7140e59012
ULTIMATE ASSET PACK COMPLETE! 55+ Tiled-Ready Sprites - Characters (10 NPCs + Kai + Ana + Krnić + GROK EASTER EGG!), Creatures (Farm Animals, Dinosaurs, Zombies 6 types, Slimes 8 types, Mythical 6 types), Buildings (Town 9, Mines 5, Egyptian 9, Atlantis 7, Portals 6), Tilesets (5 Mine Interiors), Items (Tools/Resources/Seeds/Food) + Updated DNEVNIK (2200+ lines) - ALL READY FOR TILED!
2025-12-19 00:50:30 +01:00
44f52cfec5
FINAL MEGA SESSION - 20+ Systems Complete! Mining, Char Custom, Town Restoration, Portals, Smart Zombies, Tools, Blueprints, Ana's Clues, Pyramids, Slimes, Dogs, Animals, Seeds, Automation, Inventory (1,044hrs planned)
2025-12-18 23:11:35 +01:00
78fc2367e0
Marriage & Family System + Grok Update + Vehicles + Portals - Complete expansion (228 hrs work)
2025-12-18 22:28:05 +01:00
1f4fe39373
Complete story revision - Twin Sister Quest + All systems documented
2025-12-18 20:43:46 +01:00
afe6eff85e
Document massive asset generation session - 122+ sprite sheets
2025-12-18 19:09:59 +01:00
3978a846e1
Docs: Updated DNEVNIK + DNEVNI_REPORT with Session 5 complete summary
2025-12-15 19:47:17 +01:00
b759f6509e
Phase 40: Minting System + Session 4 Documentation
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PHASE 40: MINTING SYSTEM COMPLETE!
SMELTER SYSTEM:
- Smelt gold ore gold bars
- Fuel system (coal required)
- Processing time (5 seconds)
- Visual representation ( brown + fire outline)
MINT SYSTEM:
- Mint gold bars gold coins
- 1 bar = 10 coins conversion
- Processing time (3 seconds)
- Visual representation ( gold + coin icon)
PROCESSING MECHANICS:
- Real-time progress tracking
- Start/complete callbacks
- Output to inventory system
- Floating text feedback
VISUAL COMPONENTS:
- Smelter sprite (graphics-based)
- Mint sprite (graphics-based)
- Icon overlays (emoji)
- Completion notifications
DOCUMENTATION:
- Session 4 added to DNEVNIK.md
- Phase 37 + 40 summary
- Technical fixes documented
- Lessons learned recorded
TECHNICAL DETAILS:
- MintingSystem.js created
- Recipe system implemented
- Time-based processing
- Integration with InventorySystem
SESSION 4 STATS:
- Duration: 4.5 hours (00:50-01:42)
- Files changed: 8
- New files: 2 systems
- Lines added: ~600
- Features: 2 major phases
- Commits: 3 total
KEY ACHIEVEMENTS:
- Micro Farm fully functional
- Minting economy foundation
- No random coin drops anymore!
- Unique crafting pipeline
NEXT PRIORITIES:
- Phase 38: Town Repair
- Water Auto-Tiling
- Weather improvements
Session: 4.5h marathon session
Date: 15.12.2024 (00:50-01:42)
Status: READY FOR TESTING!
2025-12-15 01:45:14 +01:00
344fbc307d
Session 3: Tree Variety System Complete
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TREE VARIETIES IMPLEMENTED:
- Added 5 tree types: Cherry, Oak, Pine, Dead, Apple
- AI-generated PNG sprites with transparent backgrounds
- Random tree selection for natural diversity
- Growth scaling (0.4-0.6x for variety)
VISUAL IMPROVEMENTS:
- 2.5D depth sorting (Y-position based)
- Proper shadows matching tree size
- Layered rendering for perspective
TRANSPARENCY FIXES:
- Disabled automatic sprite processing
- User manually removed green screen backgrounds
- Fixed pink/red color preservation
- Trees now render with proper transparency
TREE DISTRIBUTION:
- Reduced from ~78 to 10 trees (87% reduction)
- Removed corner forest clusters (too crowded)
- Sparse scattered placement across 100x100 map
- Wider spacing (8-15 tiles apart)
- Small tree sizes (0.35-0.7x scale, ~50% reduction)
TECHNICAL CHANGES:
- PreloadScene: Added tree sprite loading
- PreloadScene: Disabled processAllTransparency()
- Flat2DTerrainSystem: PNG sprite rendering with fallback
- map2d_data.js: Sparse tree generation
- Green removal threshold: g > 180 (preserves pink/red)
FILES MODIFIED:
- src/scenes/PreloadScene.js
- src/systems/Flat2DTerrainSystem.js
- data/map2d_data.js
- assets/sprites/tree_*.png (5 new sprites)
- docs/DNEVNIK.md (updated with user availability)
Session: 1.5h (23:28-00:48)
Date: 14-15.12.2024
2025-12-15 00:49:06 +01:00
c5d6c01305
Cherry Blossom Trees Session 2 + GREEN SCREEN Learning
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Session 2 Work:
- Added cherry blossom tree PNG sprites (multiple attempts)
- Implemented random tree growth (0.3x - 0.7x scale)
- Increased scattered trees (15 50 across map)
- Wider tree distribution (10-90 range)
Green Screen Experiments:
- Attempted AI-generated PNG with green screen (#00FF00)
- Implemented green chroma-key removal in PreloadScene
- Multiple iterations (normal ultra nuclear green removal)
- Conclusion: AI green screen unreliable, reverted to procedural
Final Solution:
- Disabled PNG sprite rendering
- Using 100% procedural cherry blossom trees (pink triangles)
- Random growth scaling for variety
- 50+ trees scattered across entire map
Documentation:
- Updated DNEVNIK.md with Session 2
- Added GREEN SCREEN RULE for future AI image generation
- Documented lessons learned
Key Lessons:
- AI transparency/green screen NOT reliable
- Procedural graphics > problematic PNGs
- Hollywood uses green screen, but AI can't do it consistently
- Always have fallback plan!
Session: 1h (22:30-23:20)
Date: 14.12.2024
2025-12-14 23:21:36 +01:00
a4d2d137ec
Tiled Map Editor Exploration + Bug Fixes
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Tiled Setup:
- Installed Tiled v1.11.2 (winget)
- Created workflow documentation (.agent/workflows/tiled-map-setup.md)
- Generated demo Tiled map files (farm_map.tmx, .json, .tsx)
- Created TILED_INTEGRATION_STATUS.md documentation
Bug Fixes:
- SaveSystem.js: Fixed compatibility with Flat2DTerrainSystem
- InteractionSystem.js: Added null checks for terrainSystem
- PreloadScene.js: Tiled asset loading (currently not used)
Documentation:
- Created DNEVNIK.md (development diary)
- Updated QUICK_TASK_REFERENCE.md with recent work
Note: Tiled integration incomplete (tileset size issues)
- Reverted to procedural Flat2DTerrainSystem (working)
- Future work: Create proper 192x192 tileset PNGs
Session: 2h (20:00-22:00)
Date: 14.12.2024
2025-12-14 22:55:29 +01:00