) +- **Horror Zones** - Style 32 (Cute-dark) + +#### **Items & Tools:** +- **Farm Tools** - Style 1 (Semi-realistic) +- **Weapons** - Style 5 (Cel-shaded) +- **Food** - Style 30 (Cozy) +- **Dark Magic Items** - Style 32 (Cute-dark) + +#### **Crops & Plants:** +- **Normal Crops** - Style 1 (Semi-realistic) +- **Magical Plants** - Style 5 (Cel-shaded) +- **Anomalous Flora** - Style 32 (Cute-dark) + +--- + +## 📊 PRODUCTION IMPACT + +### **Benefits of Multi-Style Approach:** +1. **Visual Variety** - Game never feels monotonous +2. **Genre Flexibility** - Each biome/zone has appropriate aesthetic +3. **Emotional Range** - Different styles evoke different feelings +4. **Artistic Freedom** - AI can generate diverse assets without strict consistency +5. **ADHD-Friendly** - Constant visual stimulation, multiple aesthetic hooks + +### **Implementation:** +- Each asset prompt will specify the style number (1, 5, 10, 30, or 32) +- Style suffix will be attached to all generation scripts +- Asset naming convention: `assetname_styleXX.png` + +--- + +## ✅ CONCLUSION + +**Date:** January 2, 2026 +**Status:** Multi-style approach APPROVED +**Primary Style for Characters:** **Style 32 - Cult of the Lamb** +**Next Steps:** +1. Generate main characters (Gronk, Ana, Susi) in Style 32 +2. Update all generation scripts with multi-style support +3. Begin mass asset production with style diversity + +**Total Test Assets Generated:** 40 +**Total Styles Evaluated:** 5 (from original 80) +**Decision Made:** ✅ USE ALL 5 STYLES + +--- + +**END OF REPORT** diff --git a/PRODUCTION_DIARY_JAN_02_2026.md b/PRODUCTION_DIARY_JAN_02_2026.md new file mode 100644 index 000000000..e295954c3 --- /dev/null +++ b/PRODUCTION_DIARY_JAN_02_2026.md @@ -0,0 +1,161 @@ +# 📔 PRODUKCIJSKI DNEVNIK - 2. Januar 2026 + +**Datum:** 2026-01-02 (Četrtek) +**Čas:** 01:00 - 04:30 CET +**Faza:** The Great Aesthetic Search - CLOSURE + Multi-Style Decision +**Dan projekta:** Day 8 (Full Production Phase) + +--- + +## 🌅 JUTRO - 01:00-03:00 CET + +### **Zaključek The Great Aesthetic Search** +Po 80 stilih testiranja (od 31. decembra do 2. januarja), sem končno prišel do točke odločitve. Vseh 80 stilov je bilo pregledanih, vsak z Kai, Gronk, zombie in tree na chroma key green (#00FF00) ozadju. + +**Mentalno stanje:** Zmeden, preobložen z opcijami, tipičen ADHD brain fog. Preveč opcij = paraliza odločanja. + +**Premik strategije:** Namesto da bi izbral EN sam stil, sem se odločil za **multi-stilni pristop**. Več stilov = več vizualne stimulacije = bolj ADHD-friendly igra. + +--- + +## 🎨 POPOLDNE - 03:00-04:30 CET + +### **Multi-Style Category Tests** +Odločil sem se testirati **5 najljubših stilov** skozi različne kategorije assetov: + +**Izbrani stili:** +1. **Style 1** - Semi-realistic (Stardew Valley vibe) +2. **Style 5** - Cel-shaded anime (My Time at Portia) +3. **Style 10** - Organic sketch vector (artisan hand-drawn) +4. **Style 30** - Garden Story cozy (Link's Awakening meets indie) +5. **Style 32** - Cult of the Lamb cute-dark ⭐ (FAVORIT) + +**Testirane kategorije** (8 per stil = 40 assetov): +- Kai (character) +- Zombie (enemy) +- Wheat (crop) +- Oak tree (vegetation) +- T-Rex (dinosaur) +- Axe (tool) +- Barn (building) +- Apple (food item) + +### **Generacija: 40 Test Assetov** +Vseh 40 testnih assetov uspešno generiranih med 03:00-04:20 CET. Vsak asset je bil generiran s svojim specifičnim stilom suffixom. + +**Tehnične podrobnosti:** +- Format: 32-bit PNG z alpha channel +- Ozadje: Solid chroma key green (#00FF00) +- API: Vertex AI Imagen 3 +- Naming: `styleXX_category_test_timestamp.png` + +--- + +## 💡 KLJUČNE ODLOČITVE + +### **1. Multi-Style Approach APPROVED ✅** +Namesto enega stila bom uporabljal **VSE 5 testiranih stilov** v igri, odvisno od konteksta: + +- **Main characters** → Style 32 (Cult of the Lamb) +- **Farm assets** → Style 1 (Stardew realistic) +- **Cozy zones** → Style 30 (Garden Story) +- **Action/combat** → Style 5 (Cel-shaded) +- **Wilderness** → Style 10 (Organic sketch) + +### **2. Primary Style for Main Cast: Style 32** +Cult of the Lamb "cute-dark" aesthetic je **POPOLN** za DolinaSmrti: +- Adorable with edge ✅ +- Pastel meets gothic ✅ +- Charming yet sinister ✅ +- Perfect for horror-farming hybrid ✅ + +### **3. Naslednji korak: Main Characters v Style 32** +Odločil sem se generirati glavne like v Style 32: +- **Gronk** (massive 3m troll, pink dreadlocks, TROLL SABBATH shirt) +- **Ana** (Kai's missing sister, mysterious survivor) +- **Susi** (Grok's dog companion, hyper ADHD energy) + +--- + +## 📊 NUMERIČNI PREGLED + +### **Današnji output:** +- **Stili testirani:** 5 (od 80 pregledanih) +- **Kategorije testirane:** 8 +- **Asseti generirani:** 40 +- **Dokumenti ustvarjeni:** 2 (Multi-style results + Production diary) + +### **Celoten projekt status:** +- **Biome scaffolds:** 21/21 ✅ +- **Folder struktura:** 100% complete ✅ +- **Asset baseline:** 1000+ PNG files ✅ +- **Art style decision:** COMPLETE ✅ +- **Production strategy:** Multi-style approved ✅ + +--- + +## 🧠 ADHD REFLEKSIJA + +### **Kaj je delovalo:** +- **Več opcij = boljše** - Multi-style pristop odpravi stres enega izbora +- **Vizualna stimulacija** - Različni stili preprečujejo dosado +- **Kategorijsko testiranje** - Vidim, kako stil deluje preko različnih tipov assetov + +### **Kaj je bilo težko:** +- **80 stilov = prezasedenost** - Preveč opcij ustvarijo paralizo +- **Decision fatigue** - Po 80 testih nisem mogel izbrati enega +- **Imposter syndrome** - "Ali sploh vem, kaj delam?" + +### **Kako sem rešil:** +Namesto "ali/ali" → **"in/in" mentaliteta** +Namesto izbrati EN stil → **UPORABIM VSE, KI SO MI VŠEČ** + +--- + +## 🎯 NASLEDNJI KORAKI + +### **Takoj (danes zvečer):** +1. ✅ Dokumentirati vse stile → **DONE** +2. ✅ Napisati dnevnik → **DONE** +3. ⏳ Generirati Gronka, Ano, Susi v Style 32 → **IN PROGRESS** + +### **Jutri (3. januar):** +1. Update generation scriptov za multi-style support +2. Začeti bulk asset generation z style diversity +3. Pripraviti Dino Valley assets v ustreznih stilih + +### **Ta teden:** +1. 1000+ assets z multi-style approach +2. Kickstarter demo preparation +3. Phaser integration testiranje + +--- + +## 💭 OSEBNE MISLI + +To je bil eden izmed najbolj intenzivnih dni projekta. Od 80 stilov do 5, od paralysisa do odločitve. Multi-style pristop ni bilo, kar sem pričakoval na začetku, ampak je **najbolj logična odločitev** za tak projekt. + +DolinaSmrti ni ena igra - je **18+ iger v eni**. Vsak biome je svoj svet. Zakaj bi moral biti vse isti stil? + +### **Main realization:** +**Dosledno nedoslednost je strategija, ne napaka.** + +--- + +## 🌙 KONEC DNE + +**Čas zaključka:** 04:30 CET +**Status:** Mentalno izčrpan, ampak zadovoljen +**Mood:** Optimističen +**Naslednji fokus:** Character generation (Gronk, Ana, Susi) + +**Quote of the day:** +*"Če ne moreš izbrati enega stila, izberi vse. ADHD brain wins again."* + +--- + +**Podpis:** David +**Projekt:** DolinaSmrti (Krvava Žetev) +**Status:** ✅ Multi-Style Production Ready + +**END OF DIARY ENTRY** diff --git a/assets/slike/biomi/dino_valley/fauna/ankylosaurus_stylea.png b/assets/slike/biomi/dino_valley/fauna/ankylosaurus_stylea.png new file mode 100644 index 000000000..2012b127c Binary files /dev/null and b/assets/slike/biomi/dino_valley/fauna/ankylosaurus_stylea.png differ diff --git a/assets/slike/biomi/dino_valley/fauna/ankylosaurus_styleb.png b/assets/slike/biomi/dino_valley/fauna/ankylosaurus_styleb.png new file mode 100644 index 000000000..f7fd14098 Binary files /dev/null and b/assets/slike/biomi/dino_valley/fauna/ankylosaurus_styleb.png differ diff --git a/assets/slike/biomi/dino_valley/fauna/archaeopteryx_stylea.png b/assets/slike/biomi/dino_valley/fauna/archaeopteryx_stylea.png new file mode 100644 index 000000000..0ebd14830 Binary files /dev/null and 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+Compares manifest vs actual files +Generates missing asset list for Vertex AI generation +""" + +import os +import json +from pathlib import Path + +# Dino Valley full specification from ALL_BIOMES_COMPLETE_BREAKDOWN.md +DINO_VALLEY_SPEC = { + "fauna": { + "count": 16, # 32 PNG (16 types × 2 styles) + "items": [ + "tyrannosaurus_rex", "triceratops", "velociraptor", "stegosaurus", + "brachiosaurus", "pterodactyl", "ankylosaurus", "parasaurolophus", + "dilophosaurus", "spinosaurus", "iguanodon", "archaeopteryx", + "compsognathus", "plesiosaurus", "mosasaurus", "carnotaurus" + ] + }, + "teren": { + "count": 8, # 16 PNG (8 types × 2 styles) + "items": [ + "dino_volcanic_rock", "dino_lava_cracks", "dino_prehistoric_grass", + "dino_dirt_brown", "dino_volcanic_ash", "dino_hot_springs", + "dino_tar_pit", "dino_fossilized_ground" + ] + }, + "vegetacija": { + "count": 10, # 20 PNG (10 types × 2 styles) + "items": [ + "dino_giant_fern_large", "dino_giant_fern_medium", "dino_fern_small", + "dino_cycad", "dino_palm_tree", "dino_giant_mushroom", + "dino_prehistoric_vine", "dino_horsetail", "dino_tree_fern", + "dino_ginkgo_tree" + ] + }, + "rekviziti": { + "count": 20, # 40 PNG (20 types × 2 styles) + "items": [ + "dino_skull", "dino_bones_pile", "dino_ribcage", "dino_nest", + "dino_eggs", "fossil_amber", "fossil_trilobite", "fossil_ammonite", + "volcanic_rock_large", "lava_pool", "steam_vent", "tar_bubble", + "cave_entrance", "ancient_ruins_pillar", "ancient_ruins_altar", + "dino_footprint", "prehistoric_log", "crystal_formation", + "geothermal_spring", "obsidian_shard" + ] + }, + "zgradbe": { + "count": 4, # 8 PNG (4 types × 2 styles) + "items": [ + "dino_research_station", "dino_cave_dwelling", "dino_observation_tower", + "dino_fossil_excavation_site" + ] + }, + "hrana": { + "count": 16, # 32 PNG (16 types × 2 styles) + "items": [ + "dino_meat_raw", "dino_meat_cooked", "dino_egg_raw", "dino_egg_cooked", + "prehistoric_berries", "cycad_fruit", "fern_shoots", "mushroom_caps", + "tar_honey", "volcanic_salt", "mineral_water", "bone_broth", + "smoked_meat", "dried_berries", "roasted_nuts", "herbal_tea" + ] + }, + "materiali": { + "count": 9, # 18 PNG (9 types × 2 styles) + "items": [ + "dino_bone", "dino_hide", "dino_tooth", "amber_chunk", + "obsidian", "volcanic_glass", "fossil_fuel", "tar", "sulfur" + ] + }, + "oblacila": { + "count": 8, # 16 PNG (8 types × 2 styles) + "items": [ + "dino_hide_vest", "dino_hide_pants", "dino_hide_boots", + "dino_tooth_necklace", "amber_pendant", "bone_helmet", + "hide_gloves", "volcanic_goggles" + ] + }, + "orodja": { + "count": 10, # 20 PNG (10 types × 2 styles) + "items": [ + "bone_pickaxe", "bone_axe", "bone_sword", "bone_spear", + "obsidian_knife", "volcanic_hammer", "tar_torch", + "fossil_brush", "hide_backpack", "bone_fishing_rod" + ] + }, + "npcs": { + "count": 5, # 10 PNG (5 types × 2 styles) + "items": [ + "paleontologist", "cave_dweller_male", "cave_dweller_female", + "dino_keeper", "fossil_trader" + ] + } +} + +BASE_PATH = Path("/Users/davidkotnik/repos/novafarma/assets/slike/biomi/dino_valley") + +def scan_existing_assets(): + """Scan existing PNG files in Dino Valley""" + existing = { + "fauna": [], + "teren": [], + "vegetacija": [], + "rekviziti": [], + "zgradbe": [], + "hrana": [], + "materiali": [], + "oblacila": [], + "orodja": [], + "npcs": [] + } + + for category in existing.keys(): + category_path = BASE_PATH / category + if category_path.exists(): + for file in category_path.glob("*.png"): + # Extract base name without _styleA / _styleB suffix + name = file.stem + if name.endswith("_stylea") or name.endswith("_styleb"): + base_name = name.rsplit("_", 1)[0] + else: + base_name = name + + if base_name not in existing[category]: + existing[category].append(base_name) + + return existing + +def find_missing_assets(): + """Compare spec vs existing, return missing list""" + existing = scan_existing_assets() + missing = {} + + for category, spec in DINO_VALLEY_SPEC.items(): + missing[category] = { + "items": [], + "total_png_needed": 0 + } + + for item in spec["items"]: + if item not in existing[category]: + missing[category]["items"].append(item) + + # Each item needs 2 PNG (Style A + B) + missing[category]["total_png_needed"] = len(missing[category]["items"]) * 2 + + return missing + +def generate_report(): + """Generate detailed missing assets report""" + missing = find_missing_assets() + + total_missing_items = sum(len(cat["items"]) for cat in missing.values()) + total_missing_png = sum(cat["total_png_needed"] for cat in missing.values()) + + print("=" * 60) + print("DINO VALLEY MISSING ASSETS REPORT") + print("=" * 60) + print() + + for category, data in missing.items(): + if data["items"]: + print(f"📁 {category.upper()} - {data['total_png_needed']} PNG needed") + for item in data["items"]: + print(f" ❌ {item}") + print() + + print("=" * 60) + print(f"TOTAL MISSING ITEMS: {total_missing_items}") + print(f"TOTAL MISSING PNG: {total_missing_png} (including both styles)") + print("=" * 60) + + # Save to JSON for next script + output_file = Path("/Users/davidkotnik/repos/novafarma/scripts/dino_valley_missing.json") + with open(output_file, 'w') as f: + json.dump(missing, f, indent=2) + + print(f"\n✅ Report saved to: {output_file}") + + return missing + +if __name__ == "__main__": + generate_report() diff --git a/scripts/dino_valley_missing.json b/scripts/dino_valley_missing.json new file mode 100644 index 000000000..140e56944 --- /dev/null +++ b/scripts/dino_valley_missing.json @@ -0,0 +1,143 @@ +{ + "fauna": { + "items": [ + "tyrannosaurus_rex", + "triceratops", + "velociraptor", + "stegosaurus", + "brachiosaurus", + "pterodactyl", + "ankylosaurus", + "parasaurolophus", + "dilophosaurus", + "spinosaurus", + "iguanodon", + "archaeopteryx", + "compsognathus", + "plesiosaurus", + "mosasaurus", + "carnotaurus" + ], + "total_png_needed": 32 + }, + "teren": { + "items": [], + "total_png_needed": 0 + }, + "vegetacija": { + "items": [ + "dino_giant_mushroom", + "dino_prehistoric_vine", + "dino_horsetail", + "dino_tree_fern", + "dino_ginkgo_tree" + ], + "total_png_needed": 10 + }, + "rekviziti": { + "items": [ + "dino_bones_pile", + "dino_ribcage", + "dino_nest", + "dino_eggs", + "fossil_amber", + "fossil_trilobite", + "fossil_ammonite", + "volcanic_rock_large", + "lava_pool", + "steam_vent", + "tar_bubble", + "cave_entrance", + "ancient_ruins_pillar", + "ancient_ruins_altar", + "dino_footprint", + "prehistoric_log", + "crystal_formation", + "geothermal_spring", + "obsidian_shard" + ], + "total_png_needed": 38 + }, + "zgradbe": { + "items": [ + "dino_research_station", + "dino_cave_dwelling", + "dino_observation_tower", + "dino_fossil_excavation_site" + ], + "total_png_needed": 8 + }, + "hrana": { + "items": [ + "dino_meat_raw", + "dino_meat_cooked", + "dino_egg_raw", + "dino_egg_cooked", + "prehistoric_berries", + "cycad_fruit", + "fern_shoots", + "mushroom_caps", + "tar_honey", + "volcanic_salt", + "mineral_water", + "bone_broth", + "smoked_meat", + "dried_berries", + "roasted_nuts", + "herbal_tea" + ], + "total_png_needed": 32 + }, + "materiali": { + "items": [ + "dino_bone", + "dino_hide", + "dino_tooth", + "amber_chunk", + "obsidian", + "volcanic_glass", + "fossil_fuel", + "tar", + "sulfur" + ], + "total_png_needed": 18 + }, + "oblacila": { + "items": [ + "dino_hide_vest", + "dino_hide_pants", + "dino_hide_boots", + "dino_tooth_necklace", + "amber_pendant", + "bone_helmet", + "hide_gloves", + "volcanic_goggles" + ], + "total_png_needed": 16 + }, + "orodja": { + "items": [ + "bone_pickaxe", + "bone_axe", + "bone_sword", + "bone_spear", + "obsidian_knife", + "volcanic_hammer", + "tar_torch", + "fossil_brush", + "hide_backpack", + "bone_fishing_rod" + ], + "total_png_needed": 20 + }, + "npcs": { + "items": [ + "paleontologist", + "cave_dweller_male", + "cave_dweller_female", + "dino_keeper", + "fossil_trader" + ], + "total_png_needed": 10 + } +} \ No newline at end of file diff --git a/scripts/vertex_dino_valley_generator.py b/scripts/vertex_dino_valley_generator.py new file mode 100644 index 000000000..c12c35f79 --- /dev/null +++ b/scripts/vertex_dino_valley_generator.py @@ -0,0 +1,175 @@ +#!/usr/bin/env python3 +""" +Vertex AI Imagen Bulk Generator - Dino Valley +Generates all missing Dino Valley assets using Google Vertex AI Imagen 3 +""" + +import os +import json +import time +from pathlib import Path +from vertexai.preview.vision_models import ImageGenerationModel + +# Initialize Vertex AI +os.environ["GOOGLE_APPLICATION_CREDENTIALS"] = os.path.expanduser( + "~/.config/gcloud/application_default_credentials.json" +) + +PROJECT_ID = "gen-lang-client-0428644398" +LOCATION = "us-central1" + +# Style prompts +STYLE_A_SUFFIX = """ +2D game asset, SMOOTH CHIBI-STYLE VECTOR ART (NOT pixel art), clean anti-aliased edges, +bold thick black outlines, flat vibrant bright colors, cute playful proportions, +simple clean shapes, friendly cartoon aesthetic. Reference style: cute anime/manga chibi characters, +smooth polished vector art. Solid bright chroma key green background (#00FF00), +no other elements, centered subject, game-ready asset. +""" + +STYLE_B_SUFFIX = """ +2D game asset, dark hand-drawn gritty noir style with dramatic shadows, high contrast, +sketchy atmospheric lines, moody lighting, mature post-apocalyptic aesthetic. +Solid bright chroma key green background (#00FF00), no other elements, centered subject, game-ready asset. +""" + +def load_missing_assets(): + """Load missing assets JSON""" + json_path = Path("/Users/davidkotnik/repos/novafarma/scripts/dino_valley_missing.json") + with open(json_path, 'r') as f: + return json.load(f) + +def get_category_description(category): + """Get detailed description for each category""" + descriptions = { + "fauna": "prehistoric dinosaur creature", + "teren": "tileable terrain ground tile", + "vegetacija": "prehistoric plant or vegetation", + "rekviziti": "prop object or environmental decoration", + "zgradbe": "building or structure", + "hrana": "food item", + "materiali": "crafting material or resource", + "oblacila": "clothing or armor piece", + "orodja": "tool or weapon", + "npcs": "non-player character, full body sprite, clearly visible eyes with pupils and highlights, detailed facial expression" + } + return descriptions.get(category, "game asset") + +def generate_prompt(item_name, category, style): + """Generate detailed prompt for Vertex AI""" + category_desc = get_category_description(category) + + # Clean up item name for prompt + display_name = item_name.replace("_", " ").replace("dino ", "") + + # Build base prompt + base_prompt = f"{category_desc}: {display_name}, " + + # Add style + if style == "A": + prompt = base_prompt + STYLE_A_SUFFIX + else: + prompt = base_prompt + STYLE_B_SUFFIX + + return prompt + +def generate_image_vertex(prompt, output_path): + """Generate single image using Vertex AI Imagen""" + try: + model = ImageGenerationModel.from_pretrained("imagegeneration@006") + + response = model.generate_images( + prompt=prompt, + number_of_images=1, + aspect_ratio="1:1", + safety_filter_level="block_some", + person_generation="allow_adult" + ) + + if response.images: + # Save image + response.images[0].save(output_path) + return True + else: + print(f" ❌ No images generated for: {output_path.name}") + return False + + except Exception as e: + print(f" ⚠️ Error generating {output_path.name}: {str(e)}") + return False + +def generate_dino_valley(): + """Main generation loop""" + missing = load_missing_assets() + base_path = Path("/Users/davidkotnik/repos/novafarma/assets/slike/biomi/dino_valley") + + total_items = sum(len(cat["items"]) for cat in missing.values()) + total_png = total_items * 2 # Both styles + + print("=" * 60) + print("🦖 DINO VALLEY BULK GENERATION STARTING") + print("=" * 60) + print(f"Total items: {total_items}") + print(f"Total PNG to generate: {total_png}") + print(f"Estimated time: {total_png / 6:.1f} minutes") + print("=" * 60) + print() + + generated_count = 0 + failed_count = 0 + + for category, data in missing.items(): + if not data["items"]: + continue + + category_path = base_path / category + category_path.mkdir(parents=True, exist_ok=True) + + print(f"\n📁 CATEGORY: {category.upper()}") + print(f"Items to generate: {len(data['items'])}") + print("-" * 60) + + for item in data["items"]: + # Generate Style A + prompt_a = generate_prompt(item, category, "A") + output_a = category_path / f"{item}_stylea.png" + + print(f" 🎨 Generating: {item}_stylea.png") + if generate_image_vertex(prompt_a, output_a): + generated_count += 1 + print(f" ✅ Success! ({generated_count}/{total_png})") + else: + failed_count += 1 + + time.sleep(1) # Small delay between requests + + # Generate Style B + prompt_b = generate_prompt(item, category, "B") + output_b = category_path / f"{item}_styleb.png" + + print(f" 🎨 Generating: {item}_styleb.png") + if generate_image_vertex(prompt_b, output_b): + generated_count += 1 + print(f" ✅ Success! ({generated_count}/{total_png})") + else: + failed_count += 1 + + time.sleep(1) + + # Progress update every 10 items + if (generated_count + failed_count) % 20 == 0: + progress_pct = (generated_count / total_png) * 100 + print(f"\n 📊 PROGRESS: {generated_count}/{total_png} ({progress_pct:.1f}%)") + print(f" ⏱️ Estimated remaining: {(total_png - generated_count) / 6:.1f} minutes\n") + + print("\n" + "=" * 60) + print("🎉 DINO VALLEY GENERATION COMPLETE!") + print("=" * 60) + print(f"✅ Generated: {generated_count}/{total_png}") + print(f"❌ Failed: {failed_count}") + print("=" * 60) + +if __name__ == "__main__": + import vertexai + vertexai.init(project=PROJECT_ID, location=LOCATION) + generate_dino_valley()