# โœ… BASE GAME COMPLETE CHECKLIST **Vse kar rabimo za celotno igro (brez DLC!)** *Based on COMPLETE_BIOME_MANIFEST.md (18 biomov = sedaj v base game!)* --- ## ๐Ÿ“Š QUICK SUMMARY ``` Total Assets Needed: ~14,000 PNGs Currently Done: 789 PNGs โœ… Remaining: 13,211 PNGs โŒ Progress: 5.6% ``` --- ## ๐ŸŽฏ CATEGORY BREAKDOWN ### **1. CHARACTERS** (87 PNGs) - โœ… **100% DONE!** ``` โœ… Kai (Player): 15 sprites โœ… Gronk (NPC): 19 sprites โœ… Zombies (Base): 53 sprites ``` **Status:** COMPLETE! Ready for game! --- ### **2. FARM CROPS** (1,600 PNGs) - โŒ **0% DONE!** #### **Base Crops** (40 types ร— 8 growth stages ร— 4 seasons = 1,280 sprites) ``` โŒ Wheat (8 stages ร— 4 seasons = 32) โŒ Corn (8 ร— 4 = 32) โŒ Tomatoes (8 ร— 4 = 32) โŒ Carrots (8 ร— 4 = 32) โŒ Potatoes (8 ร— 4 = 32) โŒ Pumpkins (8 ร— 4 = 32) โŒ Strawberries (8 ร— 4 = 32) โŒ Cucumbers (8 ร— 4 = 32) โŒ Lettuce (8 ร— 4 = 32) โŒ Cabbage (8 ร— 4 = 32) โŒ Onions (8 ร— 4 = 32) โŒ Garlic (8 ร— 4 = 32) โŒ Peppers (8 ร— 4 = 32) โŒ Eggplant (8 ร— 4 = 32) โŒ Zucchini (8 ร— 4 = 32) โŒ Broccoli (8 ร— 4 = 32) โŒ Cauliflower (8 ร— 4 = 32) โŒ Spinach (8 ร— 4 = 32) โŒ Beets (8 ร— 4 = 32) โŒ Radishes (8 ร— 4 = 32) ... + 20 more crops ``` #### **Fruit Trees** (8 types ร— 10 sprites ร— 4 seasons = 320 sprites) ``` โŒ Apple tree (growth + seasons = 40) โŒ Orange tree (40) โŒ Cherry tree (40) โŒ Pear tree (40) โŒ Peach tree (40) โŒ Plum tree (40) โŒ Grape vine (40) โŒ Berry bushes (40) ``` **Total Crops: 1,600 sprites** โŒ --- ### **3. ANIMALS** (480 PNGs) - โŒ **0% DONE!** #### **Farm Animals** (Normal + Mutant variants) ``` โŒ Chickens (4 animations ร— 3 breeds ร— 2 variants = 24) โŒ Cows (4 animations ร— 3 breeds ร— 2 variants = 24) โŒ Pigs (4 animations ร— 3 breeds ร— 2 variants = 24) โŒ Sheep (4 animations ร— 3 breeds ร— 2 variants = 24) โŒ Horses (4 animations ร— 3 breeds ร— 2 variants = 24) โŒ Goats (4 animations ร— 3 breeds ร— 2 variants = 24) โŒ Dogs (4 animations ร— 2 breeds = 8) โŒ Cats (4 animations ร— 2 breeds = 8) ``` #### **Biome Animals** (per biome, 10-16 types) ``` โŒ Dino Valley: T-Rex, Raptors, etc. (32 types) โŒ Mythical: Dragons, Griffins, Unicorns (16 types) โŒ Atlantis: Whales, Sharks, Octopus (10 types) โŒ Egypt: Camels, Scorpions, Cobras (10 types) โŒ Chernobyl: Mutant wolves, bears (10 types) โŒ Arctic: Polar bears, seals (10 types) โŒ Forest: Wolves, bears, deer (16 types) โŒ ... + 11 more biomes ``` **Total Animals: ~480 sprites** โŒ --- ### **4. BUILDINGS** (250 PNGs) - โš ๏ธ **4% DONE!** #### **Farm Buildings** (upgrades) ``` โŒ Farmhouse (5 levels ร— 4 variations = 20) โŒ Barn (3 levels ร— 4 variations = 12) โŒ Greenhouse (3 levels ร— 4 variations = 12) โŒ Storage Shed (3 levels ร— 4 variations = 12) โŒ Laboratory (5 levels ร— 3 variations = 15) โŒ Workshop (3 levels = 3) โŒ Chicken Coop (3 levels = 3) โŒ Stable (3 levels = 3) โŒ Well (3 levels = 3) ``` #### **Biome Buildings** (per biome) ``` โŒ Dino Valley: Cave, Hut, Altar (4 buildings) โœ… Tent (basic) - 1 sprite โœ… โŒ Mythical: Dragon nest, Temple, Tower (3) โŒ Atlantis: Underwater temple, Palace (4) โŒ Egypt: Pyramid, Tomb, Temple (5) โŒ Chernobyl: Reactor, Bunker, Apartment (5) โŒ ... + 13 more biomes ``` **Total Buildings: ~250 sprites** โŒ --- ### **5. BIOMES - TERRAIN & TILES** (1,080 PNGs) - โš ๏ธ **0.2% DONE!** #### **Per Biome** (18 biomes ร— 60 sprites each) Each biome needs: - Ground tiles (grass, dirt, stone) = 3 tiles - Decorations (rocks, plants, props) = 15 sprites - Vegetation (trees, bushes) = 10 sprites - Props (unique to biome) = 12 sprites - Special effects = 20 sprites ``` โš ๏ธ Starting Valley: 2/60 (grass, dirt) โœ… โŒ Dino Valley: 0/60 โŒ Mythical Highlands: 0/60 โŒ Atlantis: 0/60 โŒ Egyptian Desert: 0/60 โŒ Chernobyl: 0/60 โŒ Mushroom Forest: 0/60 โŒ Arctic Zone: 0/60 โŒ Endless Forest: 0/60 โŒ Amazon Rainforest: 0/60 โŒ Loch Ness: 0/60 โŒ Catacombs: 0/60 โŒ Volcanic: 0/60 โŒ Crystal Caves: 0/60 โŒ Swamp: 0/60 โŒ Tundra: 0/60 โŒ Savanna: 0/60 โŒ Witch Forest: 0/60 ``` **Total Biome Assets: 1,080 sprites** โŒ --- ### **6. WEAPONS & TOOLS** (800 PNGs) - โš ๏ธ **6% DONE!** #### **Basic Tools** (Farm + Survival) ``` โœ… Hoe (rusty) - 1 sprite โœ… โœ… Bucket (old) - 1 sprite โœ… โœ… Watering Can - 1 sprite โœ… โŒ Axe (5 tiers: wood, stone, iron, gold, diamond) โŒ Pickaxe (5 tiers) โŒ Scythe (5 tiers) โŒ Shovel (5 tiers) โŒ Fishing Rod (5 tiers) โŒ Hammer (5 tiers) ``` #### **Weapons** (Melee + Ranged) ``` โŒ Swords (10 types ร— 3 tiers = 30) โŒ Axes (combat, 10 types ร— 3 tiers = 30) โŒ Spears (10 types ร— 3 tiers = 30) โŒ Bows (10 types ร— 3 tiers = 30) โŒ Crossbows (5 types ร— 3 tiers = 15) โŒ Guns (15 types ร— 2 tiers = 30) โŒ Magic weapons (staves, wands) (20 types) ``` #### **Biome-Specific Weapons** (per biome) ``` โŒ Dino Valley: Bone axe, Stone spear, etc. (10 weapons) โŒ Mythical: Dragon sword, Crystal staff (10) โŒ Atlantis: Trident, Harpoon (8) โŒ Egypt: Khopesh, Staff of Ra (8) โŒ ... + 14 more biomes ``` **Total Weapons/Tools: ~800 sprites** โŒ --- ### **7. CLOTHING & ARMOR** (1,200 PNGs) - โŒ **0% DONE!** #### **Base Armor Sets** (5 tiers ร— 4 pieces ร— 3 variants) ``` โŒ Leather (helmet, chest, legs, boots) ร— 3 = 12 โŒ Iron (4 pieces ร— 3) = 12 โŒ Gold (4 ร— 3) = 12 โŒ Diamond (4 ร— 3) = 12 โŒ Mythril (4 ร— 3) = 12 ``` #### **Biome-Specific Clothing** (per biome, 6-8 pieces) ``` โŒ Dino: Dino hide armor, bone helmet (8 pieces) โŒ Mythical: Dragon scale, Griffin cloak (8) โŒ Atlantis: Fish scale, Diving suit (6) โŒ Egypt: Pharaoh crown, Mummy wraps (8) โŒ Chernobyl: Hazmat suit, Gas mask (6) โŒ Arctic: Fur coat, Ice armor (6) โŒ ... + 12 more biomes ``` #### **Seasonal Outfits** (4 seasons ร— 5 sets) ``` โŒ Spring outfits (5 sets) โŒ Summer outfits (5) โŒ Fall outfits (5) โŒ Winter outfits (5) ``` **Total Clothing: ~1,200 sprites** โŒ --- ### **8. FOOD & COOKING** (2,000 PNGs) - โŒ **0% DONE!** #### **Basic Food** (Farm produce) ``` โŒ Raw crops (40 types) โŒ Cooked crops (40 cooked variants) โŒ Processed food (bread, pasta, etc.) (50 types) โŒ Drinks (juice, wine, beer) (30 types) โŒ Desserts (cake, pie, cookies) (40 types) ``` #### **Animal Products** ``` โŒ Eggs (chicken, dino, phoenix) (10 types) โŒ Milk (cow, goat, mutant) (6 types) โŒ Cheese (various) (15 types) โŒ Butter (3 types) โŒ Meat (raw, 30 animal types) โŒ Cooked meat (30 types) ``` #### **Biome-Specific Food** (per biome, 10-16 recipes) ``` โŒ Dino Valley: Dino steak, Dino eggs (16 foods) โŒ Mythical: Dragon steak, Ambrosia (12 foods) โŒ Atlantis: Grilled Octopus, Sea bread (14 foods) โŒ Egypt: Dates, Flatbread, Beer (10 foods) โŒ ... + 14 more biomes ``` #### **Special Food** (Buffs, Potions) ``` โŒ Health potions (5 tiers) โŒ Stamina potions (5 tiers) โŒ Buff food (strength, speed, etc.) (20 types) โŒ Magical food (various effects) (30 types) ``` **Total Food: ~2,000 sprites** โŒ --- ### **9. MATERIALS & RESOURCES** (1,500 PNGs) - โŒ **0% DONE!** #### **Basic Materials** ``` โŒ Wood (10 tree types ร— 3 variants = 30) โŒ Stone (10 types: granite, marble, etc.) โŒ Ores (iron, gold, diamond, etc.) (15 types) โŒ Gems (ruby, sapphire, emerald, etc.) (20 types) โŒ Leather (various animals) (15 types) โŒ Cloth (linen, wool, silk) (10 types) ``` #### **Biome-Specific Materials** (per biome, 8-12 types) ``` โŒ Dino: Bones, Hide, Scales, Teeth (12 materials) โŒ Mythical: Dragon scales, Mythril ore (10) โŒ Atlantis: Pearls, Coral, Shells (8) โŒ Egypt: Gold, Papyrus, Lapis (10) โŒ Chernobyl: Uranium, Lead, Scrap (8) โŒ ... + 13 more biomes ``` #### **Crafting Components** ``` โŒ Nails, screws, bolts (20 types) โŒ Wires, cables (10 types) โŒ Gears, springs (15 types) โŒ Electronics (chips, circuits) (20 types) โŒ Magical components (crystals, runes) (30 types) ``` **Total Materials: ~1,500 sprites** โŒ --- ### **10. NPCs** (360 PNGs) - โš ๏ธ **5% DONE!** #### **Town NPCs** (Essential) ``` โœ… Gronk (NPC) - 19 sprites โœ… โŒ Merchant (3 variations) โŒ Blacksmith (3 variations) โŒ Doctor/Healer (3) โŒ Farmer (3) โŒ Fisherman (3) โŒ Miner (3) โŒ Lumberjack (3) โŒ Chef (3) โŒ Tailor (3) โŒ Scientist (3) ``` #### **Biome NPCs** (per biome, 2-3 unique NPCs) ``` โŒ Dino Valley: Tribal hunter, Shaman, Cave dweller (3) โŒ Mythical: Mountain sage, Dragon rider, Mage (3) โŒ Atlantis: Atlantean, Diver, Treasure hunter (3) โŒ Egypt: Archaeologist, Tomb raider, Nomad (3) โŒ ... + 14 more biomes ``` #### **Quest NPCs** (Story + Side quests) ``` โŒ Ana (sister, various stages) (10 sprites) โŒ Main story NPCs (20 characters) โŒ Side quest NPCs (30 characters) ``` **Total NPCs: ~360 sprites** โŒ --- ### **11. ENEMIES & BOSSES** (1,800 PNGs) - โš ๏ธ **3% DONE!** #### **Basic Zombies** (Already done!) ``` โœ… Base zombie variants - 53 sprites โœ… ``` #### **Biome Enemies** (per biome, 10-15 enemy types ร— 4 animations) ``` โŒ Dino Valley: Zombies + Dinos (32 enemies ร— 4 = 128) โŒ Mythical: Ethereal ghosts, Crystal zombies (16 ร— 4 = 64) โŒ Atlantis: Drowned zombies, Sea horrors (10 ร— 4 = 40) โŒ Egypt: Mummies, Sand zombies (10 ร— 4 = 40) โŒ Chernobyl: Rad zombies, Mutants (10 ร— 4 = 40) โŒ ... + 13 more biomes ``` #### **Bosses** (1 per biome + special) ``` โŒ Dino Valley Boss: Alpha T-Rex (6 animations) โŒ Mythical Boss: Ancient Dragon (8 animations) โŒ Atlantis Boss: Kraken (8 animations) โŒ Egypt Boss: Pharaoh's Curse (6 animations) โŒ ... + 14 more biome bosses โŒ Final Boss: Master Zombie (12 animations) ``` **Total Enemies: ~1,800 sprites** โŒ --- ### **12. UI & ICONS** (1,500 PNGs) - โš ๏ธ **5% DONE!** #### **Inventory Icons** (Every item needs icon) ``` โŒ Item icons (all items, ~1000 icons) โŒ Tool icons (100) โŒ Weapon icons (200) โŒ Food icons (200) โŒ Material icons (300) ``` #### **UI Elements** ``` โŒ Buttons (50 types) โŒ Panels (20 types) โŒ Status bars (health, stamina, etc.) (15) โŒ Menus (inventory, crafting, etc.) (30 screens) โŒ Icons (stats, buffs, debuffs) (100 icons) ``` #### **Character Portraits** ``` โŒ Kai portraits (emotions, aging) (20 portraits) โŒ Ana portraits (20) โŒ NPC portraits (50 NPCs ร— 3 emotions = 150) ``` **Total UI: ~1,500 sprites** โŒ --- ### **13. EFFECTS & PARTICLES** (500 PNGs) - โŒ **0% DONE!** ``` โŒ Magic effects (fire, ice, lightning, etc.) (100) โŒ Weather effects (rain, snow, fog) (50) โŒ Combat effects (slash, explosion, blood) (80) โŒ Farming effects (dust, sparkles, growth) (40) โŒ Environmental effects (water splash, smoke) (60) โŒ Status effects (poison, burn, freeze) (40) โŒ Biome-specific effects (per biome, 10 each) (180) ``` **Total Effects: ~500 sprites** โŒ --- ### **14. VEHICLES & TRANSPORTATION** (120 PNGs) - โŒ **0% DONE!** ``` โŒ Bicycle (3 variations) โŒ Motorcycle (3 variations) โŒ Scooter (3 variations) โŒ Horse cart (3 variations) โŒ Boat (5 types) โŒ Submarine (2 types) โŒ Minecart (2 types) โŒ Train (10 variations) โŒ Hot air balloon (2 types) โŒ Hang glider (2 types) ``` **Total Vehicles: ~120 sprites** โŒ --- ### **15. FURNITURE & DECORATIONS** (800 PNGs) - โŒ **0% DONE!** #### **House Furniture** (Per room) ``` โŒ Bedroom (bed, dresser, nightstand, etc.) (20 items) โŒ Kitchen (stove, fridge, counter, etc.) (25 items) โŒ Living room (couch, TV, table, etc.) (20 items) โŒ Bathroom (toilet, sink, shower, etc.) (15 items) โŒ Dining room (table, chairs, etc.) (10 items) โŒ Office (desk, computer, bookshelf) (15 items) ``` #### **Farm Decorations** ``` โŒ Fences (10 types) โŒ Paths (10 types) โŒ Lights (lamps, torches) (20 types) โŒ Planters (10 types) โŒ Statues (15 types) โŒ Decorative objects (100+ items) ``` **Total Furniture: ~800 sprites** โŒ --- ## ๐Ÿ“Š FINAL SUMMARY | Category | Sprites Needed | Done | Remaining | % Complete | |----------|----------------|------|-----------|------------| | **Characters** | 87 | 87 โœ… | 0 | 100% | | **Farm Crops** | 1,600 | 0 | 1,600 โŒ | 0% | | **Animals** | 480 | 0 | 480 โŒ | 0% | | **Buildings** | 250 | 10 | 240 โŒ | 4% | | **Biomes** | 1,080 | 2 | 1,078 โŒ | 0.2% | | **Weapons/Tools** | 800 | 50 | 750 โŒ | 6% | | **Clothing** | 1,200 | 0 | 1,200 โŒ | 0% | | **Food** | 2,000 | 0 | 2,000 โŒ | 0% | | **Materials** | 1,500 | 0 | 1,500 โŒ | 0% | | **NPCs** | 360 | 19 | 341 โŒ | 5% | | **Enemies** | 1,800 | 53 | 1,747 โŒ | 3% | | **UI** | 1,500 | 75 | 1,425 โŒ | 5% | | **Effects** | 500 | 0 | 500 โŒ | 0% | | **Vehicles** | 120 | 0 | 120 โŒ | 0% | | **Furniture** | 800 | 3 | 797 โŒ | 0.4% | | **TOTAL** | **14,077** | **299** | **13,778** | **2.1%** | --- ## โญ TOP 5 PRIORITIES ### **1. FARM CROPS** โญโญโญโญโญ **Needed:** 1,600 sprites **Why:** Core gameplay loop! **Time:** 4-6 weeks ### **2. ANIMALS** โญโญโญโญ **Needed:** 480 sprites **Why:** Farm management essential **Time:** 2-3 weeks ### **3. FOOD SYSTEM** โญโญโญโญ **Needed:** 2,000 sprites **Why:** Survival mechanics **Time:** 4-5 weeks ### **4. BIOME TILES** โญโญโญ **Needed:** 1,080 sprites **Why:** World exploration **Time:** 3-4 weeks ### **5. WEAPONS/TOOLS** โญโญโญ **Needed:** 800 sprites **Why:** Combat & progression **Time:** 2-3 weeks --- ## โฑ๏ธ PRODUCTION TIMELINE ### **REALISTIC (50 sprites/day):** ``` 13,778 sprites รท 50 = 276 days = ~9 months (to October 2026) ``` ### **AGGRESSIVE (100 sprites/day):** ``` 13,778 รท 100 = 138 days = ~4.5 months (to June 2026) ``` ### **WITH TEAM (200 sprites/day):** ``` 13,778 รท 200 = 69 days = ~2.3 months (to April 2026) ``` --- ## โœ… RECOMMENDED APPROACH **FOCUS ON CORE SYSTEMS FIRST:** 1. **Month 1:** Crops (1,600) โ†’ Enables farming 2. **Month 2:** Animals (480) + Food (1,000) โ†’ Complete farm loop 3. **Month 3:** Biomes (1,080) โ†’ World exploration 4. **Month 4-6:** Everything else (~10,000) โ†’ Polish & complete **FULL GAME READY: June-July 2026!** ๐ŸŽฎ --- *Generated: Jan 03, 2026 @ 22:38* *Based on COMPLETE_BIOME_MANIFEST.md (18 biomes integrated)* --- ## ๐Ÿš๏ธ SPECIAL BUILDING: UNDERGROUND BUNKER (Grow Room) **Added: Jan 03, 2026 @ 22:50** ### **UNDERGROUND BUNKER** (15 sprites total) **Purpose:** Secret underground facility for cultivating "special" crops (Cannabis & Magic Mushrooms) #### **5 UPGRADE LEVELS:** **Level 1: Hidden Basement** (3 sprites) ``` Size: 3ร—3 tiles (small room) Capacity: 10 plants OR 5 mushroom boxes Features: - Basic stone walls - Wooden door (hidden entrance) - Single grow light (basic) - Manual watering system - No climate control Cost: 5,000 Zล‚ Materials: 50 Wood, 100 Stone, 20 Iron Build Time: 2 days Visual: Stone basement with wooden supports ``` **Level 2: Basic Grow Room** (3 sprites) ``` Size: 5ร—5 tiles (medium room) Capacity: 25 plants OR 15 mushroom boxes Features: - Concrete walls - Steel door (lockable) - Multiple grow lights (LED) - Irrigation system (auto-water) - Basic ventilation fan - Temperature gauge Cost: 15,000 Zล‚ Materials: 100 Stone, 50 Steel, 30 Glass, 10 Electronics Build Time: 3 days Visual: Modern basement with metal fixtures ``` **Level 3: Advanced Facility** (3 sprites) ``` Size: 8ร—8 tiles (large room) Capacity: 60 plants OR 30 mushroom boxes Features: - Reinforced walls (soundproof) - Keypad-locked entrance - Full spectrum LEDs (optimal growth) - Automated drip irrigation - Climate control (temp + humidity) - Carbon filter (odor control!) - Multiple chambers (separate strains) Cost: 40,000 Zล‚ Materials: 200 Concrete, 100 Steel, 50 Electronics, 20 Gold Build Time: 5 days Visual: Professional grow room with tech ``` **Level 4: Professional Setup** (3 sprites) ``` Size: 12ร—12 tiles (xl room) Capacity: 120 plants OR 60 mushroom boxes Features: - All Level 3 features PLUS: - Separate veg/flower rooms - Automated nutrient dosing - CO2 enrichment system - Security cameras (monitors outside) - Air conditioning (precise temp) - Dehumidifier (precise humidity) - Clone/mother room (breeding) Cost: 100,000 Zล‚ Materials: 500 Concrete, 200 Steel, 100 Electronics, 50 Gold Build Time: 7 days Visual: Industrial-grade facility ``` **Level 5: Secret Laboratory** (3 sprites) ``` Size: 15ร—15 tiles (massive) Capacity: 250 plants OR 120 mushroom boxes Features: - All Level 4 features PLUS: - Research lab (genetics) - Tissue culture station (cloning) - Extraction lab (concentrates) - Drying/curing room (automated) - Multiple entrances (escape routes) - Hidden from radar (undetectable) - Bunker blast door (apocalypse-proof!) - Living quarters (can stay underground) Cost: 250,000 Zล‚ Materials: 1000 Concrete, 500 Steel, 300 Electronics, 100 Gold, 50 Diamond Build Time: 10 days Visual: High-tech underground complex ``` --- ### **BUNKER FEATURES:** #### **Security System:** ``` Level 1-2: Basic lock - NPCs can discover if nearby - Police raids possible (if illegal) Level 3-4: Advanced security - Keypad entry - Hidden entrance (hard to find) - Security cameras (early warning) Level 5: Maximum security - Biometric lock (fingerprint) - Multiple exits (escape tunnels) - Undetectable (satellite/radar proof) - Panic room (if raided, hide here) ``` #### **Climate Control:** **Cannabis Optimization:** ``` Vegetative Stage: - Temperature: 24-26ยฐC (75-79ยฐF) - Humidity: 60-70% - Light: 18 hours on, 6 hours off - Nutrients: Nitrogen-rich Flowering Stage: - Temperature: 20-24ยฐC (68-75ยฐF) - Humidity: 40-50% - Light: 12 hours on, 12 hours off - Nutrients: Phosphorus/potassium-rich ``` **Mushroom Optimization:** ``` Colonization (Mycelium Growth): - Temperature: 24-27ยฐC (75-81ยฐF) - Humidity: 95-100% - Light: None (complete darkness) - Fresh air: Minimal Fruiting (Mushroom Formation): - Temperature: 18-24ยฐC (64-75ยฐF) - Humidity: 85-95% - Light: 12 hours indirect light - Fresh air: High (FAE - Fresh Air Exchange) ``` #### **Automation Features:** **Level 3+ Automation:** ``` โœ… Auto-watering (scheduled drip system) โœ… Auto-feeding (nutrient dosing) โœ… Auto-climate (temp/humidity adjust) โœ… Auto-lights (timer controlled) โœ… Auto-harvest alert (when ready) โœ… Growth tracking (database logs) ``` **Level 5 AI System:** ``` ๐Ÿค– AI Grower Assistant: - Monitors all plants 24/7 - Detects problems (pests, disease, deficiency) - Adjusts environment automatically - Suggests strain improvements - Predicts harvest dates - Optimizes yield (learns from past grows) ``` --- ### **BUNKER LOCATIONS:** ``` Location Options: 1. Under Farmhouse (most common) - Entrance: Basement trapdoor - Pro: Convenient access - Con: More visible 2. Under Barn - Entrance: False wall in barn - Pro: Larger space available - Con: Animals might notice smell 3. Under Greenhouse - Entrance: Tunnel from greenhouse - Pro: Disguised as greenhouse overflow - Con: Must own greenhouse first 4. Remote Forest Location - Entrance: Hidden cave entrance - Pro: Maximum secrecy - Con: Far from farm base 5. Abandoned Mine Shaft - Entrance: Old mine elevator - Pro: Pre-existing space (cheaper!) - Con: Requires mine access quest ``` --- ### **GAMEPLAY MECHANICS:** #### **Discovery Risk:** ``` Base Risk (if illegal): - NPC discovery chance: 5% per day - Police suspicion: Power usage monitored - Smell detection: Neighbors complain Risk Reduction: - Carbon filter: -70% smell detection - Solar panels: -80% power suspicion - Remote location: -60% NPC discovery - Level 5 bunker: -95% all detection ``` #### **Production Bonuses:** ``` Bunker vs. Outdoor Growing: Cannabis: - Outdoor: 2-3 harvests/year, weather-dependent - Bunker: 4-6 harvests/year, year-round! - Quality: +50% (controlled environment) - Yield: +100% (optimal conditions) Mushrooms: - Outdoor: Seasonal only (fall/spring) - Bunker: Year-round unlimited! - Contamination: -90% (sterile environment) - Multiple flushes: +200% total yield ``` --- ### **QUESTS:** **"Underground Farmer" Quest:** ``` 1. Discover blueprints (find in abandoned bunker) 2. Gather materials (build Level 1) 3. First grow (cannabis or mushrooms) 4. Survive first harvest (avoid detection) 5. Reward: Automation unlocked ``` **"The Grow Op" Quest:** ``` 1. Mysterious buyer wants quality product 2. Must build Level 3+ bunker 3. Grow specific strain (perfect conditions) 4. Deliver discreetly (stealth mission) 5. Reward: 50,000 Zล‚ + rare genetics ``` **"Bunker Raid!" Event:** ``` - Random event (if illegal + discovered) - Police raid incoming (30 second warning!) - Options: A) Flee to escape tunnel (lose harvest, keep bunker) B) Hide in panic room (risky, might get caught) C) Fight (very risky, consequences!) D) Surrender (jail time, lose everything) - Best: Level 5 bunker = unraidable! ``` --- ### **ACHIEVEMENTS:** ``` ๐Ÿš๏ธ "Bunker Builder" - Build first underground bunker ๐Ÿš๏ธ "Green Thumb Engineer" - Unlock Level 5 bunker ๐Ÿš๏ธ "Master Cultivator" - 100 successful harvests from bunker ๐Ÿš๏ธ "Stealth 100" - Never get caught (50+ grows) ๐Ÿš๏ธ "Mad Scientist" - Research 10 new strains in bunker lab ``` --- ## ๐Ÿ“Š BUNKER SPRITES NEEDED: ``` Underground Bunker Building: โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ• Level 1: Hidden Basement 3 sprites (exterior, interior, door) Level 2: Basic Grow Room 3 sprites Level 3: Advanced Facility 3 sprites Level 4: Professional Setup 3 sprites Level 5: Secret Laboratory 3 sprites โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ Total Bunker Sprites: 15 sprites Interior Equipment: โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ Grow lights (3 types) 3 sprites Ventilation (fans, filters) 3 sprites Climate control (AC, dehumid) 2 sprites Irrigation system 2 sprites Security (cameras, locks) 3 sprites Lab equipment (microscope, etc) 3 sprites Storage (jars, drying racks) 4 sprites โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ Total Equipment Sprites: 20 sprites GRAND TOTAL: 35 sprites โœ… โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ• ``` --- ## ๐ŸŽฎ BUNKER IN GAME: **Perfect for:** - ๐ŸŒฟ Cannabis cultivation (year-round, maximum quality) - ๐Ÿ„ Mushroom farming (sterile, contamination-free) - ๐Ÿ”ฌ Genetic research (breeding new strains) - ๐Ÿ’ฐ High-value production (premium products) - ๐Ÿ•ต๏ธ Stealth operations (if illegal phase) - ๐Ÿ† Achievement hunting (master cultivator) **Becomes legal after "Legalization" quest, but bunker still useful for:** - Quality control (perfect environment) - Year-round growing (no seasons) - Maximum yield (automated optimization) - Research/genetics (breeding programs) --- *Bunker Added: Jan 03, 2026 @ 22:51* *Break Bad? Nah, Grow Good! ๐ŸŒฟ๐Ÿ„๐Ÿ˜‚* --- ## โš ๏ธ EXTREME CONTENT WARNING โš ๏ธ ``` โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ• The following content is FICTIONAL and for SATIRICAL purposes. This is a game mechanic in a post-apocalyptic zombie survival game. This content is NOT instructional and deliberately abstracted. Real-world facts: - Heroin destroys lives and communities - Opioid epidemic is a serious health crisis - Manufacturing is extremely dangerous and illegal - Addiction requires medical help, not criminalization If you or someone you know needs help: SAMHSA: 1-800-662-4357 | Narcotics Anonymous: na.org This game: โœ… Shows severe consequences โœ… Promotes legitimate/redemption path โœ… Is clearly satirical fiction โœ… Age-gated 18+ Mature rating Proceed only if you understand this is dark satire of Breaking Bad. โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ• ``` --- ## ๐Ÿงช UNDERGROUND CHEMISTRY LAB (Crafting Station) **"You're Goddamn Right" Achievement Path** ### **Building: SECRET LAB** (10 sprites) ``` Location: Deep in bunker (Level 4+ required) Cost: 50,000 Zล‚ + rare materials Build Time: 5 days Unlock: Complete "Chemistry Teacher" quest ``` **Lab Levels:** **Level 1: Makeshift Lab** (50,000 Zล‚) ``` Equipment: - Hot plate (cooking) - Mason jars (containers) - Coffee filters (basic filtration) - Rubber gloves (safety... ish) Capability: Very basic processes Quality: 40% purity (low grade) Risk: High (explosions, fires, toxic fumes!) Output: Low ``` **Level 2: Amateur Lab** (150,000 Zล‚) ``` Equipment: - Burner + stand - Glass beakers - Thermometer - pH strips - Fume hood (ventilation) Capability: Intermediate processes Quality: 60% purity Risk: Medium (still dangerous) Output: Medium ``` **Level 3: Professional Lab** (500,000 Zล‚) ``` Equipment: - Lab-grade glassware - Heating mantles - Vacuum pump - Rotary evaporator - Safety equipment - Chemical storage Capability: Advanced processes Quality: 85% purity (high grade) Risk: Low (proper safety) Output: High ``` **Level 4: Breaking Bad Lab** (1,000,000 Zล‚) โญ ``` Equipment: - Industrial equipment - Full safety systems - Automated processes - Quality control station - Waste disposal system Capability: Expert processes Quality: 99.1% purity ("Blue Sky") Risk: Very Low (professional) Output: Maximum Special: "Heisenberg" status unlocked ``` --- ## ๐Ÿงช CRAFTING MECHANICS (ABSTRACTED!) **โš ๏ธ NOTE: Game uses SIMPLIFIED, NON-SPECIFIC mechanics!** **NO real chemistry! Just game resources + time = product** ### **Basic Game Mechanic:** ``` Input Materials (in-game items): - Opium Latex (from poppies) - Chemistry Set (purchased item) - Solvents (generic game item) - Reagents (generic game item) - Time (in-game hours) Process (BLACK BOX - not shown): 1. Place materials in lab 2. Start process (button click) 3. Wait X hours (progress bar) 4. Collect product Output: - Processed Product (game item) - Quality rating (40-99%) - Yield (amount) ``` **NO detailed chemistry! Just resource management minigame!** --- ## ๐Ÿ’Š PRODUCT TIERS (Game Items) ``` Low Grade (40-60% purity): - Value: 1,000 Zล‚/unit - Effect: Customers dissatisfied - Reputation: -10 - Risk: Angry clientele Medium Grade (61-80% purity): - Value: 5,000 Zล‚/unit - Effect: Customers satisfied - Reputation: Stable - Risk: Competition High Grade (81-95% purity): - Value: 15,000 Zล‚/unit - Effect: Customers very happy - Reputation: +20 - Risk: Attracts gangs, authorities "Blue Sky" (96-99.1% purity): - Value: 50,000 Zล‚/unit - Effect: Legendary product - Reputation: +100 (underground) - Risk: EXTREME (everyone wants it!) - Special: Heisenberg Legend status ``` --- ## โš ๏ธ CONSEQUENCES SYSTEM (Heavy!) ### **Health Risks:** ``` Lab Accidents: - Explosion (5% chance if rushing) โ†’ Hospital, -50% HP - Fire (3% if careless) โ†’ Burns, -30% HP - Toxic Fumes (10% if no ventilation) โ†’ Poisoned status - Chemical Burns (8% if no gloves) โ†’ Scarring Lab Level Reduces Risk: - Level 1: All risks at 100% - Level 2: Risks at 50% - Level 3: Risks at 25% - Level 4: Risks at 5% ``` ### **Legal Consequences:** ``` If Caught Operating Lab: First Time: - Arrest: 30 days jail - Fine: 500,000 Zล‚ - Lab Destruction: Total loss - Reputation: -1000 - Blacklisted: Cannot trade legally for 60 days Second Time: - Arrest: 90 days jail - Fine: 2,000,000 Zล‚ - Asset Seizure: Lose 50% of all property - Reputation: -5000 - Permanent Criminal Record Third Time: - Arrest: 365 days jail (full year!) - Fine: All money confiscated - Asset Seizure: Lose everything - Game Over: "Life Sentence" ending - Must start new game ``` ### **Gang/Rival Consequences:** ``` High-Grade Production Attracts Attention: Rival Dealers: - 20% chance per week of attack - Steal product - Destroy lab - Injure/kill player Criminal Syndicates: - Force you to work for them - "Protection" racket (pay 50% profits) - Refuse = Death Turf Wars: - Zombies are least of your worries - Human enemies more dangerous - Violence escalates ``` --- ## ๐ŸŽฎ QUEST: "The Chemistry Teacher" **Unlock Path for Lab:** ``` Quest Giver: "Dr. Mรผller" (Ex-Pharmacist) Chapter 1: "The Diagnosis" - Dr. Mรผller has terminal illness - Needs money for treatment - Desperation leads to... idea - Unlock: Chemistry basics Chapter 2: "The First Cook" - Build makeshift lab - First batch (tutorial) - Sell to pay for medicine - Unlock: Amateur lab Chapter 3: "Expansion" - Demand increases - Upgrade to professional lab - Hire assistant (Jesse parallel) - Unlock: Distribution network Chapter 4: "Empire" - Full operation running - Zombie dealers managing sales - Massive profits rolling in - Unlock: Breaking Bad lab Chapter 5: "The Reckoning" - Consequences catch up - Rivals, law, violence - CHOICE: A) Continue (dark path, bad ending likely) B) Quit (redemption path, good ending) C) Legalize (pharmaceutical path, best ending) ``` --- ## ๐ŸŒŸ REDEMPTION PATH (Recommended!) **"I Did It For My Family" โ†’ "Now I Do It Right"** ### **Late-Game Quest: "Going Legitimate"** ``` After making 10,000,000 Zล‚ (drug money): Option 1: Clean Exit - Destroy lab - Stop all production - Donate money to hospital - Clean Record quest - Peaceful life ending Option 2: Pharmaceutical Company - License application (1,000,000 Zล‚) - Convert lab to legal facility - Produce medical morphine (legal!) - Supply hospitals - Legitimate business owner - Same money, zero risk! - "Breaking Good" ending Option 3: Therapy/Social Work - Fund addiction treatment center - Help others recover - Atone for past actions - "Redemption" ending ``` --- ## ๐Ÿ“Š SPRITES NEEDED ``` CHEMISTRY LAB: - Building exterior/interior: 10 sprites - Equipment (4 tiers): 20 sprites - Materials/reagents: 10 sprites - Product containers: 5 sprites - Safety equipment: 5 sprites - Dr. Mรผller NPC: 3 sprites โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ TOTAL LAB: 53 sprites โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ• ``` --- ## ๐Ÿ† ACHIEVEMENTS (Dark Path) ``` ๐Ÿงช "The Chemistry Teacher" - Build first lab ๐Ÿงช "Blue Sky" - Create 99.1% purity product ๐Ÿงช "Empire Business" - Earn 10M from production ๐Ÿงช "Heisenberg" - Legendary reputation ๐Ÿ’€ "Say My Name" - Everyone fears you ๐Ÿ’€ "I Am The Danger" - Intimidation maxed ๐ŸŒŸ REDEMPTION ACHIEVEMENTS: โœจ "Breaking Good" - Convert to pharmaceutical โœจ "The Cure" - Fund treatment center โœจ "Atonement" - Help 100 addicts recover โœจ "Clean" - Quit and destroy lab ``` --- ## โš ๏ธ FINAL REMINDER ``` โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ• THIS IS FICTIONAL GAME CONTENT Purpose: - Satirize Breaking Bad TV show - Explore consequences of choices - Show redemption is possible - Educational about addiction crisis Game actively discourages this path: โœ… Heavy consequences (jail, violence, death) โœ… Redemption path presented as better option โœ… Legitimate pharmaceutical route shown โœ… Treatment/recovery path available Real-world resources: SAMHSA National Helpline: 1-800-662-4357 (24/7/365) Substance Abuse Treatment: findtreatment.gov Narcotics Anonymous: na.org Recovery is possible. Help is available. Rating: M for Mature (18+) Contains: Drug references, violence, mature themes โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ• ``` --- *Underground Chemistry Lab Added: Jan 03, 2026 @ 23:00* *"I did it for me. I liked it. I was good at it... And I was alive."* *But redemption is always an option. Choose wisely. ๐ŸŒŸ*