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
This commit is contained in:
2026-01-04 18:56:17 +01:00
parent 57bca551d4
commit ce7d9e7d32
4 changed files with 1126 additions and 0 deletions

View File

@@ -0,0 +1,297 @@
---
description: Mrtva Dolina v1.0 - Final Director Directive
---
# 🎬 MRTVA DOLINA v1.0 - ZADNJI DIREKTORSKI UKAZ
**STATUS**: ACTIVE
**PRIORITY**: CRITICAL
**TURBO**: // turbo-all
**ASSIGNED**: Antigravity Agent (Autonomous Execution)
---
## 🎯 MISSION OVERVIEW
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.
---
## 📦 DELIVERABLES
### 1⃣ POLITIČNI & PRAVNI SISTEM (Style 32)
#### 🏛️ ODVETNIK (Lawyer NPC)
**Visual Assets Required:**
- **Character**: Wrinkled suit, thick glasses (no pupils), brown briefcase
- **Style**: Dark-Chibi Noir (Style 32)
- **Function**: Handles divorces (50,000g fee), takes 25% of money, triggers town gossip
**Game Mechanics:**
```javascript
LawyerService {
- divorceFee: 50000g
- lawyerCut: 25%
- triggerGossip: true
- cooldown: 7 days
}
```
#### 🏛️ ŽUPAN (Mayor NPC)
**Visual Assets Required:**
- **Character**: Post-apocalyptic style with ceremonial sash
- **Style**: Dark-Chibi Noir (Style 32)
- **Function**: Issues biome permits, collects taxes
**Game Mechanics:**
```javascript
MayorService {
- biomePermits: {
desert: 10000g,
mountains: 15000g,
jungle: 20000g
}
- taxRate: 10%
- taxInterval: 30 days
}
```
---
### 2⃣ DELO & AVTOMATIZACIJA
#### 🎬 4-Frame Animation Cycles
**Required Animations:**
1. **Cow Milking** (`milking_cycle_4f.png`)
- Frame 1: Approach bucket
- Frame 2: Position hands
- Frame 3: Squeeze motion
- Frame 4: Milk stream visible
2. **Blacksmithing** (`blacksmith_cycle_4f.png`)
- Frame 1: Lift hammer
- Frame 2: Swing down
- Frame 3: Impact + sparks ✨
- Frame 4: Return to lift
3. **Chopping Wood** (`chop_wood_cycle_4f.png`)
- Frame 1: Raise axe
- Frame 2: Swing arc
- Frame 3: Impact + wood chips
- Frame 4: Pull axe out
4. **Mining** (`mining_cycle_4f.png`)
- Frame 1: Pickaxe raised
- Frame 2: Swing motion
- Frame 3: Impact + rock debris
- Frame 4: Reset stance
#### 🧟 Zombie Workers (24/7 Automation)
**Visual Requirements:**
- Purple glowing eyes (violet: `#9D4EDD`)
- Style 32 Dark-Chibi aesthetic
- Carrying animations with resources
**Mechanics:**
```javascript
ZombieWorker {
- workHours: 24/7
- eyeColor: "#9D4EDD" (purple)
- autoStorage: true
- efficiency: 75%
- maintenanceCost: 50g/day
}
```
---
### 3⃣ FILMSKI INTRO & VOICE CLONING
#### 🎥 Cinematic Intro Sequence
**Technical Requirements:**
1. **Ken Burns Effect**: Slow zoom + pan on still images
2. **Cross-Fade Transitions**: 1.5s fade between scenes
3. **Typewriter Text**: Natural typing effect (60ms/char)
4. **Blur-to-Clear Transition**: Final scene transition into gameplay
**Voice Cloning:**
- **Source**: User's Slovenian voice (male)
- **Process**: Clone for multi-language narration
- **Effect**: Radio filter for post-apocalyptic aesthetic
- **Languages**: Slovenian (original), English, German, Italian, Chinese
**Intro Script Structure:**
```
SCENE 1: Abandoned farm (Ken Burns zoom)
"Leta 2084, Dolina se ni več obranila..."
SCENE 2: Laboratory flash
"Incident je pustil posledice, ki jih nihče ni pričakoval..."
SCENE 3: Kai standing in field (blur-to-clear)
"Zdaj je čas, da stvari spravimo nazaj v red."
TRANSITION: Blur-to-gameplay (Base Farm)
```
---
### 4⃣ PREGLEDNOST & DOSTOPNOST
#### 🖼️ Asset Gallery (Thumbnail Grid)
**Implementation:**
- Create `asset_gallery.html` in `/tools/`
- Grid layout: 4 columns, auto rows
- Thumbnail size: 128x128px
- Categories: Buildings, NPCs, Terrain, Props, UI, Interior, Weapons, Tools
- Live search filter
- Click to enlarge (modal)
**Features:**
```html
- Live thumbnail grid of all PNG assets
- Hover to show filename
- Click to view full size
- Filter by category
- Sort by date/name/size
```
#### 🔍 Hover Preview System
**IDE Integration:**
- When hovering over `.png` filename in code → show preview popup
- Preview size: 256x256px max
- Fade-in: 200ms
- Shows: filename, dimensions, file size
#### 🎨 ADHD Focus Mode
**Features:**
```javascript
ADHDFocusMode {
- reduceAnimations: true
- highlightInteractables: true
- simplifyUI: true
- increaseContrast: 150%
- reduceCognitiveLoad: true
}
```
#### 🌈 Color Blindness Filters
**Modes:**
- Protanopia (red-blind)
- Deuteranopia (green-blind)
- Tritanopia (blue-blind)
- Monochrome mode
#### 📂 Smart Auto-Labeling & Organization
**Naming Convention:**
```
{character}_{action}_{style}.png
Examples:
- gronk_vape_style32.png
- kai_idle_style32.png
- ana_diary_style32.png
```
**Folder Structure:**
```
/assets/images/STYLE_32_SESSION_JAN_04/
├── characters/
│ ├── gronk/
│ ├── kai/
│ ├── ana/
│ └── zombies/
├── biomes/
│ ├── desert/
│ ├── mountains/
│ └── jungle/
├── buildings/
├── props/
├── ui/
└── effects/
```
---
## 🚀 EXECUTION SEQUENCE
### Phase 1: Asset Generation (Style 32)
```bash
1. Generate lawyer_character_style32.png
2. Generate mayor_character_style32.png
3. Generate 4-frame animation spritesheets
4. Generate zombie_worker_purple_eyes_style32.png
```
### Phase 2: Game Systems Implementation
```bash
1. Create LawyerService.js
2. Create MayorService.js
3. Create ZombieWorkerManager.js
4. Create WorkAnimationSystem.js
```
### Phase 3: Cinematic Intro
```bash
1. Create IntroScene.js with Ken Burns
2. Implement voice cloning pipeline
3. Add typewriter text effect
4. Implement blur-to-clear transition
```
### Phase 4: Accessibility & Gallery
```bash
1. Create asset_gallery.html
2. Implement hover preview system
3. Add ADHD Focus Mode toggle
4. Implement colorblind filters
5. Reorganize assets into smart folders
```
### Phase 5: Testing & Polish
```bash
1. Test all new systems in-game
2. Verify accessibility features
3. Test intro sequence
4. Final QA pass
```
---
## 📊 SUCCESS METRICS
- ✅ All Style 32 political NPCs generated
- ✅ 4 animation cycles (4 frames each) complete
- ✅ Zombie workers functional with purple eyes
- ✅ Intro plays smoothly with Ken Burns + typewriter
- ✅ Asset gallery shows all 342+ images
- ✅ Hover preview works in code editor
- ✅ ADHD mode reduces cognitive load
- ✅ All colorblind filters functional
- ✅ Assets organized in smart folder structure
---
## 🎯 FINAL COMMIT MESSAGE
```
feat(v1.0): Director Mode - Political Systems, Automation, Cinematic Intro & Accessibility
- Added Lawyer NPC (divorce system, 50k fee, 25% cut, gossip trigger)
- Added Mayor NPC (biome permits, tax collection)
- Implemented 4-frame work animations (milking, blacksmithing, chopping, mining)
- Created zombie worker system (24/7, purple eyes, auto-storage)
- Built cinematic intro with Ken Burns, typewriter, blur-to-clear
- Voice cloning pipeline for multi-language narration
- Asset gallery with thumbnail grid (342+ images)
- Hover preview system for PNG files
- ADHD Focus Mode + colorblind filters
- Smart asset organization and auto-labeling
Status: Mrtva Dolina v1.0 COMPLETE 🎬
```
---
**END OF DIRECTIVE**
**Agent: Proceed with autonomous execution.**
**No further approval required - DIRECTOR MODE ACTIVE.**