docs: Director Mode v1.0 - Master Directive & Implementation Plan
Added comprehensive directive and implementation plan for v1.0 release: - Political systems (Lawyer, Mayor) - Work automation (Zombie workers, 4-frame animations) - Cinematic intro (Ken Burns, typewriter, blur-to-clear) - Accessibility (ADHD mode, colorblind filters, asset gallery) Current asset count: 1200+ images Latest batch: 342 Style 32 assets Status: Ready for autonomous execution
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.agent/workflows/v1_0_final_directive.md
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description: Mrtva Dolina v1.0 - Final Director Directive
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---
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# 🎬 MRTVA DOLINA v1.0 - ZADNJI DIREKTORSKI UKAZ
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**STATUS**: ACTIVE
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**PRIORITY**: CRITICAL
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**TURBO**: // turbo-all
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**ASSIGNED**: Antigravity Agent (Autonomous Execution)
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---
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## 🎯 MISSION OVERVIEW
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Implement the final v1.0 systems for "Mrtva Dolina" (Death Valley / DolinaSmrti) with full autonomy. This is the capstone build that brings together political systems, automation, cinematic intro, and accessibility features.
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---
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## 📦 DELIVERABLES
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### 1️⃣ POLITIČNI & PRAVNI SISTEM (Style 32)
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#### 🏛️ ODVETNIK (Lawyer NPC)
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**Visual Assets Required:**
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- **Character**: Wrinkled suit, thick glasses (no pupils), brown briefcase
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- **Style**: Dark-Chibi Noir (Style 32)
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- **Function**: Handles divorces (50,000g fee), takes 25% of money, triggers town gossip
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**Game Mechanics:**
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```javascript
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LawyerService {
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- divorceFee: 50000g
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- lawyerCut: 25%
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- triggerGossip: true
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- cooldown: 7 days
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}
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```
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#### 🏛️ ŽUPAN (Mayor NPC)
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**Visual Assets Required:**
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- **Character**: Post-apocalyptic style with ceremonial sash
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- **Style**: Dark-Chibi Noir (Style 32)
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- **Function**: Issues biome permits, collects taxes
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**Game Mechanics:**
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```javascript
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MayorService {
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- biomePermits: {
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desert: 10000g,
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mountains: 15000g,
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jungle: 20000g
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}
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- taxRate: 10%
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- taxInterval: 30 days
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}
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```
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---
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### 2️⃣ DELO & AVTOMATIZACIJA
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#### 🎬 4-Frame Animation Cycles
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**Required Animations:**
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1. **Cow Milking** (`milking_cycle_4f.png`)
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- Frame 1: Approach bucket
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- Frame 2: Position hands
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- Frame 3: Squeeze motion
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- Frame 4: Milk stream visible
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2. **Blacksmithing** (`blacksmith_cycle_4f.png`)
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- Frame 1: Lift hammer
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- Frame 2: Swing down
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- Frame 3: Impact + sparks ✨
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- Frame 4: Return to lift
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3. **Chopping Wood** (`chop_wood_cycle_4f.png`)
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- Frame 1: Raise axe
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- Frame 2: Swing arc
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- Frame 3: Impact + wood chips
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- Frame 4: Pull axe out
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4. **Mining** (`mining_cycle_4f.png`)
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- Frame 1: Pickaxe raised
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- Frame 2: Swing motion
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- Frame 3: Impact + rock debris
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- Frame 4: Reset stance
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#### 🧟 Zombie Workers (24/7 Automation)
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**Visual Requirements:**
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- Purple glowing eyes (violet: `#9D4EDD`)
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- Style 32 Dark-Chibi aesthetic
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- Carrying animations with resources
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**Mechanics:**
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```javascript
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ZombieWorker {
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- workHours: 24/7
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- eyeColor: "#9D4EDD" (purple)
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- autoStorage: true
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- efficiency: 75%
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- maintenanceCost: 50g/day
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}
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```
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---
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### 3️⃣ FILMSKI INTRO & VOICE CLONING
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#### 🎥 Cinematic Intro Sequence
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**Technical Requirements:**
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1. **Ken Burns Effect**: Slow zoom + pan on still images
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2. **Cross-Fade Transitions**: 1.5s fade between scenes
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3. **Typewriter Text**: Natural typing effect (60ms/char)
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4. **Blur-to-Clear Transition**: Final scene transition into gameplay
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**Voice Cloning:**
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- **Source**: User's Slovenian voice (male)
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- **Process**: Clone for multi-language narration
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- **Effect**: Radio filter for post-apocalyptic aesthetic
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- **Languages**: Slovenian (original), English, German, Italian, Chinese
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**Intro Script Structure:**
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```
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SCENE 1: Abandoned farm (Ken Burns zoom)
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"Leta 2084, Dolina se ni več obranila..."
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SCENE 2: Laboratory flash
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"Incident je pustil posledice, ki jih nihče ni pričakoval..."
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SCENE 3: Kai standing in field (blur-to-clear)
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"Zdaj je čas, da stvari spravimo nazaj v red."
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TRANSITION: Blur-to-gameplay (Base Farm)
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```
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---
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### 4️⃣ PREGLEDNOST & DOSTOPNOST
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#### 🖼️ Asset Gallery (Thumbnail Grid)
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**Implementation:**
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- Create `asset_gallery.html` in `/tools/`
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- Grid layout: 4 columns, auto rows
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- Thumbnail size: 128x128px
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- Categories: Buildings, NPCs, Terrain, Props, UI, Interior, Weapons, Tools
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- Live search filter
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- Click to enlarge (modal)
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**Features:**
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```html
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- Live thumbnail grid of all PNG assets
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- Hover to show filename
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- Click to view full size
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- Filter by category
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- Sort by date/name/size
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```
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#### 🔍 Hover Preview System
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**IDE Integration:**
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- When hovering over `.png` filename in code → show preview popup
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- Preview size: 256x256px max
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- Fade-in: 200ms
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- Shows: filename, dimensions, file size
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#### 🎨 ADHD Focus Mode
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**Features:**
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```javascript
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ADHDFocusMode {
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- reduceAnimations: true
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- highlightInteractables: true
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- simplifyUI: true
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- increaseContrast: 150%
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- reduceCognitiveLoad: true
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}
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```
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#### 🌈 Color Blindness Filters
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**Modes:**
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- Protanopia (red-blind)
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- Deuteranopia (green-blind)
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- Tritanopia (blue-blind)
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- Monochrome mode
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#### 📂 Smart Auto-Labeling & Organization
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**Naming Convention:**
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```
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{character}_{action}_{style}.png
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Examples:
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- gronk_vape_style32.png
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- kai_idle_style32.png
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- ana_diary_style32.png
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```
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**Folder Structure:**
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```
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/assets/images/STYLE_32_SESSION_JAN_04/
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├── characters/
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│ ├── gronk/
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│ ├── kai/
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│ ├── ana/
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│ └── zombies/
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├── biomes/
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│ ├── desert/
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│ ├── mountains/
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│ └── jungle/
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├── buildings/
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├── props/
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├── ui/
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└── effects/
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```
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---
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## 🚀 EXECUTION SEQUENCE
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### Phase 1: Asset Generation (Style 32)
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```bash
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1. Generate lawyer_character_style32.png
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2. Generate mayor_character_style32.png
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3. Generate 4-frame animation spritesheets
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4. Generate zombie_worker_purple_eyes_style32.png
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```
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### Phase 2: Game Systems Implementation
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```bash
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1. Create LawyerService.js
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2. Create MayorService.js
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3. Create ZombieWorkerManager.js
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4. Create WorkAnimationSystem.js
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```
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### Phase 3: Cinematic Intro
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```bash
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1. Create IntroScene.js with Ken Burns
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2. Implement voice cloning pipeline
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3. Add typewriter text effect
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4. Implement blur-to-clear transition
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```
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### Phase 4: Accessibility & Gallery
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```bash
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1. Create asset_gallery.html
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2. Implement hover preview system
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3. Add ADHD Focus Mode toggle
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4. Implement colorblind filters
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5. Reorganize assets into smart folders
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```
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### Phase 5: Testing & Polish
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```bash
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1. Test all new systems in-game
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2. Verify accessibility features
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3. Test intro sequence
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4. Final QA pass
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```
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---
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## 📊 SUCCESS METRICS
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- ✅ All Style 32 political NPCs generated
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- ✅ 4 animation cycles (4 frames each) complete
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- ✅ Zombie workers functional with purple eyes
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- ✅ Intro plays smoothly with Ken Burns + typewriter
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- ✅ Asset gallery shows all 342+ images
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- ✅ Hover preview works in code editor
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- ✅ ADHD mode reduces cognitive load
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- ✅ All colorblind filters functional
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- ✅ Assets organized in smart folder structure
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---
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## 🎯 FINAL COMMIT MESSAGE
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```
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feat(v1.0): Director Mode - Political Systems, Automation, Cinematic Intro & Accessibility
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- Added Lawyer NPC (divorce system, 50k fee, 25% cut, gossip trigger)
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- Added Mayor NPC (biome permits, tax collection)
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- Implemented 4-frame work animations (milking, blacksmithing, chopping, mining)
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- Created zombie worker system (24/7, purple eyes, auto-storage)
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- Built cinematic intro with Ken Burns, typewriter, blur-to-clear
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- Voice cloning pipeline for multi-language narration
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- Asset gallery with thumbnail grid (342+ images)
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- Hover preview system for PNG files
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- ADHD Focus Mode + colorblind filters
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- Smart asset organization and auto-labeling
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Status: Mrtva Dolina v1.0 COMPLETE 🎬
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```
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---
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**END OF DIRECTIVE**
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**Agent: Proceed with autonomous execution.**
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**No further approval required - DIRECTOR MODE ACTIVE.**
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