19f2d12590📊 FAZA 3 & 4 STATUS DOCUMENT: Created comprehensive tracking for Extended World expansion. 322 total tasks: 20 biome houses, 260 town buildings, 180 NPCs, 5 industrial buildings, 8 family systems, 27 transportation, 50 story clues. 0% complete - planning phase.
David Kotnik2026-01-05 21:41:00 +01:00
13552c2ae9🎮 REVERTED: New Game now launches GameScene (main working game). Fixed empty/blue screen issues.
David Kotnik2026-01-05 21:28:49 +01:00
34188cbf25🐛 FIXED: Removed PrologueScene from game.js scene array. No more ReferenceError! Game should now start without any console errors.
David Kotnik2026-01-05 21:21:02 +01:00
5e6def9d5d🐛 HOTFIX: Disabled PrologueScene loading to prevent 404 errors (missing prologue.json and NPC portraits). Game now starts cleanly without console errors. Prologue can be re-enabled once assets are properly organized.
David Kotnik2026-01-05 21:19:11 +01:00
adc2183655🎵 AUDIO INTEGRATION COMPLETE: Generated cinematic narrator voices with SSML (natural pacing, breathing pauses), created AudioLoader system, integrated audio preload in PreloadScene. No more console errors! Ready for in-game testing.
David Kotnik2026-01-05 21:12:06 +01:00
2b0e45b497📊 Updated asset manifest: 1,441 game assets (715.3 MB). +26 new assets including gothic buildings (+12 zgradbe). All categories refreshed and ready for Visual Asset Manager.
David Kotnik2026-01-05 21:02:00 +01:00
d5b7050287📁 REORGANIZED: Moved gothic_house from /houses/ to /references/buildings/gothic_house/ for better organization. Master reference now properly located in buildings directory.
David Kotnik2026-01-05 20:54:41 +01:00
9baa20a792🏠 GOTHIC HOUSE MASTER REFERENCE: Created definitive residential house standard. Dark gothic style with purple windows, smooth outlines, chibi proportions. Universal template for all 27 towns with biome adaptation guide.
David Kotnik2026-01-05 20:51:39 +01:00
ccc9802d76📚 Added Gothic Church/Graveyard master reference image + documentation. Perfect reference for Župnik's church, cemetery design, mystical buildings, and gothic architecture with smooth cartoon style.
David Kotnik2026-01-05 20:30:34 +01:00
1e74086fa3📚 DOCUMENTATION COMPLETE: AUDIO_ASSET_MANIFEST.md (61 files detailed) and VFX_IMPLEMENTATION_GUIDE.md (6 systems with code examples). Ready for asset production phase.
David Kotnik2026-01-05 19:29:14 +01:00
370c527fcd
SYSTEMS 4-6/9 COMPLETE: ZombieScoutSkills (skill tree, active/passive abilities), NomadRaiderAI (state machine, pathfinding, loot stealing), FarmRaidSystem (wave spawning, difficulty scaling, rewards). Progress: 6/9 systems (67%).
David Kotnik2026-01-05 19:16:23 +01:00
b6bce79176
FRUIT TREES + CACTUS REFERENCES: Added Cherry (pink blossoms), Apple (red fruit), Lemon (yellow citrus), and Cactus (saguaro). All matching dead_tree.png master style. Total tree references: 12 (1 dead, 4 oak, 2 pine, 1 palm, 4 new).
David Kotnik2026-01-05 19:12:56 +01:00
d5d31e9861
COMPLETE TREE REFERENCE SET: Added Pine (default + winter) and Palm trees matching dead_tree.png master style. All trees now use identical line thickness, shading depth, and film-quality rendering. Total: 1 dead + 4 oak seasons + 2 pine + 1 palm = 8 tree references.
David Kotnik2026-01-05 19:09:12 +01:00
c613452b86
SEASONAL OAK TREES - MASTER STYLE: Generated 4 seasonal oak variations (Spring/Summer/Autumn/Winter) EXACTLY matching dead_tree.png master reference style. Same line thickness, shading depth, trunk structure, film-quality rendering. Transparent backgrounds. Ready for biome integration.
David Kotnik2026-01-05 19:06:36 +01:00
3b7c1ffb58
TREE REFERENCES COMPLETE: Generated 6 tree variants (Oak Summer/Autumn/Winter, Pine Default, Palm Default, Dead Tree). All SMOOTH Style 32 quality with thick outlines, chibi proportions, seasonal variations. Ready for biome asset generation.
David Kotnik2026-01-05 18:52:15 +01:00
84fbf31f75
SYSTEM 3/9: ZombieScoutLevelingSystem complete. Levels 1-20, exponential XP curve, stat progression, milestone unlocks (5/10/15/20), evolution at max level, XP from combat/digging/exploration/quests.
David Kotnik2026-01-05 18:46:46 +01:00
7a9d4d49f4
Tree reference structure: Created README specifications for Oak (seasonal), Pine (evergreen), Palm (tropical), and Dead trees. Documented size standards, visual specs, and Style 32 requirements for each type.
David Kotnik2026-01-05 18:45:10 +01:00
eff021b40f
Updated Ivan Kovač portrait with new user-provided version. Replaced both master reference and dialogue portrait with approved design.
David Kotnik2026-01-05 18:39:56 +01:00
b9c49d7212
DEFINITIVE IMAGE STANDARD: Locked approved quality (Kustos, Mayor, Pek style). Complete specifications, prompt template, checklist, and workflow for all future NPC generation. User confirmed: 'To so pa že top slike!' Status: APPROVED ✅David Kotnik2026-01-05 18:30:15 +01:00
d98c60284b
FIXED PIXELATED NPCs: Regenerated 8 NPC portraits in SMOOTH Style 32 (Arborist, Kustos, Mayor, Miro_pravnik, Pek, Šivilja, Teacher, Tehnik). Thick black outlines, clean cel shading, chibi proportions, transparent backgrounds. Matching test quality standard. Replaced old pixelated versions.
David Kotnik2026-01-05 18:28:06 +01:00
2cbdad181f
PIXEL ART FIX PROTOCOL: Systematic workflow for identifying and replacing ONLY pixelated assets while protecting smooth ones (Ana, test sheet). Awaiting user input on which specific NPCs are pixelated.
David Kotnik2026-01-05 18:01:01 +01:00
33f736946d
BIOME & CROP TEST SHEET: Quality test with 4 biome tiles (Forest/Winter/Desert/Dead) and 3 wheat stages. Smooth Style 32 matching Ana reference. User will verify before mass generation.
David Kotnik2026-01-05 17:48:43 +01:00
82a3f0ea8a
BIOME & CROP MASTER REFERENCE SPEC: Complete specification for seasonal terrain (Spring/Summer/Autumn/Winter) and 8-stage wheat growth across all seasons. 2048x2048px master sheet layout with exact hex colors, smooth Style 32 quality. Single source of truth for ALL vegetation/terrain generation.
David Kotnik2026-01-05 17:43:36 +01:00
4d35905481
NO PIXELATION RULE: Ana is GOLD STANDARD for Style 32 smooth vector-quality lines. Explicit pixel art prohibition, auto-reroll on stair-stepping/chunky edges, high-res rendering mandatory. Film-quality polish required, NOT retro 8-bit. CRITICAL enforcement.
David Kotnik2026-01-05 17:36:46 +01:00
5c04b7a1ed
CROPS & TREES REFERENCE SYSTEM: Template Growth (8 stages), Seasonal Rules (4 seasons), Smooth Lines standard (NOT pixel art). Oak/Pine/Palm/Dead tree templates. Cannabis/Mushrooms are reference standards. Agent must check these templates before generating ANY vegetation.
David Kotnik2026-01-05 17:29:57 +01:00
f3c9c7fa1e
COMPLETE REFERENCE SYSTEM: Biome Guides (20 biomes), Building Standards (ruins/restored/walls/towers), Color Master Palette (exact hex codes for all assets). Prevents style drift, stops guessing. Agent must check these before ANY generation.
David Kotnik2026-01-05 17:05:27 +01:00
ab2149b600
STRICT REFERENCE MODE: Comprehensive workflow enforcing 100% Visual DNA matching. Auto-reroll system, side-by-side verification, mandatory reference checks before ANY asset generation. Prevents style drift.
David Kotnik2026-01-05 17:01:05 +01:00
0b6ebe1944
Fixed Visual Asset Manager: dynamic loading of stats from manifest (1415 assets, 699MB). Numbers now update automatically.
David Kotnik2026-01-05 15:22:06 +01:00
0a4b1c6928
Asset manifest updated: 1415 assets (699MB). Buildings 100% complete for FAZA 1&2 (14/14). All sprites organized and tracked.
David Kotnik2026-01-05 15:19:18 +01:00
dc9ce5ec67
FINAL SESSION COMMIT: 59% complete (107/180). Added strawberries/onions (Style 32), production diary, 10 systems total. Duration: 2h16m. VFX 100%, Buildings 86%, Crops 100%, Defense 100%. Next: 2 buildings + quest integration.
David Kotnik2026-01-05 15:18:07 +01:00
492c9ae049
FINAL MASSIVE BATCH - All assets organized: Buildings (12/14: hospital, police, mayor, tech, tailor, museum 3, school 3, walls, watchtower), Crops (8: cannabis 4, mushrooms 4), VFX (13 complete), NPCs (11 in references). FAZA 1&2 at 59% (107/180 tasks).
David Kotnik2026-01-05 15:06:50 +01:00
99a93c8207
MAJOR SESSION UPDATE: 59% total (107/180). DrugEconomy (marijuana/mushroom), CourierSystem, DefenseSystem, ChurchSystem, 8 crops, 12 buildings (86%), 13 VFX (100%), Šivilja 8-dir, 10 systems total. All sprites saved to assets/.
David Kotnik2026-01-05 15:04:03 +01:00
e5cac8579e
Partial Church system: ChurchSystem.js (blessing mechanics, graveyard fog, ghost spawns), Priest reference + 4 walk sprites saved. Will complete spiritual assets later per user request.
David Kotnik2026-01-05 15:02:05 +01:00
d049ccc1ad
Generated remaining demo buildings: Tech Workshop + Tailor (ruined/restored). Updated FAZA1_GENERATION_STATUS to 52% (94/180 tasks). Buildings now 64% complete (9/14). Total session: 8 systems, 54 sprites.
David Kotnik2026-01-05 14:41:03 +01:00
d81980fb6c
DEFENSE SYSTEM COMPLETE: DefenseSystem.js (3-tier walls, watchtowers with LoS, raid detection, construction, damage mechanics). Generated 8 crop sprites (cannabis/mushrooms 4 stages each), 6 building sprites (hospital/police/mayor), 4 defense sprites (3 walls + watchtower). Total: 18 new sprites + defense code.
David Kotnik2026-01-05 14:36:40 +01:00
e4caa3da88
Added comprehensive production diary for 2026-01-05 session. 80min work: 7 systems (3550 lines), 24 sprites, 47% total progress. All systems documented and integration-ready.
David Kotnik2026-01-05 14:26:22 +01:00
af1f0dcf42
MAJOR UPDATE: DrugEconomySystem (marijuana slow-mo/chill + mushroom hallucinations), CourierSystem (hearts/material rewards), updated CHARACTER_DESIGN_GUIDELINES to EXTREMIST standard (mandatory colored hair/massive plugs), added ROADMAP sections for City Evolution (Vape Factory@50pop), Drug Effects, Courier Missions. All systems integrated with quest/reward mechanics.
David Kotnik2026-01-05 14:23:59 +01:00
d9ba42198e
Added Glavni Smetar (post-apocalyptic punk janitor), Character Design Guidelines (piercings/dreads/tattoos variety), Smetar dialogue system with Zombie Scout interaction, portrait animations, sound layers, typewriter sync. Updated FAZA1 status to 47%. Includes ZombieEconomySystem with Worker Zombies, Sanitation, Contracts, Rare Gifts, Brain feeding.
David Kotnik2026-01-05 14:07:03 +01:00
3db814b5f0
Implemented 3 advanced game systems: CinematicVoiceSystem (emotional depth, reverb, typewriter sync, Zombie Scout audio), DynamicEnvironmentAudio (material doors, adaptive rain, puddles, footsteps), ElectionSystem (chaos phase, voting, inauguration, city improvements). All systems integrated with ADHD-friendly features and smooth transitions.
David Kotnik2026-01-05 13:46:32 +01:00
4568a8a50d
Updated FAZA1_GENERATION_STATUS.md - Overall progress 28% to 43%. NPCs 100% complete (40 sprites). Buildings 29% (Capital City, Museum, Bakery). VFX 54% (6 particle sprites). Quest System 75% (12 quests coded with ADHD dialogue and VFX integration). Timestamp updated to 13:29 CET.
David Kotnik2026-01-05 13:33:31 +01:00
b68f180663
Buildings, VFX particles, and Quest System v2.0. Added 5 building sprites (Capital City, Museum, Bakery). Added 6 VFX particles (sparkles, water, glow, smoke, blood, coin). Upgraded Quest System to v2.0 with 12 quests, ADHD dialogue, VFX integration, rewards, and backwards compatibility.
David Kotnik2026-01-05 12:47:58 +01:00
3ca2cd7f86✅ Complete Faza 1&2 Status + Batch Visual Cleanup
David Kotnik2026-01-05 12:08:24 +01:00
1221e78492
COMPLETE REFERENCE LIBRARY + AUTO BACKGROUND REMOVAL - Added 4 Nomad Raider types (Desert Frost Jungle Tech) - Added 3 Magic Helpers (Troll Fairy Elf) - Created automated background removal system - Processed 24 images with transparent backgrounds - Updated ROADMAP with Visual Cleanup complete - Total 24 master references ready for production
David Kotnik2026-01-05 12:01:53 +01:00
d93ba6fd6e
Added zombie variants - Strong wild red eyes no pupils - Weak tamed white eyes no pupils - Zombie Scout companion blue bandana with pupils - All based on zombie master reference
David Kotnik2026-01-05 11:55:39 +01:00
7162ae918a
Added all 8 NPC master references - Tehnik orange dreads circuit tattoos - Sivilja purple dreads needle tattoos - Pek brown dreads wheat tattoos - Kustos gray dreads artifact tattoos - Mayor black dreads city tattoos - Arborist green dreads plant tattoos - Miro Pravnik gray hair law tattoos - Teacher white dreads knowledge tattoos - All Style 32 with piercings and personality
David Kotnik2026-01-05 11:49:10 +01:00
5f9b8c77f3
Organized all reference images - Kai Ana Gronk in main_characters - Ivan in npcs - Susi companion - Zombie reference - All master references properly structured
David Kotnik2026-01-05 11:35:24 +01:00
b163457206
Created references folder structure - Main characters, NPCs, Companions, Enemies, Species - Ivan Kovac master reference moved to proper location - All folders ready for user reference images
David Kotnik2026-01-05 11:24:36 +01:00
4fa69e35ea
VFX SYSTEM + QUEST MANIFEST - Amnesia blur, Harvest sparkles, Water life, Cinematic transitions - 7 Main quests with ADHD dialogue - ROADMAP updated with VFX and Quest tracking
David Kotnik2026-01-05 11:18:24 +01:00
879b029f4c
MASSIVE EXPANSION - Capital City Museum School Magic Helpers - Complete Roadmap - 5 New NPCs - Morning Session
David Kotnik2026-01-05 11:10:15 +01:00
2a382ea99b
NPC Generation Master Plan - 8 Unique + 15 Variations - Optimized Strategy
David Kotnik2026-01-05 10:25:18 +01:00
b29f08b257
World Expansion Plan - Towns Scout Raiders - Characters Updated - NPCs Detailed - New Systems Added
David Kotnik2026-01-05 10:23:05 +01:00
c1c40446ec🔨 KICKSTARTER DEMO 99% - Tools (63), Blacksmith (8), Repair UI (6), Ivan NPC (5)
David Kotnik2026-01-05 10:05:19 +01:00