Commit Graph

328 Commits

Author SHA1 Message Date
cb17e6a771 Docs: Update Game Bible logic, import references, session log Jan 24 2026-01-24 10:31:56 +01:00
3cd262b5d3 🎨 GLAVNA REFERENCA CLEANUP: Preimenovanje v preprosta imena
MAJOR CLEANUP: Glavna referenčna mapa organizirana in preimenovana

STATISTIKA:
- Seansa 1: 1,732 slik (root mapa)
- Seansa 2: 487 slik (podmape)
- Skupaj: ~2,219 preimenovanj

SPREMEMBE:
- Angleška preprosta imena (brez podčrtajev)
- Odstranjena dolga generirana imena
- Format: category1.png, category2.png
- Brez timestamps, brez prefixov

PRIMER:
- PREJ: src_assets_library_godot_references_references_enemies_zombies_variants_strong_animations_napad_zombi_strong_attack1.png
- POTEM: zombie1.png

- PREJ: libraryphases102.png
- POTEM: library102.png

NOVO DODANI SKRIPI:
- complete_mass_rename.py (kompletni rename vključno podmape)
- simple_rename.py (inteligentni rename sistem)
- glavna_referenca_cleanup.py (analiza duplikatov)
- DUPLICATE_REPORT.json (4 duplikati najdeni)

ANALIZA:
- Duplikati: 4 skupine (3.5 MB prostora)
- Dolžina imen: iz 53.3 → ~10 znakov
- Organizacija: Po kategorijah

VSE SLIKE SEDAJ IMAJO KRATKA PREPROSTA IMENA!

Trajanje: ~30 min
Status: SUCCESS
2026-01-23 06:26:18 +01:00
0c9475829c 🎨 MASS RENAME: 13,360 slik preimenovanih v slovenščino
MAJOR UPDATE: Sistematično preimenovanje vseh slik v projektu

STATISTIKA:
- Skupaj slik: 18,154
- Preimenovanih: 13,360 (73.5%)
- Preskočenih: 1,917
- Napak: 0

SPREMEMBE:
- Angleška imena → Slovenska imena
- Odstranjeni timestamp številke
- Ohranjena vsa ozadja in barve
- Logična kratka imena

PRIMERI:
- apple_tree_mature_spring → jablana_drevo_zrelo_pomlad
- zombie_statistician_idle → zombi_statistik_mirovanje
- health_icon → zdravje_ikona

NOVI SKRIPI:
- generate_image_inventory.py
- smart_mass_rename.py
- execute_rename.py

DOKUMENTACIJA:
- SESSION_DNEVNIK_22_23_JAN_2026_MASS_RENAME.md
- MRTVA_DOLINA_PREZENTACIJA.md (bonus)
- image_inventory.json (18k slik)

Trajanje: 13.5 ur - Status: SUCCESS
2026-01-23 05:38:41 +01:00
bf5047e0f0 🎨 UI Assets Consolidation & Reference Cleanup
- Copied 8 missing UI elements from NOVE_SLIKE/UI/ to nova mapa faza 0-1/UI/:
  • amnezija_maska.png
  • gumb_glavni.png
  • merilec_zdravja.png
  • okvir_zarjavel.png
  • srce_health.png
  • zlati_okvir.png
  • amnezia.png
  • gumb_recikliran.png

- Flattened glavna_referenca directory structure:
  • Moved 1836 PNG images from subdirectories to root level
  • Removed folder nesting (Animals, Biomes, Characters, Environment, UI, etc.)
  • All reference images now in single flat directory

- Created smart_background_removal.py:
  • Intelligent background removal preserving character details
  • Protects skin tones and facial features
  • Targets only solid backgrounds (white, green, checkerboard)

Total UI assets: 17 files in production folder
2026-01-22 06:31:53 +01:00
61ae6c779d 🎮 Dark-Chibi Noir Demo Scene v1.0 - Kaijev Svet
 Glavne Features:
- Main Demo Scene (main_demo_scene.html) s Kaijem, campfire, trees, tent
- Kai Camp Showcase (kai_camp_showcase.html) - isoliran showcase
- Asset cleanup & transparency fix za vse PNG assete
- Nova struktura: 'assets/slike/nova mapa faza 0-1/'
- Glavne reference v 'assets/slike/glavna_referenca/'

🔧 Technical:
- Python scripts: complete_visual_cleanup.py, remove_green_bg.py
- Transparency fix za vse karakterje, trees, props (brez zelenih ozadij)
- Dokumentacija: TENT_FOUND_REPORT, TRANSPARENCY_FIX_REPORT, VISUAL_CLEANUP_REPORT

🎨 Assets:
- Kai z dreadi (standalone sprite)
- Animated campfire (frame1 + frame2)
- Dead trees (10 variants)
- Tent, grass texture, wood logs
- Full Dark-Chibi Noir aesthetic

🚀 Demo Ready: HTML5 Canvas 2D Scene with WASD movement controls
2026-01-21 22:03:57 +01:00
26d689de03 🌲 Interactive Forest Path Scene - Faza 1 Demo
 Dodane features:
- Interaktivna kamera z mouse wheel zoom (0.5x - 2.5x)
- Dinamična trava z wind sway animacijo (6 šopov)
- Depth of Field efekt pri zoom-u (background fade)
- Virusne infekcije z neon zelenim glow (pulsing)
- Pot v gozd z mrtimi drevesi (tunnel effect)
- Y-sorted layering (9 slojev)

🧹 Asset Cleanup:
- Ultra cleaned 106+ PNG slik v 'nova mapa'
- Odstranjen checkerboard pattern z dreves, skal, trave
- Feathering robov poti za naravno zlitje
- Transparency fix na vseh environment assetih

🎨 Scene Composition:
- Kaijev tabor (šotor + ognjišče)
- Pot s skalami, poleni, razbito longboard
- Grmovje in drevored
- Foreground/midground/background separation

📁 Assets iz: nova mapa/ (Characters, Environment, UI)
🎮 Testno: http://localhost:3000 + mouse wheel zoom
2026-01-21 17:52:07 +01:00
06505bde64 konju 2026-01-21 12:13:23 +01:00
9736f5e5e3 lol 2026-01-21 11:09:46 +01:00
23342c2fa7 SESSION SAVE: Jan 21 UI Fixes & Transparency Restoration. Updated Bible & Diaries. 2026-01-21 02:44:06 +01:00
8c8d041097 doom 2026-01-21 02:25:15 +01:00
cf23eef790 lol 2026-01-21 01:08:21 +01:00
8436efa770 📦 Asset Cleanup: Consolidating new clean assets into 'NOVE_SLIKE', removing weird folder names, and setting up clean Start scene. 2026-01-21 01:01:17 +01:00
aab61aaa51 🧹 Massive Asset Reorganization: Cleaned filenames, removed duplicates, and sorted into UI/Items/Env/Chars/Animals folders. 2026-01-20 20:13:59 +01:00
ae1cf2e9bf mhm 2026-01-20 17:22:42 +01:00
cce5ed9791 ☢️ Added 3 Radioactive Green Mutant Animals to Reference 2026-01-20 12:23:38 +01:00
00fac6dc43 🚀 Blueprint System, Dark Chibi Animals & Massive Reference Organization
FEATURES:
 Blueprint System: Auto-generated ghost/hologram items for building mode
 ItemManager: Logic for Item/Blueprint switching
 New Animals: Cow, Pig, Bear, Wolf (Dark Noir Chibi Style)

ORGANIZATION:
 Flattened Reference Library: All 6k+ images in 'glavna_referenca' for easy review
 Cleanup: Empty 'ZA_PREGLED' and '_NESORTIRANO' sorted
 Unlocked: 'glavna_referenca' ready for manual editing

STATUS: Ready for DEMO assembly!
2026-01-20 12:16:50 +01:00
faffc9dd50 🧹 MASSIVE CLEANUP & New Stylized Animals
CLEANUP:
 Moved 4,059 backup/duplicate files to _TRASH_BIN/ (Safe storage)
 Project structure is now clean and organized!

NEW ASSETS:
 3 New Stylized Steampunk Animals:
  - 🐂 Bull (Serious/Gritty)
  - 🐏 Ram (Stylized)
  - 🐓 Rooster (Stylized)
  (Saved in assets/slike/animals/generated_steampunk/)

ORGANIZATION:
 Finalized 20 Biome folder structure (200 subfolders)
 Organized Susi assets into characters/susi/

STATUS: READY FOR DEMO DEVELOPMENT! 🚀
2026-01-20 11:45:43 +01:00
7ab6025486 🎨 Generated 10 Steampunk/Chibi Animals & Final Reference Org
EXTENDED SESSION (03:00 - 03:45 CET):

1. ANIMAL GENERATION (assets/slike/animals/generated_steampunk/):
    10 unique assets created:
   - Farm: Cow, Pig, Chicken, Duck, Goat, Horse, Rabbit, Donkey, Llama
   - Forest: Fox, Bear, Wolf
   - Style: Dark Noir Steampunk Chibi

2. REFERENCE ORGANIZATION (assets/slike/glavna_referenca/):
    Organized 2,626 files into subfolders
    Created comprehensive biome structure (200 folders)
    Moved docs to docs/art_guidelines/

SESSION UPDATE:
- Total Time: 3h 03min
- Files Processed: 5,788+
- Status: SESSION COMPLETE! 🚀
2026-01-20 10:45:44 +01:00
4958d0f830 📝 Session Complete + Biome Folders
BIOME FOLDERS CREATED:
 biomes/travnik/ (grassland)
 biomes/mesto/ (city/town)
 biomes/gozd/ (forest)
 biomes/wasteland/ (ruins)

SESSION DOCUMENTATION:
 session_2026_01_20_epic_organization.md
  - Complete 2h11min diary
  - 3,162+ files organized
  - 12 commits breakdown
  - Time tracking included

PROJECT STATUS:
 PROJECT_STATUS_20_01_2026.md
  - 15,099 PNG files (111% of target!)
  - 5,530 organized (37%)
  - 255 specific assets missing
  - 37-week roadmap ready

ACHIEVEMENTS:
- Most productive session ever!
- Complete folder structure
- Master plan created
- Ready for DEMO launch

NEXT: Generate 26 DEMO assets → Kickstarter! 🚀
2026-01-20 02:55:07 +01:00
1051633479 👥 CHARACTER ORGANIZATION COMPLETE - 1,749 files
Organized all character files into characters/ structure:

MAIN CHARACTERS:
 kai/     1,131 files (all animations, poses, styles)
 ana/       196 files (explorer, aging system, ghost forms)
 gronk/     181 files (walk cycles, portraits, full sheets)

NPCs:
 npc/       241 files (electrician, zombies, scouts, mechanics, statistician, etc.)
 starsa/      0 files (ready for parents assets)

MOVED FROM:
- kai/ → characters/kai/
- ana/ → characters/ana/
- gronk/ → characters/gronk/
- liki/ → characters/npc/ (all NPCs and side characters)

Added organize_characters.py script for automation.
2026-01-20 02:34:46 +01:00
e2fd05455e 📁 Master Folder Structure - Extended Categories
Created additional organized folders:

🎒 ITEMS:
 orodje/      (tools - Slovenian version)
 semena/      (seeds - Slovenian version)
 spominki/    (memorabilia - special story items)

🏞️ ENVIRONMENT:
 mesto/ustanove/  (city/town establishments)
 klet/            (basement/cellar)

👥 CHARACTERS:
 starsa/      (parents - Kai's mom & dad)
 npc/         (NPCs - merchants, survivors, etc.)

🐛 ANIMALS/BUGS:
 zuzelke/normalne/  (normal insects)
 zuzelke/mutirane/  (mutated bugs)

Note: Main character folders (kai/, ana/, gronk/, liki/)
will be organized into characters/ in next commit.
2026-01-20 02:33:33 +01:00
1466292b3b 🗂️ MASSIVE ASSET REORGANIZATION - 1,413 files organized
ANIMALS SYSTEM (279 files):
 wild/        44 files (deer, wolf, bear, fox, boar, eagle, owl)
 domestic/   235 files (cow, chicken, sheep, pig, horse, dog, cat, rabbit, duck, goat)
 infected/     0 files (ready for infected animal assets)

ENVIRONMENT SYSTEM (1,134 files):
 rudnik/     177 files (rocks, stones, ores, minerals, crystals, caves)
 narava/     799 files (trees, bushes, flowers, plants, logs, stumps)
 tla/        156 files (ground textures, dirt, paths, roads, soil, sand)
 gradnja/      2 files (buildings - house, barn, shed)

WHAT WAS DONE:
- Moved all animals from zivali/ → animals/{wild,domestic,infected}
- Moved environment from okolje/ → environment/{rudnik,narava,tla,gradnja}
- Moved terrain from teren/ → environment/tla/
- Organized decorations → environment/narava/
- Added organize_environment_animals.py script
- Smart categorization by filename patterns (Slovenian & English)

TOTAL: 1,413 files perfectly organized into new structure! 🎉
2026-01-20 02:25:38 +01:00
4cbf337bec 🏗️ Building system structure and documentation
Created gradnja/ folder for constructible buildings:

PROGRESSION SYSTEM:
1. Šotor (tent) → Hiša (house)
   - Lesena hiša upgrade after tent
   - Safe zone, storage, spawn point

2. Barn (Skedenj)
   - For rescued/domestic animals
   - Protection from virus fog
   - Animal management

3. Skladišče (Shed)
   - Chest system for item storage
   - Tool protection from virus
   - Essential for long-term survival

STORY INTEGRATION:
- House: First real home since outbreak
- Barn: Save clean animals from virus
- Shed: Protect equipment from corrupting fog

Full README with asset list and build order included.
2026-01-20 01:52:24 +01:00
3f028e0f95 📁 Folder structure placeholders
Added .gitkeep files to preserve empty folder structure:
- animals/{wild, domestic, infected}
- environment/{rudnik, narava, tla}

This ensures git tracks the folder structure even when empty.
2026-01-20 01:49:17 +01:00
5fb502e7a8 🐕💙 Animal System & Emotional Memory Implementation
FEATURES:
- Created animals/ folder structure (wild, domestic, infected)
- Implemented proximity-based memory trigger system
- Pulsating heart UI when Kai remembers family dog
- Emotional storytelling without dialogue

NEW FILES:
- src/entities/Animal.js - Animal class with proximity detection
- src/ui/MemoryHeartUI.js - Pulsating heart with Slovenian text
- docs/systems/ANIMAL_MEMORY_SYSTEM.md - Full documentation
- scripts/organize_all_tools.py - Tool organization script

TOOLS ORGANIZATION:
- Moved 84 additional tools to items/tools/
- Final count: 427 tools organized by material tier
  • wood: 36 tools
  • stone: 60 tools
  • iron: 36 tools
  • gold: 36 tools
  • special: 259 tools

GAMESCENE INTEGRATION:
- Added Animal and MemoryHeartUI imports
- Preload heart icon and heartbeat audio
- Update animals each frame for proximity detection
- Example domestic dog spawns at (600, 600)

EMOTIONAL IMPACT:
When Kai approaches a domestic dog, a pulsating heart appears
with text 'Spominjaš se...' (You remember...) - creating a
powerful moment of nostalgia for his lost family pet.
2026-01-20 01:45:03 +01:00
e7759433a2 🧹 Cleanup Duplicates - Removed 224 backup/duplicate files
- Kept only green screen processed versions (MOJE_SLIKE_KONCNA)
- Deleted all BACKUP, src_assets_library, and duplicate versions
- Saved ~65 MB of space
- Added cleanup_duplicates.py script for future use
2026-01-20 01:36:58 +01:00
870e9b8384 🗂️ Item Organization Complete - Categorized 833 items into structured folders
- Created organized item structure:
  📁 items/
  ├── camping/ (62 files)
  ├── consumables/ (12 files)
  ├── crops/ (227 files)
  ├── resources/ (25 files)
  ├── seeds/ (96 files)
  ├── special/ (24 files)
  ├── storage/ (8 files)
  ├── tools/ (276 files)
  │   ├── wood/
  │   ├── stone/
  │   ├── iron/
  │   ├── gold/
  │   └── special/
  ├── ui/ (69 files)
  └── weapons/ (96 files)

- Added organize_items.py script for automated categorization
- Moved 833 files from predmeti/ to proper categories
- Left 1097 backup/duplicate files in predmeti/ for later cleanup
2026-01-20 01:30:24 +01:00
cbb2b64f92 ok 2026-01-20 01:05:17 +01:00
e4d01bc480 feat(intro): Implement 'Chill Story Mode' 80s cinematic intro
- Added 23-slide montage with typewriter storytelling
- Implemented smooth crossfades (1.5s) and slow pacing (3.5s per slide)
- Configured continuous music transitions between Intro and GameScene
- Added 'Amnesia Wakeup' mode to GameScene with visual effects
- Updated GLASBA_LICENCE_SUMMARY.md with legal details
- Organized intro assets in assets/slike/intro/montage
2026-01-19 20:07:22 +01:00
66693a9ead lol 2026-01-19 18:13:21 +01:00
de089e5b01 WIP: Camera controls, WebGL setup, Procedural grass attempt (Black screen debug) 2026-01-18 05:35:23 +01:00
91eb68a65f Fix asset paths, cleanup console, and implement Noir Grass background (Scale 0.25) 2026-01-17 00:38:29 +01:00
2a6628e79a Fixed Critical Assets & Map: Embedded Tilesets in JSON, Created Texture Atlases, Fixed Pathing for Intro/Terrain, Added Audio 2026-01-16 20:38:39 +01:00
d0298a6c72 Finalized Asset Structure: Flattened all categories, deduped (green preferred), unified biomes structure, added test assets 2026-01-16 20:08:59 +01:00
b2fedf0ec8 Major Asset Reorganization: Master Sizing, Biome Structure, Phases, Deduping 2026-01-16 17:03:24 +01:00
3ae8d39f9c ok 2026-01-16 02:43:46 +01:00
bc2225ad64 chore: Update LDtk project with new layers and fixed assets dimensions (using sips) 2026-01-14 23:22:59 +01:00
4ef1adc413 Fix crashes, remove Gronk, add Water/Wind anims, fix Tiled paths, clean plants assets 2026-01-14 01:15:55 +01:00
cbecdc3ac7 Generated automatic Tiled tilesets (.tsx) with chroma key #00FF00 configured 2026-01-13 14:04:06 +01:00
141a832b30 Applied green screen background (#00FF00) to all game assets using rembg AI - ready for chroma keying 2026-01-13 12:56:31 +01:00
6f7a1fb37c Reverted all images to original transparency - batch green screen script available for future use 2026-01-13 05:50:56 +01:00
046ace4a7f lol 2026-01-13 00:37:32 +01:00
dad515a8a2 Complete Asset Audit JAN 12 2026 - 3477 images cataloged, new asset gallery with all images, DNEVNIK and GAME_BIBLE updated 2026-01-12 23:53:00 +01:00
1b17e806ec feat: Complete Tiled Setup & Auto-Sync Workflow [GOAT MODE]
- Added Faza1_Finalna.tmx/json with embedded tilesets
- Configured Auto-Sync Watcher (tiled-watcher.js)
- Fixed GameScene.js loop to properly render Tiled layers
- Updated PreloadScene.js with all tileset assets
- Enabled Amnesia Intro and Z-Sorting for Player/Objects
- Cleaned up old/unused map files
2026-01-12 13:51:22 +01:00
74cb5b0c24 FIX: WaterRipplesSystem import + grass_placeholder
- ADDED: WaterRipplesSystem.js and WaterPhysicsSystem.js to index.html
- FIXED: grass_placeholder.png (was 0 bytes, now 685K)
- FIXED: Transparency wipe on DEMO/Faza1/Faza2 assets
- STATUS: Clean console ready
2026-01-12 11:56:43 +01:00
3d0e9154fa MAJOR: Strategic Planning - Pricing €10/€30, 10-Faza Model, Complete Faza 3-4 2026-01-12 00:52:26 +01:00
7264ec6fc0 feat: complete Style 32 overhaul & Tiled integration fix
- Enforced 'Style 32 - Dark Chibi Vector' for all ground assets.
- Fixed critical Prologue-to-Game crash (function renaming).
- Implemented Tiled JSON/TMX auto-conversion.
- Updated Asset Manager to visualize 1800+ assets.
- Cleaned up project structure (new assets/grounds folder).
- Auto-Ground logic added to GameScene.js.
2026-01-11 20:08:56 +01:00
d241f69f3b 🌍🔥 LOCALIZATION SYSTEM - INTRO SYNC + VOICE SWITCHING
 LOCALIZATION.JSON CREATED (5 LANGUAGES):

📂 assets/localization.json (NEW!):
- 🇸🇮 Slovenščina (slo)
- 🇬🇧 English (en)
- 🇩🇪 Deutsch (de)
- 🇮🇹 Italiano (it)
- 🇨🇳 中文 (cn)

📝 COMPLETE TRANSLATIONS:
- All 20 Polaroid texts
- Menu buttons (New Game, Load, Settings, Exit)
- Game title + subtitle

 LOCALIZATIONSYSTEM.JS UPDATED:

🔧 NEW METHODS ADDED:

1. loadIntroTexts() - Load JSON
   - Fetches assets/localization.json
   - Merges intro_polaroids into translations
   - Merges menu texts
   - Adds title/subtitle
   - Console: ' Intro texts loaded from JSON'

2. getIntroText(polaroidKey) - Get text
   - Returns translated Polaroid text
   - Falls back to English if missing
   - Usage: i18n.getIntroText('kai_dad_longboard')

3. getVoicePath(character, index) - Voice switching!
   - 🇸🇮 Slovenian → assets/audio/voiceover/sl/
   - 🇬🇧 English → assets/audio/voiceover/en/
   - Auto-formats filename
   - Example SL: kai_01.mp3
   - Example EN: kai_en_01.mp3

4. hasVoiceForLanguage(character, index)
   - Checks if voice exists for language
   - SL + EN have full voiceovers
   - DE/IT/CN fall back to EN

🎯 LANGUAGE TO VOICE PATH MAPPING:
- slo → /voiceover/sl/kai_01.mp3
- en → /voiceover/en/kai_en_01.mp3
- de → /voiceover/en/kai_en_01.mp3 (fallback)
- it → /voiceover/en/kai_en_01.mp3 (fallback)
- cn → /voiceover/en/kai_en_01.mp3 (fallback)

📋 20 POLAROID KEYS:
1. kai_dad_longboard
2. barbershop
3. birthday_cake
4. family_portrait
5. twins_holding_hands
6. kai_bedroom
7. virus_microscope
8. chaos_streets
9. zombies
10. parents_ghosts
11. ana_taken
12. black_screen
13. kai_alone
14. ana_memory_1
15. ana_memory_2
16. ana_memory_3
17. ana_memory_4
18. ana_memory_5
19. gronk_arrival
20. determination
21. lifetime

🎮 USAGE EXAMPLE:
// In IntroScene preload()
await window.i18n.loadIntroTexts();

// Get text for current language
const text = window.i18n.getIntroText('birthday_cake');
// SL: 'Tukaj smo bili še vedno srečni...'
// EN: 'Here we were still happy...'

// Get voice path
const path = window.i18n.getVoicePath('kai', 1);
// SL: 'assets/audio/voiceover/sl/kai_01.mp3'
// EN: 'assets/audio/voiceover/en/kai_en_01.mp3'

🌍 LANGUAGE FLOW:
1. Player selects language on launcher
2. window.i18n.setLanguage('slo')
3. Saved to LocalStorage
4. IntroScene loads JSON texts
5. Displays translated Polaroid captions
6. Plays SL voice files from /sl/ folder
7. Full sync!

NEXT: Hook up IntroScene to use these methods!

Files:
- assets/localization.json (NEW!)
- src/systems/LocalizationSystem.js (UPDATED!)

READY FOR INTRO TEXT SYNC! 🌍🔥
2026-01-10 23:23:19 +01:00
94ce7234aa 🎤 BETTER VOICES - More Natural Quality!
 REGENERATED ALL 20 VOICES:
- Kai: en-US-ChristopherNeural (was GuyNeural)
  → Natural teen voice, less robotic
  → Warm, authentic delivery

- Ana: en-US-AriaNeural (was JennyNeural)
  → Expressive, emotional
  → More natural intonation

- Gronk: en-GB-RyanNeural (KEPT - already good!)

 OLD VOICES BACKED UP:
- Moved to assets/audio/voiceover/_OLD_ROBOTIC/
- Can restore if needed

 VOICE GUIDE CREATED:
- BETTER_VOICE_OPTIONS.md
- Testing recommendations
- Edge-TTS voice comparisons

RESULT: Much more natural sounding intro dialogue! 🎆
2026-01-10 14:31:05 +01:00
53c0530ce6 🎤 ENGLISH VOICES GENERATED - 21 files!
 ALL VOICES IN ENGLISH:
- 12x Kai (en-US-GuyNeural)
- 8x Ana (en-US-JennyNeural)
- 1x Gronk (en-GB-RyanNeural - Deep UK!)

 SCRIPT UPDATED:
- Complete English dialogue
- Full sentences (no missing words)
- Clear emotional beats
- Professional voice acting

📝 FILES:
- INTRO_60S_ENGLISH_SCRIPT.md (complete guide)
- 21 *_en_*.mp3 voice files

NEXT: Update IntroScene with English + Subtitles!
2026-01-10 14:18:21 +01:00