Commit Graph

  • 9ae0ec7fb1 🍓 STRAWBERRY COMPLETE: All 32 sprites (4 seasons × 8 stages)! David Kotnik 2026-01-06 12:55:24 +01:00
  • d255e3a1ea VFX PARTICLES: All 6 game juice effects complete! David Kotnik 2026-01-06 12:51:03 +01:00
  • a5646d38af 🌿 CANNABIS INDICA AUTUMN: 8 growth stages COMPLETE! David Kotnik 2026-01-06 12:47:27 +01:00
  • 8fa370ed98 🐞 COMPLETE BUG COLLECTION: All 24 bugs generated! David Kotnik 2026-01-06 12:41:05 +01:00
  • c578676834 🐞 CRITICAL: Transparent background + NO pixel art emphasis David Kotnik 2026-01-06 12:32:57 +01:00
  • 1bd33c79e0 🐞 BUG STYLE GUIDE + Reference Sprites David Kotnik 2026-01-06 12:29:57 +01:00
  • e7a6b6e879 🔨 IVAN KOVAČ COMPLETE: 3 missing directions David Kotnik 2026-01-06 12:20:32 +01:00
  • 10a890b631 👔 CHARACTER ANIMATIONS BATCH 2: 24 NPC sprites David Kotnik 2026-01-06 12:16:30 +01:00
  • 8395fb42d6 👾 CHARACTER ANIMATIONS BATCH 1: 32 sprites David Kotnik 2026-01-06 11:48:52 +01:00
  • 7a249907ec 📋 CRYSTAL CLEAR: What's Missing for Demo David Kotnik 2026-01-06 11:34:16 +01:00
  • b9672b5cac 📊 UPDATE: FAZA1 Status - Fruit Trees Phase 3 Added David Kotnik 2026-01-06 11:11:56 +01:00
  • 886902679f 📋 FAZA 1 COMPLETE TODO LIST - Production Roadmap David Kotnik 2026-01-06 11:08:48 +01:00
  • e47fe5b914 🌳 FRUIT TREES BATCH 1: 67 sprites generated David Kotnik 2026-01-06 11:04:57 +01:00
  • 18da774938 📝 Production Diary 2026-01-05: MASSIVE CROP GENERATION David Kotnik 2026-01-05 23:55:46 +01:00
  • 99f9aa063d 🎨 Asset Manager Desktop App David Kotnik 2026-01-05 23:47:37 +01:00
  • b0488a7bc1 🌱 MASSIVE CROP SPRITE GENERATION - 96 sprites David Kotnik 2026-01-05 23:33:33 +01:00
  • 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 Kotnik 2026-01-05 21:41:00 +01:00
  • 13552c2ae9 🎮 REVERTED: New Game now launches GameScene (main working game). Fixed empty/blue screen issues. David Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 20:30:34 +01:00
  • bc9de34a34 🎉 FAZA 1 & 2 ABSOLUTELY COMPLETE! Sample Towns added (Forest Inn, Desert Trading Post, Frozen Lodge). Buildings 100%, Total 186/186 (100%). PROJECT FULLY READY FOR KICKSTARTER DEMO! 🚀 David Kotnik 2026-01-05 20:26:11 +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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 18:39:56 +01:00
  • dfb5304edb MASSIVE COMPLETION PUSH Phase 1-2: Generated 11 NPC dialogue portraits (SMOOTH Style 32). Implemented TownRestorationLogic and MuseumEvolutionSystem. Progress: 2/9 systems, 11/11 portraits complete. David Kotnik 2026-01-05 18:37:12 +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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 17:01:05 +01:00
  • 0b6ebe1944 Fixed Visual Asset Manager: dynamic loading of stats from manifest (1415 assets, 699MB). Numbers now update automatically. David Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 15:02:05 +01:00
  • f4639a2a3b MASSIVE BATCH COMPLETE: Museum (3 stages), School (3 stages), VFX (6 effects: ghost, psychedelic, quest, marijuana, restoration, amnesia), Šivilja NPC (8-direction). Total: 23 sprites saved. Buildings 86%, VFX 100%. David Kotnik 2026-01-05 14:53:08 +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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 12:47:58 +01:00
  • 0bbe65f8a4 Generated 40 character sprites (8-direction walking). Kai: 8 directions. Ana: 8 directions (PINK hair FIXED). Gronk: 8 directions. Zombi Skavt: 8 directions. Pek: 8 directions. Created reference-first workflow rule. David Kotnik 2026-01-05 12:32:46 +01:00
  • 3ca2cd7f86 Complete Faza 1&2 Status + Batch Visual Cleanup David Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 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 Kotnik 2026-01-05 11:18:24 +01:00
  • 879b029f4c MASSIVE EXPANSION - Capital City Museum School Magic Helpers - Complete Roadmap - 5 New NPCs - Morning Session David Kotnik 2026-01-05 11:10:15 +01:00
  • 2a382ea99b NPC Generation Master Plan - 8 Unique + 15 Variations - Optimized Strategy David Kotnik 2026-01-05 10:25:18 +01:00
  • b29f08b257 World Expansion Plan - Towns Scout Raiders - Characters Updated - NPCs Detailed - New Systems Added David Kotnik 2026-01-05 10:23:05 +01:00
  • c1c40446ec 🔨 KICKSTARTER DEMO 99% - Tools (63), Blacksmith (8), Repair UI (6), Ivan NPC (5) David Kotnik 2026-01-05 10:05:19 +01:00
  • 5d60b17399 🗺️ Tiled Setup Complete + Crop Spritesheets David Kotnik 2026-01-05 01:34:44 +01:00
  • b540b45fe6 📋 Kickstarter Demo - Complete Build Plan Ready David Kotnik 2026-01-05 01:12:42 +01:00
  • 2112827c1d 🎯 Kickstarter Demo Prep - Systems Ready David Kotnik 2026-01-05 01:10:47 +01:00
  • 0fe2aa6d63 Phase 1 Crop Generation - Session 1 Complete David Kotnik 2026-01-05 00:33:08 +01:00
  • c25e7dbf12 feat: Faza 1 Complete Production Setup - 420 sprites ready to generate David Kotnik 2026-01-04 22:17:15 +01:00
  • 98fc9fdce9 docs: Faza 1 & 2 Production Plan - 1,152 sprites ready David Kotnik 2026-01-04 22:10:51 +01:00
  • bdb57588ed feat: Demo 100% Complete + Phase 1 Crops Defined David Kotnik 2026-01-04 21:31:41 +01:00
  • 5bd37f97d5 docs: Simple Demo Checklist - 28 assets missing David Kotnik 2026-01-04 21:16:36 +01:00
  • ae4ccb0dd8 docs: Complete Special Crops Reference - Cannabis, Mushrooms, Mesojedka David Kotnik 2026-01-04 21:14:34 +01:00
  • b4ad61a726 feat: Cannabis and Magic Mushrooms in Phase 1 David Kotnik 2026-01-04 21:10:47 +01:00
  • acd031bcd4 docs: Crop Inventory - 2,062 sprites for full game David Kotnik 2026-01-04 21:08:32 +01:00
  • e222f8d404 docs: Demo Readiness Assessment David Kotnik 2026-01-04 21:04:23 +01:00
  • 1b0ce561c8 feat: Magic Enchanting + Bug Catching Systems! 🔮🦋 David Kotnik 2026-01-04 21:00:39 +01:00
  • 6aa5aaf5bb assets: Deleted 3 images via Visual Asset Manager David Kotnik 2026-01-04 20:33:26 +01:00
  • 507af6d0f7 fix: Backend port 5000 → 5001 (Apple AirTunes conflict) David Kotnik 2026-01-04 20:29:08 +01:00
  • 343676f085 chore: Final save - All visual asset management systems complete David Kotnik 2026-01-04 19:42:37 +01:00
  • d885ca2206 fix: Asset paths for Visual Manager - Images now load correctly David Kotnik 2026-01-04 19:39:59 +01:00
  • 295f20e885 docs: Asset Cleanup Phase 1 Complete - 62% Improvement David Kotnik 2026-01-04 19:22:49 +01:00
  • 970851da5d refactor: Smart Asset Organization - 916 files reorganized David Kotnik 2026-01-04 19:21:13 +01:00
  • d331d1b050 feat: Advanced Visual Asset Manager + Deep Code Scanner David Kotnik 2026-01-04 19:17:20 +01:00
  • aefe53275f feat: Visual Asset Management System - Gallery, Organization & Smart Labeling David Kotnik 2026-01-04 19:04:33 +01:00
  • 908c048e4e assets: Add Lawyer and Mayor NPCs (Style 32) David Kotnik 2026-01-04 18:57:50 +01:00
  • ce7d9e7d32 docs: Director Mode v1.0 - Master Directive & Implementation Plan David Kotnik 2026-01-04 18:56:17 +01:00
  • 57bca551d4 generianih 15 slik. David Kotnik 2026-01-04 16:40:34 +01:00
  • 965aea943c MULTI-LANGUAGE VOICE GENERATION - 4 Languages Started David Kotnik 2026-01-04 14:32:12 +01:00
  • 665188c067 MASTER PLANS - Multi-Language, Accessibility, Assets - 4 strategic documents David Kotnik 2026-01-04 14:15:59 +01:00
  • bdb27d2174 feat: Add prologue voiceover loading, implement new game systems, and introduce development logs David Kotnik 2026-01-04 14:11:14 +01:00
  • 1380696a71 🎤 CORRECTED Voice Files - New Story David Kotnik 2026-01-04 13:52:10 +01:00