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DEVLOG.md
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# DEVLOG - 2026-01-27
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**Time**: 08:46:12
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**Session Goal**: Terrain Setup, Atmospheric Layering, and Basic Interaction (Mowing/Camping).
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## Achievements
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### 1. Asset Organization & Generation
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- Created structured folders: `assets/tiles`, `assets/environment`, `assets/vegetation`, `assets/items`.
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- Organized existing assets from `DEMO_FAZA1`.
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- Generated placeholders for missing environment textures (`cesta_svetla.png`, `voda_umazana.png`).
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- Generated camp items: `campfire.png` (Animated visual style), `sleeping_bag.png`.
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- Created variations of grass (`trava_zelena`, `trava_suha`, `trava_divja`) for organic variety.
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### 2. Terrain System ("Sandwich Layering")
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Implemented a robust depth-handling system in `GrassScene_Clean.js`:
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- **Layer -100**: Base Ground (`trava_osnova` at Scale 0.15) for a massive, spacious world feel.
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- **Layer -50**: "Decals" (Path, Mud, Ponds). Used `BlendModes.MULTIPLY` and `setAlpha(0.8)` for mud and paths to naturally blend with the grass texture beneath.
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- **Dynamic Layer**: Trees, Kai, and Grass Tufts are strictly Y-Sorted (`depth = y`) for correct occlusion.
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### 3. Atmospheric Polish
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- **Winding Path**: Replaced linear paths with a procedural Spline curve generation for organic dirt roads.
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- **Edge Integration**: Programmatically placed small grass tufts along path edges and pond shores to hide sharp texture transitions.
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- **Amnesia Intro**: Implemented a cinematic start with heavy blur and a Typewriter effect text ("Kje sta starša...?").
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### 4. Gameplay Mechanics
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- **Interaction System**:
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- **Movement**: Standard arrow keys.
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- **Mowing (SPACE)**: Player can clear specific 'wild' grass tufts to make space. Includes visual "cut" tween.
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- **Camp Placement (C / V)**:
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- **C**: Place Campfire.
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- **V**: Place Sleeping Bag.
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- **Validation**: Prevents placement on water, mud, trees, or un-mowed grass. Providing visual feedback (Shake + Text) if placement fails.
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- **Sinking Effect**: Kai visually sinks (Origin Shift 0.9 -> 0.8) and tints darker when walking through mud or water.
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## Current State
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The "Probna Farma" scene is now a fully interactive, atmospheric prototype ready for the Kickstarter demo showcase. The world feels alive, organic, and responsive.
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---
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*Signed: Antigravity Agent*
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# DEVLOG - 2026-01-28
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**Time**: 07:44:02
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**Session Goal**: Asset Generation, Clean Slate, UI & Camp Setup.
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## Achievements
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### 1. Scene Reset
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- Cleaned to a minimal robust state (Z-0 Ground + Player only).
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- Verified , structure for Defold integration.
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### 2. AI Asset Generation (Survival Style)
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- Generated fresh, unified assets based on user references:
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- **Campfire**: Simple stone ring, minimalist.
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- **Tent**: Blue dome, survival/worn aesthetic.
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- **Sleeping Bag**: Brown/patched survival gear.
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- **UI**: Health Bar (Rust+Liquid), Inventory Slot (Wood), Action Button, Dialog Panel.
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### 3. Automated Processing Pipeline
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- Created scripts to detect, crop, remove magenta background, and deploy generated assets.
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- Synced assets to multiple locations for compatibility:
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-
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- &
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-
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## Next Steps
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- Finalize Health Bar design (Face icons vs Liquid).
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- Implement Camp and UI into the new Defold .
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# DEVLOG - 2026-01-28
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**Time**: 07:44:02
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||||||
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**Session Goal**: Asset Generation, Clean Slate, UI & Camp Setup.
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## Achievements
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### 1. Scene Reset
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- Cleaned `GrassScene_Clean.js` to a minimal robust state (Z-0 Ground + Player only).
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- Verified `main.atlas`, `main.collection` structure for Defold integration.
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### 2. AI Asset Generation (Survival Style)
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- Generated fresh, unified assets based on user references:
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- **Campfire**: Simple stone ring, minimalist.
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- **Tent**: Blue dome, survival/worn aesthetic.
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- **Sleeping Bag**: Brown/patched survival gear.
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- **UI**: Health Bar (Rust+Liquid), Inventory Slot (Wood), Action Button, Dialog Panel.
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### 3. Automated Processing Pipeline
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- Created scripts to detect, crop, remove magenta background, and deploy generated assets.
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- Synced assets to multiple locations for compatibility:
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- `repos/novafarma/main/assets`
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- `repos/novafarma/assets/DEMO_FAZA1/Environment` & `UI`
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- `nova farma/main/assets`
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## Next Steps
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- Finalize Health Bar design (Face icons vs Liquid).
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- Implement Camp and UI into the new Defold `main.collection`.
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# DEVLOG - 2026-01-28 (Evening Session)
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**Time**: 23:45:00
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**Session Goal**: Stream asset integration, Player animation, and Environmental Polish.
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## Achievements
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### 1. Animated Character (Kai)
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- Replaced the static character sprite with a full **256x256 Sprite Sheet**.
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- Implemented **4-Directional Movement Animation** (Walk Up, Down, Left, Right).
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- Adjusted physics bounding box and offsets to match the new 160px height scale.
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### 2. Stream Integration (The "Dirty Canal")
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- **Asset Processing**:
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- Processed `stream_pipe.png` from source reference.
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- **Advanced Cleaning**: Used GrabCut and custom masking (`clean_pipe_stream_gentle.py`) to remove the background while preserving internal details (muddy banks).
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- **"Burying" Technique**: Algorithmically removed the outer isometric walls so the stream sits flat on the terrain surface, eliminating the "floating wall" effect.
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- **Drain Hole Fix**: Ensured the pipe's drain grate is opaque and dark, preventing grass from showing through.
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- **Scene Implementation**:
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- Placed the stream as a static physics object.
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- Added **Collision Detection** between Kai and the Stream (player stops at water's edge).
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- Experimented with modular slicing (Head/Body) but reverted to a single robust asset to insure stability for the demo.
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### 3. Scene Organization
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- **Camp Restoration**: Restored the Tent, Campfire, and Sleeping bag placement with proper Z-sorting/Depth.
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- **Bug Fixes**: Resolved a critical crash caused by adding collision before the player object was instantiated.
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## Current State
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- Kai walks with animation.
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- A "dirty pipe stream" flows out of a grate, properly integrated into the ground (no visible outer walls).
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- Player interacts with the environment (collides with water).
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---
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*Signed: Antigravity Agent*
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assets/.DS_Store
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assets/DEMO_FAZA1/.DS_Store
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assets/DEMO_FAZA1/Characters/Kai_Dreads.png
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assets/references/GAME_DESIGN_NOTES.md
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* **Construction:** Easy to build – just dig a hole and place a marker.
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* **Construction:** Easy to build – just dig a hole and place a marker.
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## 8. Planned Asset Updates (To-Do)
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These assets are priorities for future updates to match the "Dark Chibi Noir" style:
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### Survival & Base
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* **Power Generator (Agregat):** Modern, rusty industrial look. Needs a broken state (repair quest) and working state.
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* **Workbench (Delovna miza):** Cluttered with tools, blueprints, and scrap. Visual progression indicator.
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* **Campfire (Ogenj):** Central resting point. Needs animated flames.
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* **Sleeping Bag/Tent:** Essential for saving/sleeping.
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### Farming & Water
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* **Tilled Soil (Gredica):** Basic dark earth tile for planting.
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* **Well (Vodnjak):** Source of clean water (distinct from the dirty stream).
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* **Water Barrel (Sod):** For collecting rainwater.
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### Defense & Structures
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* **Modular Fencing:** Corner, straight, and broken pieces for custom enclosures.
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* **Traps:** Bear traps or spike pits for defense.
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* **Dumpster:** Rusty container for looting.
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* **Compost Pile:** Organic waste management.
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Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 14 KiB |
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assets/references/kaj.png
Normal file → Executable file
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Before Width: | Height: | Size: 82 KiB After Width: | Height: | Size: 82 KiB |
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assets/references/kamen_majhen.png
Normal file → Executable file
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Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 18 KiB |
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assets/references/kamen_srednji.png
Normal file → Executable file
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Before Width: | Height: | Size: 24 KiB After Width: | Height: | Size: 24 KiB |
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assets/references/koca_lesena.png
Normal file → Executable file
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Before Width: | Height: | Size: 84 KiB After Width: | Height: | Size: 84 KiB |
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assets/references/kopica_premoga.png
Normal file → Executable file
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Before Width: | Height: | Size: 55 KiB After Width: | Height: | Size: 55 KiB |
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assets/references/kosa_orozje.png
Normal file → Executable file
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Before Width: | Height: | Size: 30 KiB After Width: | Height: | Size: 30 KiB |