# ๐ŸŽฎ DOLINASMRTI - COMPLETE GAME BIBLE **Created:** 30.12.2025 04:07 **Last Updated:** 21.01.2026 02:44 CET ๐ŸŽจ **UI TRANSPARENCY FIXES** **Version:** Alpha 1.8 (Faza 2 Buildings + Cemetery!) **Status:** ๐ŸŽฏ DEMO 93% + FAZA 1 100% + FAZA 2 29% (53/182 sprites) **โšก JAN 9 MEGA SESSION UPDATE:** - โœ… FAZA 1: 100% LOCKED (73 sprites) - โœ… FAZA 2 Week 1: Town Square Complete (13 sprites) - โœ… FAZA 2 Week 2: ALL 8 Core Buildings (40 sprites) - โšฐ๏ธ Cemetery Added as 9th Building (ghost spawn system!) - ๐Ÿ‘ป Ghost haunting mechanics planned - **TOTAL TONIGHT: 126 sprites generated!** --- **๐Ÿ› ๏ธ JAN 21 SESSION UPDATE (UI FIXES):** - ๐ŸŽจ **UI Restoration:** Fixed transparency issues on 4 core UI assets (Frame, Gauge, Button, Mask). - ๐Ÿงน **Checkerboard Removal:** Implemented advanced cleaning scripts to strip baked-in backgrounds. - ๐Ÿšง **Status:** Assets restored from references, awaiting "Green Screen" regeneration (Quota Limit hit until 05:00 CET). - ๐Ÿ‘ป **Scene Layers:** Validated Depth sorting (0=Grass, 10=Ghosts, 100=UI). --- ## ๐ŸŽฏ **CORRECTED GAME STRUCTURE:** ### **DEMO (Trial Mode) - FREE:** **Focus:** Basic farm + shop counter (Gronk) **Locked:** Town exploration, all advanced features **Purpose:** Hook players with farming loop **Duration:** Unlimited (2-4 hours engaging content) ### **FAZA 1 (Purchase Unlock) - $14.99:** **Focus:** TOWN RESTORATION PHASE 1 **Features:** - Full town access unlocked - Restore 6-8 key buildings - 8-10 NPCs move in - **Milestone:** Upon completion, Map 1 is CREATED, ORGANIZED, and LOCKED. ### **FAZA 2 - FAZA 10 (Sequential Expansions):** **Strategy:** The game will be released in **10 DISTINCT PHASES**. - Each phase adds a specific region, biome, or major system. - **Workflow:** 1. Add Assets to Reference Folder 2. Generate/Process Final Assets 3. Implement in Game 4. **LOCK** the Phase (No further changes to that content) - **Goal:** Steady stream of content updates. **Duration:** +10-15 hours per phase **Playstyle:** Advanced town management & Exploration --- --- ## ๐ŸŽ‰ **JAN 9, 2026 - FAZA 1 COMPLETE + FAZA 2 LAUNCH!** ### **โœ… FAZA 1: 100% ASSET COMPLETE (73/73 sprites)** **ANIMAL ANIMATIONS (30 sprites):** 10 farm animals ร— 4 frames each (idle + walk + eat + unique action) - **Cow:** idle, walk, eat, milk โœ… - **Pig:** idle, walk, eat, dig โœ… - **Sheep:** idle, walk, eat, shear โœ… - **Chicken:** idle, walk, peck, lay_egg โœ… - **Duck:** idle, walk, swim, peck โœ… - **Goat:** idle, walk, eat, butt โœ… - **Horse:** idle, walk, gallop, eat โœ… - **Rabbit:** idle, hop, eat, burrow โœ… - **Donkey:** idle, walk, eat, bray โœ… - **Llama:** idle, walk, eat, spit โœ… **Style:** Perfect consistency, glowing eyes (red/yellow/purple), thick outlines, skull collars **FARM INFRASTRUCTURE (13 sprites):** - **Greenhouse:** 5 progression stages (broken โ†’ deluxe) โœ… - **Irrigation:** 4 pieces (pipes, sprinkler, pump) โœ… - **Storage:** 3 buildings (crop shed, feed storage, silo) โœ… - **Farm Elements:** 2 (manure pile, windmill) โœ… **TOOL UPGRADES (30 organized):** - **Wood Tier:** 4 tools (hoe, watering_can, scythe, shovel) โœ… - **Stone Tier:** 6 tools (all + axe, pickaxe) โœ… - **Iron Tier:** 6 tools (dark blue metallic) โœ… - **Steel Tier:** 6 tools (bright silver premium) โœ… - **Special Tools:** 4 (fishing_rod, net, hammer, wrench) โœ… **Folder Structure:** Complete organization in `assets/references/` --- ### **โœ… AI & SOUND SYSTEMS DEPLOYED:** **AnimalBehavior.js (150+ lines):** ```javascript - Wander: Smooth non-grid movement - Flee: Animals run when player within 100px - Follow: Cargo animals (llama, horse, donkey) - GlowingEyes: "Noir" neon pink/green effect in darkness ``` **NPCIdleBehavior.js (100+ lines):** - Random idle animations every 3-8 seconds - NPC-specific actions (Gronk adjusting apron, etc.) **ANIMAL_SOUND_MANIFEST.md (300+ lines):** - 23 animal sound categories - Mapped to Kenney Sound Packs - "Noir" audio processing (muffled, reverb, heartbeat) --- ### **๐Ÿ˜๏ธ FAZA 2: TOWN RESTORATION (53/182 sprites - 29%)** **WEEK 1 COMPLETE (13/13 sprites):** **First Ruined House (5 stages):** 1. **Completely Ruined** - Debris, collapsed โœ… 2. **Foundation Cleared** - Stable base โœ… 3. **Walls Rebuilt** - Standing, no roof โœ… 4. **Roof Completed** - Functional โœ… 5. **Fully Restored** - Gothic mansion โœ… **Town Square Infrastructure (8 sprites):** - **Fountain:** 3 stages (broken โ†’ working โ†’ ornate with gargoyles) โœ… - **Gothic Bench:** Wrought iron seats โœ… - **Notice Board:** Quest hub โœ… - **Street Lamp:** With bat gargoyle! โœ… - **Plaza Center:** Circular cobblestone โœ… - **Entrance Archway:** "Town Entrance" gates โœ… --- **WEEK 2 COMPLETE (40/40 sprites):** **ALL 8 CORE BUILDINGS (5 stages each):** 1. **TOWN HALL** โœ… - Clock tower throughout progression - Town flags flying on stage 5 - Gothic government building 2. **CHURCH** โœ… - Stained glass windows - Bell tower with golden cross - Cathedral with lit candles 3. **BLACKSMITH** โœ… - Forge glowing through windows - "BLACKSMITH" sign - Gronk visible in final stage! 4. **GENERAL STORE** โœ… - Large display windows - "GENERAL STORE" hanging sign - Two-story merchant building 5. **INN/TAVERN** โœ… - "TAVERN" sign with beer mug - Warm windows glowing - NPCs gathering outside! 6. **SCHOOL** โœ… - Bell tower with bell - "SCHOOL" sign - Children's drawings visible! 7. **GUARD POST** โœ… - Watchtower with guards on walls - Town crest shield - Torches lit 8. **APOTHECARY** โœ… - Colorful potion bottles glowing! - "APOTHECARY" mortar/pestle sign - Bubbling cauldron outside! --- **โšฐ๏ธ 9TH BUILDING ADDED - CEMETERY:** ๐Ÿ‘ป **Ghost Spawn Mechanics:** - Spirits emerge from graveyard at night - Haunt town NPCs (straลกenje ljudi!) - Father Marko blessing quests - Gothic fog effects **Cemetery Assets (5 stages + 10 props planned):** - Graveyard progression (ruined โ†’ restored) - Gravestones (5 variants) - Gothic crosses (3 variants) - Angel statues (2 variants) --- **STYLE ACHIEVEMENTS:** - Perfect gothic consistency across all 53 sprites - 5-stage progression tells restoration story - Unique details per building (signs, NPCs, effects) - Thick black outlines throughout - Weathering on early stages, beauty on stage 5 --- ### **๐Ÿ“Š JAN 8-9 MEGA SESSION STATISTICS:** **TOTAL SPRITES GENERATED:** 126 - Faza 1: 73 sprites - Faza 2: 53 sprites * Week 1: 13 sprites * Week 2: 40 sprites **PRODUCTION STATS:** - Animal animations: 30 - Infrastructure: 13 - Tools (new): 19 - Faza 2 buildings: 10 **FILES ORGANIZED:** 32+ files moved to references - VFX, intro assets, interiors, existing tools **DOCUMENTATION CREATED:** - `AnimalBehavior.js`, `NPCIdleBehavior.js` - `ANIMAL_SOUND_MANIFEST.md` - `FAZA_1_PRODUCTION_PLAN.md`, `FAZA_2_PRODUCTION_PLAN.md` - `SESSION_DNEVNIK_JAN_8_9_2026_FAZA_1_COMPLETE.md` **GIT COMMITS:** 16 commits (asset batches, systems, organization) **SESSION DURATION:** 3.5 hours intense production **PRODUCTION EFFICIENCY:** 2.5 min/sprite average --- ### **๐Ÿ“Š UPDATED PRODUCTION STATUS:** | Component | Status | Completion | |-----------|--------|------------| | **Intro Cutscene** | โœ… 100% Polished | Production Ready | | **Audio System** | โœ… Functional | 71% (systems 100%) | | **Asset Verification** | โœ… Complete | 100% (770+ files) | | **Faza 1 Assets** | โœ… LOCKED | 100% (73/73) | | **AI Systems** | โœ… Deployed | 100% (animals + NPCs) | | **Faza 2 Week 1** | ๐Ÿ”„ In Progress | 77% (10/13) | | **Bug Fixes** | โœ… All Fixed | 4/4 critical bugs | | **Game Stability** | โœ… Stable | No crashes | | **Demo Readiness** | ๐ŸŽฏ 93% | Audio only! | **Next Steps:** 1. Complete Faza 2 Week 1 (3 more sprites) 2. Continue Faza 2 core buildings (40 sprites) 3. Audio batch processing (30 files for whole game) --- ## ๐Ÿ“– TABLE OF CONTENTS 1. [Game Overview](#game-overview) 2. [Story & Setting](#story--setting) 3. [Main Characters](#main-characters) 4. [NPCs & Factions](#npcs--factions) 5. [Enemies & Bosses](#enemies--bosses) 6. [Animals & Creatures](#animals--creatures) 7. [Gameplay Systems](#gameplay-systems) 8. [World & Locations](#world--locations) 9. [Items & Crafting](#items--crafting) 10. [Art Style & Visuals](#art-style--visuals) 11. [Audio & Music](#audio--music) 12. [Development Timeline](#development-timeline) 13. [Asset Production](#asset-production) --- ## ๐ŸŽฎ GAME OVERVIEW ### **Title:** Krvava ลฝetev (DolinaSmrti / Bloody Harvest) ### **Genre:** - Survival RPG - Farming Simulator - Post-Apocalyptic Adventure - Story-Driven Exploration ### **Platform:** PC (Web-based, JavaScript/Phaser 3) ### **Target Audience:** - Age: 16+ (mature themes) - Players who enjoy: Stardew Valley, Don't Starve, Project Zomboid - Story-driven gameplay with emotional depth ### **Unique Selling Points:** 1. **Emotional Twin Bond Story** - Find your lost sister Ana 2. **Zombie Worker Management** - Control zombies, don't fight them all 3. **Gritty Noir Art Style** - Dark, hand-drawn, mature aesthetic 4. **Micro to Macro Farm** - Start with 8ร—8 plot, grow to empire 5. **180 NPCs** with deep personalities and quests 6. **18 Biomes** to explore across post-apocalyptic Slovenia 7. **Multiple Endings** based on player choices --- ## ๐Ÿ“š STORY & SETTING ### **Opening (The Truth Kai Doesn't Remember):** > "My name is... I don't know. I woke up here. I don't remember anything. But something inside me... a feeling... tells me I'm searching for someone." ### **The REAL Incident (Day 0 - What Actually Happened):** - **2084** - Slovenia, Happy Family Farm - Kai & Ana Markoviฤ‡ - 14-year-old **TWIN SISTERS** (yes, both girls!) - Living peaceful life with parents Marko & Elena - **Day 3:** Zombie outbreak begins - **Day 7:** **Giant Troll King** attacks their farm - Parents sacrifice themselves protecting twins - Troll King kidnaps Ana, drags her through portal - Kai fights back, gets **MASSIVE HEAD TRAUMA** when thrown into wall - **FULL AMNESIA** - Kai remembers NOTHING! ### **Present Day (Game Start - Day 7, Hours Later):** **KAI'S PERSPECTIVE:** - Wakes up in basement ruins, disoriented - Severe headache, bloodstain on wall - **NO MEMORY** of who she is - Finds ID card: "Kai Markoviฤ‡, Age: 14" - Finds photos on wall (herself + unknown girl + adults) - Feels strange pull in chest (Twin Bond - damaged but present) - **Doesn't know:** - She has a twin sister named Ana - Parents are dead - What happened 3 days ago - Why she feels this inexplicable emptiness **ANA'S PERSPECTIVE** (If playing Ana's Story): - Wakes up in **Chernobyl Reactor Core - Level 7** (prison cell!) - **FULL MEMORY** of abduction (traumatic but clear!) - Remembers: - Parents dying to save them - Giant Troll King grabbing her - Kai's unconscious body (last image before portal closed) - **Twin Bond feels weak/damaged** (Kai's amnesia blocking it!) - **Mission:** Survive captivity, send signals to Kai, prepare escape ### **Twin Bond Mechanic (Both Perspectives):** **KAI (Amnesia = Broken Bond):** - Starts with vague "pull" sensation (direction unknown) - Finding Ana's belongings โ†’ **Flashback cutscenes** (memory fragments!) - Each memory restored โ†’ Twin Bond strengthens - **50/50 memories** unlocked โ†’ Full Bond restored! - Then can sense Ana's exact location **ANA (Full Memory = One-Way Bond):** - Can SEND signals to Kai (telepathic beacons) - Feels when Kai gets close to her items - Heartbreak: Kai doesn't respond (amnesia!) - Keeps trying anyway (hope!) ### **Main Antagonist:** - **Dr. Viktor Krniฤ‡** - Mad scientist who **INTENTIONALLY** released virus! - Orchestrated Giant Troll King attack - Wants Ana's blood (contains cure component!) - Holding Ana prisoner in Chernobyl - **NOT** Viktor's first attempt (hinted he's done this to other families!) ### **GIANT TROLL KING** (FINAL BOSS): - **NOT Zmaj Volk** - Zmaj Volk is CUT from game! โŒ - Giant Troll King = **Separate entity** - 5m tall, incredibly powerful - Under Viktor's control (via dark magic/tech) - Kidnapped Ana on Day 7 - **Final Battle:** Chernobyl Reactor Core (3-phase boss fight!) - Can be killed OR freed from control (endings!) ### **The World:** - **Slovenia Post-Apocalypse** (Valley of Death = Dolina Smrti) - **20 diverse biomes** (Confirmed): - 9 Normal: Grassland, Forest, Swamp, Desert, Mountain, Snow, Wasteland, Tropical, Radioactive - 11 Magical (Anomalous): Dino Valley, Mythical Highlands, Endless Forest, Loch Ness, Catacombs, Egyptian Desert, Amazon, Atlantis, Chernobyl, Mexican Cenotes, Witch Forest - **27 explorable towns** (1 per train station!) - **Scattered biomes** (150km apart!) - Must travel to discover! - Mix of realistic Slovenia + fantasy anomalies --- ## ๐Ÿ‘ฅ MAIN CHARACTERS ### **1. Kai Markoviฤ‡** (Playable Character - Kai's Story) **Age:** 14 (NOT 17!) **Gender:** FEMALE (twin sister to Ana!) **Role:** Protagonist, Alpha Hybrid, Farmer, Memory-Lost Twin **Appearance:** - **Pink and green dreadlocks** (signature look) - **Stretched ear gauges** with multiple piercings - Facial piercings (nose, lip, eyebrow) - **Katana** strapped to back (main weapon) - Post-apocalyptic clothing (torn jacket, ripped jeans) - Dark combat boots - Brown survival backpack - Athletic, wiry build **Visual Reference:** `/references/kai/` - Style 32 Dark-Chibi Noir - Red eyes with dark pupils (human, NOT zombie) - Confused/determined expression (amnesia!) - Survivor aesthetic **Personality (Before Amnesia):** - Protective of Ana - Brave, sometimes reckless - Creative problem-solver - Loved farming with parents **Personality (After Amnesia - Game Start):** - **COMPLETELY LOST** - doesn't know who she is! - Driven by instinct (Twin Bond pull) - Slowly rebuilds identity through memories - Desperate to understand the emptiness inside **Abilities:** - **Alpha Hybrid Power:** Control zombies telepathically (doesn't remember how she got it!) - Farming skills (muscle memory intact!) - Combat (learns as game progresses) - Crafting & building - Twin Bond (damaged, restores with memories!) **Character Arc:** - **Day 7:** Wakes with NO memory, confused - **Week 1-10:** Finds 1-20 memories (fragments of childhood) - **Week 11-30:** Finds 21-40 memories (remembers Ana's face!) - **Week 31-50:** Finds 41-49 memories (remembers parents' death) - **Memory 50/50:** Full memory restored - **EMOTIONAL BREAKDOWN** (cries for 5 minutes straight!) - **Endgame:** Storms Chernobyl to save Ana (fully motivated!) --- ### **2. Ana Markoviฤ‡** (Playable Character - Ana's Story / Quest Target - Kai's Story) **Age:** 14 (Kai's twin sister!) **Gender:** FEMALE **Role:** Dual Protagonist (playable!) / Captive Scientist / Cure Key **Appearance:** - **Light blonde hair** (short, practical cut) - **Blue eyes WITH pupils** (friendly NPC style) - Style 32 Dark-Chibi Noir aesthetic - Scientist aesthetic (lab coat over survival clothes) - Research backpack with supplies - Determined, intelligent expression **Visual Reference:** `/references/ana/` - Style 32 Dark-Chibi Noir - Strong, capable, intelligent look - Contrasts with Kai (blonde vs dreadlocks) **Status in Kai's Story:** - **Missing** (kidnapped by Giant Troll King) - **Alive** (held captive in Chernobyl Reactor Level 7) - Her 50 belongings scattered across world - Can be saved OR lost (endings!) **Ana's Story Gameplay:** - **Playable character** in "Ana's Story" mode! - Start: Prison cell, Day 7 - **Full memory** (knows everything!) - Must survive, research, plan escape - Write 50 diary pages (same ones Kai finds!) - Send Twin Bond signals to Kai - Eventually escapes, journeys home - **Reunion:** Same scene from HER perspective! **Personality:** - Scientific genius (14 but brilliant!) - Optimistic even in captivity - Loves her sister Kai deeply - Determined to survive & return home - Keeps hope alive (Twin Bond = lifeline) **Abilities (Ana's Story):** - Scientific crafting (chemistry, tech) - Stealth (sneak past guards!) - Puzzle solving (hack terminals!) - NPC manipulation (dialogue, intel) - Twin Bond messaging (one-way to Kai) --- ### **3. Gronk** (Companion) **Role:** Kaijev prijatelj, Tamed Troll, Comic Relief **Appearance:** - MASSIVE green troll (3m tall) - **Pink dreadlocks** (signature style) - **Stretched ear gauges** with piercings - Nose ring and facial piercings - **Vape** always in hand (essential accessory) - Black t-shirt: "TROLL SABBATH" (purple text) - Torn baggy black skater pants - Pink sneakers - Colorful vape clouds (pink smoke) **Visual Reference:** `/references/gronk/` - Style 32 Dark-Chibi Noir - Friendly giant aesthetic - Stoner/skater culture vibe **Personality:** - Gentle giant despite size - Loves vaping (various flavors) - Loyal to Kai after being saved - ADHD-coded (short attention, impulsive) - Surprisingly philosophical **Abilities:** - Incredible strength (lifts boulders) - Tank/defender in combat - Can break through walls - Special "Earthquake Slam" ability **How Met:** - Found injured in forest - Kai nurses him back to health - Becomes best friend/companion - NOT the Troll King (that's his evil cousin) **Unique Feature:** Only troll who vapes! --- ### **4. Susi** (Dog Companion) **Role:** Loyal dog, item finder, emotional support **Breed:** Mixed retriever-type **Abilities:** - Finds hidden items - Warns of danger - Loyal companion - Multiple dog breeds recruitable later --- ### **5. Viktor Krniฤ‡** (Villain) **Role:** Main antagonist, mad scientist **Appearance:** Sharp, dangerous military doctor **Goal:** Extract cure from Ana's blood (will kill her) **Controls:** Troll King, mutant army **Final Boss:** Chernobyl reactor showdown --- ## ๐Ÿ˜๏ธ NPCs & FACTIONS (180+ Characters) ### **Town NPCs (Core Services):** **1. Ivan Kovaฤ** (Blacksmith) โš’๏ธ - **Appearance:** Moฤan lik (strong build), protective goggles, blacksmith apron - **Role:** Tool repair & enchanting services - **Services:** - Repairs all 63 tool types (10g per durability point) - Enchanting Table access (Magic Enchanting System) - Sells repair kits and upgrade materials - **Location:** Blacksmith building in every restored town - **Personality:** Serious craftsman, respects quality work - **Visual Reference:** `/references/npcs/ivan_kovac/` - Style 32 Dark-Chibi Noir - Red eyes with dark pupils (friendly NPC) - Muscular, soot-covered from forge work **2. Mayor/ลฝupan** (Town Administrator) ๐Ÿ›๏ธ - **Appearance:** Serious lik, long green coat, official sash, old tablet computer - **Role:** Town restoration permits & quests - **Services:** - Issues permits to restore 27 towns - Tracks restoration progress - Rewards City Gratitude Gifts - Assigns town defense quests - **Location:** Town Hall (once restored) - **Personality:** Bureaucratic but fair, wants to rebuild civilization - **Visual Reference:** `/references/npcs/mayor/` - Style 32 Dark-Chibi Noir - Red eyes with dark pupils (friendly NPC) - Official, authoritative look **3. Miro Pravnik** (Lawyer/Odvetnik) โš–๏ธ - **Appearance:** Starejลกi moลกki (older man), wrinkled brown office suit, rusty briefcase - **Role:** Legal services & divorce proceedings - **Services:** - Handles legal matters in Mrtva Dolina - Divorce paperwork (NPC relationship system) - Property rights & land ownership - Witness for important contracts - **Location:** Law Office in major towns - **Personality:** Tired, seen too much, darkly humorous - **Visual Reference:** `/references/npcs/miro_pravnik/` - Style 32 Dark-Chibi Noir - Red eyes with dark pupils (friendly NPC) - Worn, weathered professional **4. Arborist/Gozdar** (Tree Planter) ๐ŸŒฒ - **Appearance:** Work clothes, gardening gloves, seed bags - **Role:** Automated tree planting service - **Services:** - Automatically plants trees on your farm - Sells rare tree saplings - Forest management advice - Biome-specific tree species - **Location:** Farm School building - **Personality:** Nature-loving, calm, patient - **Visual Reference:** `/references/npcs/arborist/` - Style 32 Dark-Chibi Noir - Red eyes with dark pupils (friendly NPC) - Green-themed clothing, dirt-stained --- ### **Companions & Special NPCs:** **5. Zombi Skavt** (Zombie Scout) ๐ŸงŸโ€โ™‚๏ธ - **Appearance:** Friendly zombie with red/blue bandana, small backpack - **Role:** Explorer companion, pathfinder - **Special:** Levels 1-20, evolves visually at 5/10/15/20 - **Features:** - Finds shortcuts through biomes - Discovers rare items (Treasure Hunter skill) - Warns of dangers (Danger Sense) - Marks resources on map - **Visual Reference:** `/references/companions/zombie_scout/` - Style 32 Dark-Chibi Noir - **Red eyes WITH dark pupils** (friendly variant) - Bandana identifier (blue or red) - Chibi proportions, friendly pose --- ### **Enemies & Raiders:** **6. Nomadski Roparji** (Nomad Raiders) โ›บ - **Types:** Desert Nomads, Frost Bandits, Jungle Marauders, Tech Scavengers - **Appearance:** Improvised scrap armor, post-apocalyptic gear - **Role:** Dynamic threat, farm raiders - **Behavior:** - Travel between biomes (no permanent home) - Raid farms when you have 1000+ crops - Ambush caravans (30% chance) - Establish temporary camps (2-3 days) - **Visual Reference:** `/references/enemies/nomad_raiders/` - Style 32 Dark-Chibi Noir - Each raider type has biome-specific gear - Hostile appearance, weapons drawn **7. Troli** (Trolls) ๐Ÿฐ - **Types:** Friendly (like Gronk), Wild, Troll King (boss) - **Appearance:** Robustni prebivalci (robust builds), various colors - **Role:** Town inhabitants (after restoration) - **Features:** - Move into restored towns - Provide unique services - Stronger than humans, good defenders - Some tameable as companions - **Visual Reference:** `/references/species/trolls/` - Style 32 Dark-Chibi Noir - Massive builds (2-3m tall) - Various skin tones (green, gray, blue) --- ### **NPC Visual Style Rules:** **ALL friendly NPCs follow these rules:** - โœ… **Red eyes WITH dark pupils** (friendly identifier) - โœ… Style 32 Dark-Chibi Noir aesthetic - โœ… Thick black outlines (4-5px) - โœ… Chibi proportions - โœ… Clear, expressive faces - โœ… Unique identifying features (clothing, accessories) **Zombies:** - โšช Weak/Tamed: **White eyes, NO pupils** - ๐Ÿ”ด Strong/Wild: **Red eyes, NO pupils** - ๐Ÿงก Scout: **Red eyes WITH pupils** (special friendly variant) --- ### **NPC Factions:** - **Scavengers:** Neutral survivors - **Raiders:** Hostile bandits (Nomads) - **Cultists:** Zombie worshippers - **Field Medics:** Helpers - **Scientists:** Pre-outbreak survivors - **Town Citizens:** Restored town inhabitants ### **Total NPCs:** 180 across 27 towns - Each with unique dialogue - Quest givers - Traders, crafters, allies - Relationship/reputation system --- ## ๐Ÿ‘น ENEMIES & BOSSES ### **Zombie Types (8):** 1. **Basic Zombie** - Slow, weak 2. **Runner Zombie** - Fast, dangerous 3. **Bloated Zombie** - Tank, explodes 4. **Dreadlocks Zombie** - Medium speed 5. **Zombie Horde** - Groups 6. **Worker Zombie** - Controllable by Kai! 7. **Crawler** - Ground-based 8. **Screamer** - Alerts others ### **Mutants:** - Mutant beasts (various) - Werewolves (night predators) - Skeletons (graveyard spawns) - Ghosts (ruins/churches) ### **Wild Animals (Hostile):** - Wolves - Bears - Wild boars ### **BOSSES (7 Major):** **1. Mutant King (Lv 10)** - First major boss - Slash and Charge attacks - Drops: Mutant Crown, Legendary Sword (20%) **2. Zombie Horde Leader (Lv 20)** - Cemetery king - Bite, Claw, Plague cloud - Summons minions - Drops: Zombie Heart, Necromancer Staff **3. Ancient Tree (Lv 30)** - Sacred Grove guardian - Root strike, Thorn volley, Poison spores - Self-healing - Drops: Ancient Wood, Nature Staff **4. Giant Troll King (Lv 43)** - 3-phase battle! - Club smash (AoE), Roar (stun), Ground pound - Weakness: Head (phase 3), legs - **Gronk's evil cousin!** - Drops: Troll Heart, Legendary Club **5. Ice Titan (Lv 40)** - Frozen Peak - Ice punch, Frost breath, Blizzard aura - Drops: Ice Core, Frost Hammer **6. Fire Dragon (Lv 50)** - FINAL BOSS (Volcano Peak) - Fire breath, Tail swipe, Meteor strike - Apocalypse mode - Drops: Dragon Heart, Dragon Scale Armor **7. King Slime** - Secret boss - Heavy Slam (3ร—3), summons slimes - Drops: King Gel (for Mythical Vape) --- ## ๐Ÿพ ANIMALS & CREATURES (109 TOTAL!) **Updated:** 06.01.2026 - Complete creature catalog across all 20 biomes! --- ### **1. CHERNOBYL MUTANTS (10 species)** โ˜ข๏ธ **Common Mutants:** 1. **Mutant Wolf** - Pack hunter, 150 HP, glowing green patches 2. **Giant Rat** - Swarms of 10-20, 80 HP, cat-sized! 3. **Mutant Crow** - Flying, 3 eyes, 40 HP 4. **Radiation Spider** - Dog-sized, poison attacks, 100 HP **Rare Mutants:** 5. **Two-Headed Dog** - Attacks 2 targets, 200 HP, can be tamed! 6. **Radioactive Boar** - Charge attack, 180 HP, produces rad milk if captured 7. **Glowing Deer** - Bioluminescent, 120 HP, beautiful drops! 8. **Mutant Fish** - 3-eyed, catchable, radiation essence drops **Boss-Tier:** 9. **Mutant Bear** - 500 HP, devastating attacks, LEGENDARY drops! 10. **Radioactive Cow** - 300 HP, CAPTURE for daily rad milk! (10,000g DNA sample!) --- ### **2. FARM ANIMALS (10 species)** ๐Ÿ„๐Ÿ” **Core Livestock:** 1. **Chicken** - Eggs, feathers | Mutant: Three-Headed Chicken (3ร— eggs!) 2. **Cow** - Milk, beef | Mutant: Extra udders (2ร— milk!) 3. **Pig** - Truffles, ham | Mutant: Giant Pig (rideable!) 4. **Sheep** - Wool, milk | Mutant: Fire Sheep (fire wool!) 5. **Horse** - Transportation, 35 km/h | Legendary: Undead Horse! **Additional Livestock:** 6. **Goat** - Milk, cheese, 1,000g 7. **Duck** - Eggs, feathers, water fowl 8. **Rabbit** - Meat, fur, fast breeders! 9. **Donkey** - Cargo carrier, 100km range! 10. **Llama/Alpaca** - Caravan animals (6-animal trains!), wool --- ### **3. WILD ANIMALS (15 species)** ๐ŸฆŠ๐Ÿป **Forest Animals:** 1. **Wolf** - Pack predator, 100 HP, can tame babies! 2. **Bear** - Tank, 300 HP, powerful attacks 3. **Wild Boar** - Charge attack, 120 HP 4. **Deer** - Fast, 80 HP, peaceful 5. **Fox** - Quick, 60 HP, sneaky 6. **Squirrel** - Tiny, collectible 7. **Badger** - Underground, aggressive 8. **Hedgehog** - Defensive spines **Mountain/Sky:** 9. **Eagle** - Flying scout, 70 HP 10. **Owl** - Night hunter, 50 HP 11. **Bat** - Cave dweller, swarm 12. **Lynx** - Stealth predator, 90 HP 13. **Elk** - Large herbivore, 150 HP **Wetland:** 14. **Frog** - Small, catchable 15. **Snake** - Various types, some venomous --- ### **4. DINOSAURS (15 species - Dino Valley)** ๐Ÿฆ– **Large Carnivores:** 1. **T-Rex** - BOSS! 1,000 HP, king of dinosaurs! 2. **Spinosaurus** - Semi-aquatic, 800 HP 3. **Allosaurus** - Pack hunter, 600 HP 4. **Carnotaurus** - Fast predator, 500 HP **Medium Carnivores:** 5. **Velociraptor** - Pack, intelligent, 200 HP, tameable! 6. **Dilophosaurus** - Poison spit, 250 HP 7. **Compsognathus** - Tiny! Swarms, 30 HP **Herbivores:** 8. **Triceratops** - Tank, 700 HP, charging attacks 9. **Stegosaurus** - Tail spikes, 600 HP 10. **Ankylosaurus** - Armored, club tail, 650 HP 11. **Brachiosaurus** - HUGE! 900 HP, gentle giant 12. **Parasaurolophus** - Herd animal, 400 HP 13. **Pachycephalosaurus** - Head-butt attack, 300 HP **Flying:** 14. **Pterodactyl** - Sky hunter, 150 HP, mountable! **Babies:** 15. **Baby Dinos** - Cute versions, tameable! (all species) --- ### **5. MYTHICAL CREATURES (35+ species)** โœจ๐Ÿ‰ #### **MYTHICAL HIGHLANDS (6):** 1. **Dragon** - Fire/Ice/Storm variants, 800 HP, ULTIMATE mount! 2. **Unicorn** - Healing aura, 300 HP, rare! 3. **Pegasus** - Flying horse, 250 HP 4. **Griffin** - Lion/eagle hybrid, 400 HP 5. **Phoenix** - Revives you 1ร—/day! 300 HP 6. **Yeti** - Mountain giant, 500 HP #### **ENDLESS FOREST CRYPTIDS (3):** 7. **Bigfoot** - Gentle giant, 400 HP, peaceful 8. **Wendigo** - Hostile spirit, 350 HP, night hunter 9. **Werewolf** - Full moon only! 300 HP, silver weakness #### **LOCH NESS & CELTIC (6):** 10. **Nessie** - BOSS! Lake monster, 900 HP 11. **Kelpie** - Water horse, 200 HP, shapeshifter 12. **Selkie** - Seal-human, peaceful, trader 13. **Leprechaun** - Gold hoarder, 50 HP, trickster 14. **Banshee** - Wailing spirit, 150 HP, fear attack 15. **Brownie** - House spirit, farm helper #### **ATLANTIS (4):** 16. **Mermaid** - Male + Female, 150 HP, underwater 17. **Kraken** - BOSS! 1,200 HP, tentacle attacks! 18. **Sea Serpent** - 600 HP, ocean predator 19. **Sea Dragon** - 700 HP, underwater mount #### **EGYPTIAN DESERT (4):** 20. **Sphinx** - BOSS! 800 HP, riddle giver 21. **Mummy** - Undead, 200 HP, curse attacks 22. **Giant Scarab** - 400 HP, underground 23. **Anubis Guardian** - 500 HP, temple protector #### **WITCH FOREST (4):** 24. **Baba Yaga** - BOSS! Witch, 700 HP, flying mortar! 25. **Witch** - Various types, 150 HP 26. **Black Cat** - Familiar, 30 HP, magic 27. **Raven** - Magical, 40 HP, scout #### **MEXICAN CENOTES (2):** 28. **Quetzalcoatl** - BOSS! Feathered serpent, 850 HP 29. **Axolotl** - 6 variants! Tameable, adorable! #### **AMAZON RAINFOREST (6):** 30. **Giant Anaconda** - BOSS! 50m long! 900 HP 31. **Jaguar** - Apex predator, 250 HP 32. **Piranha** - Swarms, 20 HP each 33. **Poison Dart Frog** - Tiny, deadly, 10 HP 34. **Sloth** - Slow, peaceful, 80 HP 35. **Toucan** - Colorful, 40 HP 36. **Capybara** - Largest rodent, 100 HP, friendly! #### **๐ŸฆŽ CHUPACABRA (3 VARIANTS!) - NEW!:** **37. Mexican Chupacabra** ๐Ÿ‡ฒ๐Ÿ‡ฝ - **Location:** Mexican Cenotes biome - **Appearance:** Reptilian, spines on back, red eyes, gray skin - **HP:** 250 - **Attack:** Blood drain (life steal!) - **Behavior:** Night hunter, attacks livestock! - **Drops:** Chupacabra Fang, Blood Essence - **Origin:** Original Latin American cryptid **38. Mutant Chupacabra** โ˜ข๏ธ - **Location:** Chernobyl/Wasteland - **Appearance:** Hairless, glowing eyes, radiation scars, GREEN drool! - **HP:** 300 - **Attack:** Blood drain + radiation damage - **Behavior:** Radioactive predator - **Drops:** Radioactive Fang, Mutant DNA - **Origin:** Radiation-mutated variant **39. Cryptid Chupacabra** ๐ŸŒฒ - **Location:** Endless Forest - **Appearance:** Mystery cryptid, rarely seen, shadowy - **HP:** 280 - **Attack:** Stealth blood drain - **Behavior:** Stealth predator, VERY rare spawn (1% chance!) - **Drops:** Pure Blood Essence (LEGENDARY!), Cryptid Fur - **Origin:** Classic cryptozoology version **Total Mythical Creatures:** 39 (was 36, +3 Chupacabra!) --- ### **6. WORKER CREATURES (6 types)** ๐Ÿงšโš’๏ธ **1. Vilinci (Elves)** - Specialty: Crafting - Auto-crafting, enchanting **2. Gnomi (Gnomes)** - Specialty: Mining - Ore detection, garden help **3. Vile (Fairies)** - Specialty: Plant care - Instant growth, blessings **4. Bigfoot/Yeti** - Specialty: Gathering - Forest/Snow operations **5. Golem** - Specialty: Labor - Construction, defense **6. Zmaj (Dragon)** - Specialty: ULTIMATE - Mount, fire breath, treasure finder --- ### **๐Ÿ“Š CREATURE SUMMARY:** | Category | Count | Tameable? | Notes | |----------|-------|-----------|-------| | Chernobyl Mutants | 10 | Some babies | Radioactive, dangerous | | Farm Animals | 10 | Yes | Breeding, production | | Wild Animals | 15 | Babies only | Natural ecosystem | | Dinosaurs | 15 | Babies only | Dino Valley exclusive | | Mythical Creatures | 39 | Some | Magical, rare (includes 3 Chupacabra!) | | Worker Creatures | 6 | Yes | Farm helpers | | Chupacabra Variants | 3 | NO | Blood-drainers, cryptids | | **TOTAL** | **112** | **Varies** | **Full bestiary!** | **NOT INCLUDING BOSSES** (separate section!) --- ## โš™๏ธ GAMEPLAY SYSTEMS ### **1. FARMING (Core Loop)** **Micro Farm Start:** - Begin with 8ร—8 plot - 1 tent, 1 zombie worker - Plant wheat โ†’ water โ†’ harvest โ†’ sell - Earn money โ†’ expand farm **Progression:** - 8ร—8 โ†’ 16ร—16 โ†’ 32ร—32 โ†’ 64ร—64 - Unlock more crops (wheat, corn, tomato, potato, hemp, etc.) - Automation: Sprinklers (3ร—3, 5ร—5, 7ร—7, full auto) - Hire worker creatures (elves, gnomes, fairies) **Crop Types:** - Basic: Wheat, Corn, Tomato, Potato, Carrot, Pumpkin - Advanced: Hemp (crafting), Bioluminescent Fungi - Special: Mesojedka (carnivorous plant, defense) --- ### **2. ZOMBIE MANAGEMENT** **Alpha Hybrid Powers:** - Telepathically control zombies - Assign tasks: Dig, Plant, Harvest, Guard - Zombies are WORKERS, not enemies - Max zombies: scales with level **Zombie Features:** - Sleep in Grobi (Graves) - 2ร— stamina recovery - Can lease to NPCs for passive income - Decay into fertilizer when "dead" (eco-friendly!) --- ### **3. BUILDING & PROGRESSION** **Building Tiers:** 1. **Tent** (Start) โ†’ Basic shelter 2. **Shack** (Week 1) โ†’ Small upgrade 3. **House** (Week 2) โ†’ Full home 4. **Upgraded House** (End game) โ†’ Mansion **Buildings (40+ types):** - **Base:** Tent, Shack, Farmhouse, Barn - **Production:** Greenhouse, Workshop, Laboratory - **Town:** Blacksmith, Bakery, Tavern, Church, Inn - **Special:** Vape Lab, Mint (coin factory) **Restoration System:** - Find ruined buildings in world - Collect resources (wood, stone, iron) - Rebuild โ†’ Functional building - **Church example:** Ruined โ†’ Restoring โ†’ Complete --- ### **4. COMBAT SYSTEM** **Weapons:** **Melee:** - Wooden Sword โ†’ Iron Sword โ†’ Legendary Sword - Scythe (farm tool doubles as weapon) **Ranged (Magic Bow System):** - **Bows:** Wooden, Crystal, Dragon, Alpha (Rainbow) - **Arrows:** Fire, Ice, Lightning, Bomb, Poison, Holy - **Silver Arrows:** Effective vs Werewolves (special mining 20-30 depth) **Combat Mechanics:** - Real-time action combat - Dodge roll - Block/parry - Critical hits - Elemental weaknesses --- ### **5. CRAFTING & WORKSTATIONS** **Workstations (10+):** **1. Campfire** - Cook food (wheat โ†’ bread, meat โ†’ cooked) - Survival basic **2. Furnace** - Smelt ores (Iron, Gold, Silver โ†’ bars) - Required for tool upgrades **3. Mint** - Convert Gold Bars โ†’ Coins (currency) **4. Tailoring Table** - Craft clothing - Materials: Hemp, Leather, Spider Silk **5. Vape Lab** - Mix vape liquids (Rainbow, Menthol, Blueberry) - Gronk loves this! - Buffs and effects **6. Crafting Bench** - General crafting - Tools, weapons, items --- ### **6. EXPLORATION & WORLD** **World Size:** Procedurally generated, MASSIVE **18 Biomes:** **NORMAL BIOMES (9):** 1. **Grassland** (Travnik) - Home base, starting farm area 2. **Forest** (Gozd) - Dense trees, mushrooms, moss 3. **Desert** - Sandy wasteland, cacti, bleached bones 4. **Mountain** (Gore) - Rocky peaks, boulders, snow patches 5. **Swamp** (Moฤvirje) - Foggy wetlands, dead trees, murky water 6. **Snow** (Frozen Tundra/Arktika) - Ice sheets, blizzards, frozen trees 7. **Wasteland** - Post-apocalyptic ruins, rubble, scrap metal 8. **Tropical** - Beach, palm trees, coconuts, clear water 9. **Radioactive Zone** - Glowing rocks, toxic puddles, mutant plants **ANOMALOUS BIOMES (9) - Portal/Train Access:** 10. **Dino Valley** - Prehistoric! Dinosaur footprints, fossils, cycad trees 11. **Mythical Highlands** - Magical! Floating rocks, crystals, rainbows 12. **Endless Forest** - WITCH FOREST! Ancient trees, mystery fog, cryptids 13. **Loch Ness** - Scottish highlands! Heather, castle ruins, dark loch 14. **Catacombs** - Underground! Bones, tombs, skulls, ancient urns 15. **Egyptian Desert** - Pyramids! Hieroglyphs, scarabs, sand dunes 16. **Amazon Rainforest** - Jungle! Piranhas, tribal totems, **AXOLOTLS** 17. **Atlantis** - Underwater! Coral reefs, ruins, **AXOLOTLS**, pearls 18. **Chernobyl** - FINAL ZONE! Reactor ruins, radiation, Soviet relics **Source:** `/src/systems/BiomeSystem.js` (verified 2026-01-06) **27 Towns:** - Each with unique NPCs - Quests and traders - Ruins to restore - Secrets and Ana clues --- ### **7. TRANSPORTATION (27 Options!)** - Walking (slowest) - Running (medium) - **Skateboard** (Kai's style!) - Motor/Motorcycle - Horse (various breeds) - Giant Pig (rideable mutant) - SUP (water paddle board) - Submarine (ocean exploration) - **Dragon Mount** (ultimate!) - Portal Network - Train system --- ### **8. QUEST SYSTEM** **Main Story Quests:** - 50 Ana Clues to find - Each clue = cutscene/memory - Final quest: Rescue Ana from Chernobyl **Side Quests:** - NPC requests (fetch, kill, build) - Animal Rescue (8 species) - Boss battles (7 major) - Exploration (discover all biomes) - Crafting challenges **Quest Types:** - Fetch (bring item) - Kill (defeat enemies) - Build (construct building) - Explore (find location) - Dialogue (talk to NPCs) --- ### **9. TOWN RESTORATION SYSTEM** โœจ NEW **Concept:** All 27 towns start as RUINED. Restore them to unlock NPCs, services, and unique rewards. **Restoration Phases:** 1. **Ruined** (Starting State) - Destroyed buildings - No NPCs - Zombie patrols - No services available 2. **Partially Restored** (Mid-game) - Some buildings repaired - Basic trading post - 1-2 NPCs return - Temporary defenses 3. **Fully Restored** (End-game) - All buildings restored - Full population (8-12 NPCs) - All services active - Strong defenses - Unique legendary rewards **Restoration Requirements:** Each town requires specific resources + quest completion: - **Materials**: Wood, Stone, Iron, Steel, Gold - **Quest**: Clear zombies, defeat boss, find artifact - **Reward**: City Gratitude Gift (blueprints, tools, NPCs) **Gift System:** - **Common**: Basic resources, seeds - **Rare**: Special blueprints, automation tools - **Legendary**: Unique NPCs (Master Blacksmith), Ultimate tools **Biome-Specific Architecture:** Each biome has unique building styles: - **Forest**: Wooden cabins, treehouses - **Desert**: Sandstone domes, wind towers - **Frozen**: Ice igloos, metal structures - **Volcanic**: Obsidian buildings, lava moats - **Neon Ruins**: Steel/glass skyscrapers, holograms - *(20 unique biome styles total)* --- ### **10. ZOMBIE SCOUT COMPANION** โœจ NEW **Concept:** A friendly zombie you "tame" early-game who becomes your loyal explorer and guide. **Visual Design:** - Blue or red bandana around neck (friendly identifier) - Red eyes WITH dark pupils (friendly NPC variant) - Backpack for carrying items - Style 32 Dark-Chibi Noir **Leveling System:** - **Max Level**: 20 - **Experience**: Gained from exploring, finding items - **Stats**: Speed, Vision, Carry Capacity, Intelligence **Skills (4 Trees):** 1. **Shortcuts** (Pathfinding) - Finds hidden paths through biomes - Unlocks at levels: 3, 7, 12, 18 2. **Treasure Hunter** (Item Finding) - +5% rare item drop chance per level - Marks hidden chests on map 3. **Danger Sense** (Warning System) - Warns about nearby enemies - Range: 100px + 50px per level 4. **Resource Scout** (Map Marking) - Marks ore deposits, rare plants, chests - Auto-highlights on minimap **Evolution Phases:** - **Level 5**: Gains lantern (lights dark areas) - **Level 10**: Gains armor (can fight weak zombies) - **Level 15**: Gains wings (can scout from above) - **Level 20**: LEGENDARY form (glowing purple aura) **Commands:** - **Follow**: Scout follows player automatically - **Explore**: Send scout to investigate area - **Fetch**: Retrieve items from distance - **Guard**: Protect farm while away --- ### **11. NOMAD RAIDERS** โœจ NEW **Concept:** Wandering bandits with NO permanent home. Dynamic threat that raids farms and ambushes caravans. **Raider Types:** 1. **Desert Nomads** (Medium Threat) - Tan robes, scimitars, camels - Biome: Desert Storm - Loot: Spices, gold, rare seeds 2. **Frost Bandits** (High Threat) - Fur armor, ice weapons - Biome: Frozen Wasteland - Loot: Furs, ice crystals 3. **Jungle Marauders** (Very High) - Tribal masks, poison darts - Biome: Ancient Rainforest - Loot: Rare plants, artifacts 4. **Tech Scavengers** (Extreme) - Cyberpunk gear, laser weapons - Biome: Neon Ruins - Loot: Tech parts, batteries **Raider Behavior:** - **Spawn**: Every 4-7 in-game days - **Warning**: Scout can detect 1 day in advance - **Camps**: Temporary (2-3 days), random locations - **Targets**: Player farm, caravans, restored towns **Raid Types:** 1. **Farm Raid** - Trigger: You have 1000+ crops stored - Waves: 3 attack waves - Damage: Steal 20% of stored crops - Defense: Build walls, hire guards, set traps 2. **Caravan Ambush** - Trigger: Traveling with valuables - Chance: 30% per trip - Combat: Required - Reward: If you win, take their supplies **Difficulty Scaling:** - **Early-game**: 2-3 raiders, basic weapons - **Mid-game**: 5-8 raiders, steel weapons, traps - **Late-game**: 10-15 raiders, magic weapons, siege equipment **Defense Systems:** - Build farm perimeter walls - Hire NPC guards for defense - Train zombies to protect farm - Scout provides advance warning --- ### **12. THE CAPITAL CITY** โœจ NEW **Concept:** One MASSIVE main city (furthest from farm) that serves as the ultimate restoration goal and provides automated defense help. **Location & Distance:** - Positioned far from player's farm on world map - Requires significant travel to reach - Acts as main hub once restored **Restoration Stages:** 1. **Ruined State** (Starting) - Massive ruins, largest in game - No walls, completely overrun - Boss-level zombies patrol - No services 2. **Stage 1: Basic Walls** (Early Restoration) - Simple wooden barricades - 1-2 guard NPCs - Town hall partially functional - Essential NPCs arrive (Pek, Ivan, ล ivilja) 3. **Stage 2: Stone Walls** (Mid Restoration) - Reinforced stone walls - 5-8 guard patrols - Multiple guard towers - More NPCs arrive (Tehnik, Arborist, Miro Pravnik) - Basic services active 4. **Stage 3: Fortress** (Full Restoration) - Massive fortress walls - 12+ guard patrols with routes - Advanced defenses (traps, magic barriers) - ALL NPCs present (full population) - Legendary rewards unlocked **Population System:** - **Staged arrival**: NPCs don't appear all at once - **Priority order**: Essential services first (food, repair, trade) - **Magic inhabitants**: Troli, Vilinci, ล kratje move in - **Total capacity**: 30-40 NPCs (largest town) **Status Board:** - Interactive board at city entrance - Shows: Current population / Max capacity - Lists: Which NPCs have arrived - Displays: Wall upgrade level - Tracks: Restoration percentage **Automated Defense Help:** - **Farm Raid Response**: When your farm is raided, Capital sends patrol to help - **Trigger**: Farm must be registered with Mayor - **Help Level**: Based on city restoration stage - Stage 1: 2 guards - Stage 2: 5 guards - Stage 3: 10+ guards with mage support - **Travel Time**: Realistic delay (guards must travel from Capital to farm) **Legendary Rewards:** - **Unique only to Capital**: Cannot be found elsewhere - **Examples:** - Ultimate Auto-Tiller (never breaks, works while you sleep) - Portal Stone (fast travel to Capital) - Royal Decree (50% discount all services) - Dragon Egg (mount unlock) **New Building Types (Capital-specific):** - Pekarna (Bakery) - Pek NPC - ล ivilja (Tailor) - Clothing repairs/upgrades - Tehnikova Delavnica (Tech Workshop) - Advanced tool upgrades - Bolnica (Hospital) - Full healing, medicine - Policija (Police Station) - Quest hub, bounties - ลฝupanovo Pisarno (Mayor's Office) - Restoration permits - **Museum** (See section 13) - **School** (See section 14) --- ### **13. DYNAMIC MUSEUM SYSTEM** โœจ NEW **Concept:** Museum building that GROWS visually based on how many artifacts you've donated. Starts as tiny shed, ends as futuristic complex. **Museum Evolution Stages:** **Stage 1: Shed/Lopa** (0-50 artifacts) - Tiny wooden shed - Single small room - Basic display cases (10 slots) - Kustos (Curator) NPC works alone - No special features **Stage 2: Medium Building** (51-150 artifacts) - Expanded two-story building - Multiple rooms (4 wings) - Better display cases (50 slots) - Museum staff increased (3 NPCs) - Lighting improvements - Gift shop appears **Stage 3: Futuristic Complex** (151+ artifacts) - MASSIVE multi-story complex - Glass dome, holographic displays - Specialized wings: - Dinosaur bones hall - Ancient artifacts gallery - Marine life aquarium (fish, shells) - Insect collection (24 bug species) - Museum staff: 8 NPCs - Research lab (unlock special quests) - Teleporter to other museums (if built in other towns) **Artifact Categories:** | Category | Total Items | Display Type | |----------|-------------|--------------| | Dinosaur Bones | 30 species | Full skeletons | | Ancient Artifacts | 50 items | Glass cases | | Fish | 40 species | Aquarium tanks | | Shells | 25 types | Wall mounts | | Bugs/Insects | 24 species | Pinned displays | | **TOTAL** | **169 collectibles** | | **Artifact Album UI:** - Dedicated collection interface - Shows: Discovered / Total - Each item: Image, name, description, location found - Completion rewards: - 25%: Museum upgrade - 50%: Rare blueprint reward - 75%: Museum upgrade - 100%: Legendary "Master Collector" title + ultimate reward **Kustos (Curator) NPC:** - **Appearance:** Wise old scholar, glasses, notebook - **Services:** - Artifact appraisal (identifies finds) - Purchases rare collections - Gives hints on missing artifacts - Offers collection quests - **Visual Reference:** `/references/npcs/kustos/` - Style 32 Dark-Chibi Noir - Red eyes with dark pupils (friendly NPC) **Museum Donations:** - Any found artifact can be donated - Each donation: Gold reward + museum XP - Museum XP triggers building upgrades - Rare artifacts give museum special exhibitions (attract more visitors = passive income) --- ### **14. SCHOOL SYSTEM** โœจ NEW **Concept:** School building that must be restored. Once functional, children of your family (generational system) must attend to gain stat boosts. **School Building:** - **Ruined State**: Collapsed classrooms, broken desks - **Restored State**: Functional school, desks, blackboard, books - **Requirement**: 500 wood, 300 stone, 100 iron, 1 Teacher NPC **Teacher NPC (2 Variants):** **Option A: Wise Old Man** - Elderly scholar who survived outbreak - Robes, long beard, glasses - Teaches history of world before catastrophe **Option B: Educational Robot** - Pre-outbreak teaching AI - Humanoid robot, screen face - Archives all knowledge from before 2084 **Visual Reference:** `/references/npcs/teacher/` - Style 32 Dark-Chibi Noir - Red eyes with dark pupils (friendly NPC) - Wise, patient expression **School Mechanics:** **Mandatory Education:** - All children (ages 5-15 in-game) MUST attend school - 1 in-game year of attendance required - Missing school = children get NO stat boost **Stat Boost System:** ``` Base Child Stats (no school): - Farming Efficiency: 50% - Trading Skill: 50% - Combat Ability: 50% - Crafting Speed: 50% After School Graduation: - Farming Efficiency: 65% (+15%) - Trading Skill: 65% (+15%) - Combat Ability: 65% (+15%) - Crafting Speed: 65% (+15%) ``` **Gameplay Impact:** - Children without education = weaker farmers - Educated children = more efficient next generation - Incentivizes restoring school early - Creates long-term planning strategy **School Quests:** - Find textbooks (scattered in ruins) - Recruit teacher NPC - Build science lab (advanced education) - Organize field trips (explore biomes with children) --- ### **15. MAGIC HELPERS (Town Inhabitants)** โœจ NEW **Concept:** When towns are restored, magical beings (Troli, Vilinci, ล kratje) move in and provide construction speed boosts. **Troli (Trolls):** - **Appearance:** Massive (2-3m tall), various skin tones (green, gray, blue) - **Role:** Heavy labor, construction workers - **Boost:** -20% build time for large structures - **Personality:** Strong, loyal, slow-speaking - **Visual Reference:** `/references/species/trolls/` - Style 32 Dark-Chibi Noir - Friendly variants: Red eyes WITH pupils - Work clothes, tool belts **Vilinci (Fairies):** - **Appearance:** Tiny (32px), glowing wings, nature-themed - **Role:** Magic crafting, enchanting help - **Boost:** -15% enchanting material cost - **Personality:** Energetic, playful, helpful - **Visual Reference:** `/references/species/vilinci/` - Style 32 Dark-Chibi Noir - Glowing aura - Sparkle effects **ล kratje (Elves):** - **Appearance:** Tall, elegant, pointed ears - **Role:** Precision work, planning - **Boost:** -10% resource waste on all crafting - **Personality:** Wise, efficient, perfectionist - **Visual Reference:** `/references/species/ลกkratje/` - Style 32 Dark-Chibi Noir - Red eyes with dark pupils (friendly) - Elegant clothing **Settlement Logic:** ```javascript // When town restoration phase completed: if (townRestoration === "FULL") { spawnMagicHelpers({ troli: 2-3, // Heavy labor vilinci: 4-6, // Magic support ลกkratje: 1-2 // Precision work }); // Apply town-wide boosts townBoosts = { buildSpeed: +35%, // Combined boost from all helpers craftingEfficiency: +10%, enchantingCost: -15% }; } ``` **Interaction:** - Can talk to magic helpers for lore - Give them gifts to increase boost - Some offer special quests - Can recruit as farm helpers (limited slots) --- ### **16. SURVIVAL MECHANICS** **Needs:** - **Health** - Combat damage - **Stamina** - Running, actions - **Hunger** - Eat food regularly - **Sleep** - Rest in bed/tent **Day/Night Cycle:** - 24-minute real-time = 1 game day - Night: More dangerous enemies - Sleep to skip night - Werewolves only at night! **Weather:** - Rain (waters crops) - Fog (reduces visibility) - Sun (normal) - Seasonal changes --- ## ๐ŸŒ WORLD & LOCATIONS ### **Starting Area: Valley of Death** - Small farm plot (8ร—8) - Nearby town ruins - Forest to north - River to south ### **Key Locations:** **1. Nova Lab (Ruins)** - Where outbreak started - Flashback location - High-level enemies - Important Ana clues **2. Chernobyl Reactor** - Final boss area - Viktor Krniฤ‡'s base - Ana held captive here - Radiation hazards **3. Atlantis** - Underwater high-tech ruins - Advanced technology - Submarine required - Unique enemies (sharks, jellyfish) **4. Sacred Grove** - Ancient Tree boss - Nature spirits - Magical atmosphere **5. Frozen Peak** - Ice Titan boss - Snow biome - Cold resistance needed **6. Volcano Peak** - Fire Dragon final boss - Lava hazards - Extreme heat --- ## ๐Ÿ› ๏ธ ITEMS & CRAFTING ### **Resources (Basic):** - Wood (from trees) - Stone (from rocks) - Iron Ore (from deposits) - Gold Ore (rare) - Silver Ore (werewolf weakness) - Fiber (from plants) ### **Tools (11):** 1. Hoe (till soil) 2. Watering Can (water crops) 3. Axe (chop trees) 4. Pickaxe (mine rocks) 5. Scythe (harvest crops, weapon) 6. Fishing Rod (catch fish) 7. **Bug Net** (catch bugs) - NEW! 8. **Hammer** (building/repair) 9. **Drill** (ultimate auto-mine) 10. **Chainsaw** (ultimate auto-chop) 11. **Mechanical Tiller** (ultimate auto-till) **Tool Tiers (6):** - Wooden โ†’ Stone โ†’Iron โ†’ Gold โ†’ Diamond โ†’ Ultimate - Each tier: Better durability, efficiency, speed - **Ultimate tools**: Infinite durability, auto-abilities! **Tool Durability System:** - All tools (except Diamond/Ultimate) can break - Broken tools don't disappear - can be repaired! - 3 Repair methods: 1. **Ivan's Blacksmith**: 10g per durability point 2. **Repair Kit**: Restores 50% (consumable) 3. **Blacksmith Zombie**: FREE overnight repairs (3 tools per zombie) **Repair Bench:** - Player-craftable workstation - Self-repair tools using materials - Costs: Wood tools = 5 wood, Iron tools = 5 iron bars, etc. - Recipe unlocks at Level 5 --- ### **๐Ÿ”ฎ NEW: MAGIC ENCHANTING SYSTEM** **Enchantment Types (5):** 1. **โšก Power** - Increases tool efficiency - Level 1: +25% (50 mana + 1 crystal) - Level 2: +50% (100 mana + 3 crystals) - Level 3: +100% (200 mana + 10 crystals) 2. **โšก Speed** - Increases tool speed - Level 1: +20% (50 mana + 5 feathers) - Level 2: +40% (100 mana + 15 feathers) - Level 3: +80% (200 mana + 50 feathers) 3. **๐Ÿ’Ž Fortune** - Chance for double drops - Level 1: 15% chance (75 mana + 1 emerald) - Level 2: 30% chance (150 mana + 3 emeralds) - Level 3: 50% chance (300 mana + 10 emeralds) 4. **๐Ÿ›ก๏ธ Unbreaking** - Reduces durability loss - Level 1: 30% less (60 mana + 5 obsidian) - Level 2: 50% less (120 mana + 15 obsidian) - Level 3: 75% less (250 mana + 50 obsidian) 5. **๐ŸŒ€ Auto-Collect** - Auto-picks drops - Level 1: 1 tile radius (100 mana + 1 void_essence) - Level 2: 2 tile radius (200 mana + 3 void_essence) - Level 3: 3 tile radius (400 mana + 10 void_essence) **Enchanting Features:** - Requires Enchanting Table (build in town) - Can stack multiple enchantments on same tool - Glowing visual effects per enchantment - Remove enchantment: 25 mana cost --- ### **๐Ÿฆ‹ NEW: BUG CATCHING & COLLECTION** **Bug Net Tiers:** 1. **Basic Bug Net**: 50% catch rate, 1.0x speed (50g) 2. **Silk Bug Net**: 75% catch rate, 1.3x speed (200g) 3. **Enchanted Net**: 95% catch rate, 1.8x speed (1000g) **Bug Species (50+):** **Common (6)**: 30g-80g - Butterfly, Ladybug, Honey Bee, Ant, Firefly, Grasshopper **Uncommon (5)**: 150g-300g - Monarch Butterfly, Dragonfly, Praying Mantis, Luna Moth, Cicada **Rare (5)**: 500g-800g - Rainbow Beetle, Atlas Moth, Orchid Mantis, Hercules Beetle, Blue Morpho **Epic (4)**: 1,000g-2,000g - Golden Scarab, Ghost Moth, Crystal Dragonfly, Shadow Beetle **Legendary (4)**: 3,000g-10,000g - Phoenix Butterfly (5,000g) - Void Moth (10,000g) - Celestial Beetle (8,000g) - Time Cicada (7,500g) **Bug Collection Features:** - Album system (like fish collection) - Seasonal spawning (spring/summer/fall/winter) - Biome-specific bugs - Time-specific (day/night) - Sell bugs for gold - 100% completion bonus: +10,000g - Bug jars as decorations --- ### **๐Ÿช NEW: IVAN'S BLACKSMITH SHOP** **Location**: Ruined Town (Pepelngrad) **NPC**: Ivan the Blacksmith **Services:** 1. **Tool Repairs**: 10g per durability point 2. **Tool Upgrades**: All 6 tiers available 3. **Blacksmith Training**: Train zombies (500g, Lv5+ zombie required) 4. **Enchanting Materials**: Sells rare crystals, void essence **Upgrade Costs:** - Wood โ†’ Stone: 50g + 5 iron - Stone โ†’ Iron: 100g + 10 iron + 20 stone - Iron โ†’ Gold: 250g + 25 iron + 10 gold_ore - Gold โ†’ Diamond: 1,000g + 5 diamond + 50 gold_ore - Diamond โ†’ Ultimate: 5,000g + 25 diamond + 10 atlantean_crystal **Blacksmith Zombie System:** - Train at Ivan's for 500g - Requires Level 5+ zombie - Each blacksmith repairs 3 tools per night (FREE!) - Overnight process (queue before sleep, get repaired tools at 6 AM) --- ### **Food:** - Bread (from wheat) - Cooked meat - Fish - Vegetables - Potions (healing, buffs) ### **Special Items:** - **Mother's Locket** (holds Ana's photo, quest item) - **Ana Clue Items** (50 to collect) - Vape Liquids (buffs) - Boss Drops (legendary equipment) --- ## ๐ŸŽจ ART STYLE & VISUALS ### **Official Style: "Gritty Noir Hand-Drawn 2D Stylized Indie"** **Visual Characteristics:** - **Bold black outlines** (1.4ร— emphasis) - **Gritty noir aesthetic** (1.2ร— emphasis) - **Flat colors** with muted palette - **Exaggerated features** (Don't Starve inspiration) - **Warped perspective** and "wonky" proportions - **Mature post-apocalyptic vibe** - **High-contrast noir** elements **Influences:** - Don't Starve (Tim Burton-esque) - Stardew Valley (farming charm) - Darkest Dungeon (gritty noir) - Comic book art (bold lines) **Color Palette:** - Muted, desaturated colors - Earth tones (browns, greens, grays) - Pops of color for emphasis (Kai's green hair, Gronk's pink) - Dark shadows, high contrast **Character Design:** - Clearly visible eyes with pupils and highlights โœ… - Expressive eyebrows โœ… - Detailed mouths showing emotion โœ… - Bold black outlines โœ… - Full-body sprites with personality โœ… **Technical Specs:** - **Format:** 32-bit PNG with alpha channel - **Background:** Solid white (for easy removal) - **Margin:** 10px around subject - **Subject:** Centered, clean edges - **Resolution:** Optimized for web (typically 256ร—256 to 512ร—512 for characters) --- ## ๐ŸŽต AUDIO & MUSIC ### **Voice Acting:** - **VibeVoice Apple TTS** system - AI-generated voices for all NPCs - Character-specific voice profiles: - Kai: Carter (teen male, determined) - Ana: Alice (teen female, energetic) - Gronk: Deep, friendly giant voice - Narrator: Frank (authoritative) ### **Sound Effects:** - Farming sounds (dig, plant, harvest) - Combat (sword slash, bow twang, zombie groans) - Environmental (wind, water, fire) - UI (button clicks, menu navigation) ### **Music:** - Atmospheric, noir-themed soundtrack - Emotional piano themes - Ambient for exploration - Intense for combat/bosses - Melancholy for story moments --- ## ๐Ÿ“… DEVELOPMENT TIMELINE ### **Current Status: Alpha 1.2** - **Start Date:** December 2025 - **Kickstarter Target:** March 2025 - **Demo:** 15-20 minute playable vertical slice ### **Phase 1: Kickstarter Demo (Now - March 2025)** **Goal:** 247 core assets, playable demo **Week 1-2 (Dec 30 - Jan 12):** - Generate 180 essential assets - Kai animations, zombies, terrain, NPCs - MINIMUM PLAYABLE DEMO **Week 3 (Jan 13-19):** - Polish to 230 assets - Environment, more NPCs, enemies - IMPRESSIVE DEMO **Week 4-6 (Jan 20 - Feb 9):** - Expand to 330 assets - Gronk, bosses, weather effects - WOW FACTOR DEMO **Week 7-8 (Feb 10-23):** - Integration & testing - Bug fixes, balance - Demo video recording **Week 9-10 (Feb 24 - Mar 9):** - Final polish - Kickstarter page prep - Social media campaign **March 2025: KICKSTARTER LAUNCH! ๐Ÿš€** --- ### **Phase 2: Alpha Development (Post-Kickstarter)** - Expand to 800+ base assets - All 180 NPCs with animations - All 18 biomes - All 7 bosses - Full story implementation ### **Phase 3: Beta (6 months)** - All NPC animations (7,200 frames) - Animal animations (1,200 frames) - Enemy animations (1,440 frames) - Environmental animations (400 frames) - **TOTAL: 11,000+ assets** ### **Phase 4: Release (1 year)** - Full game release - All features complete - All endings implemented - Post-launch support --- ## ๐ŸŽฏ ASSET PRODUCTION ### **Current Progress:** - **Done:** ~70 test samples (tonight!) - **Needed for demo:** 247 exact assets - **Full game target:** 11,037 assets (with animations) ### **Generation Strategy:** **Tools Used:** 1. **Antigravity generate_image** (Google Imagen API) 2. **Autonomous Python script** (overnight batches) 3. **rembg** (background removal) **Workflow:** 1. Generate with white background 2. Save to organized folders (`assets/images/demo/`) 3. Batch remove backgrounds at end 4. Integrate into game engine **Style Prompt Template:** ``` [Subject description], clearly visible eyes with pupils and highlights, expressive eyebrows, detailed mouth showing [emotion], game [asset type], (bold black outlines:1.4), dark hand-drawn stylized indie game asset, (gritty noir aesthetic:1.2), flat colors, muted color palette, isolated object centered on solid white background, clean edges, simple composition ``` **Negative Prompt:** ``` pixel art, pixels, grainy, blurry, 3D rendering, realistic photo, shading gradients, Disney style, cute kawaii, bright colors, complex background, environment elements, shadows on ground, textured background ``` ### **Demo Asset Breakdown (247 total):** - Characters: 45 (Kai animations) - NPCs: 15 (5 characters ร— 3 expressions) - Enemies: 18 (zombies + wolves) - Buildings: 8 - Terrain: 24 - Crops: 8 (wheat cycle) - Environment: 20 - Items: 18 - UI: 35 - Cutscenes: 12 - Effects: 32 **Cost:** 0โ‚ฌ (Google Cloud free tier: 1,000 images/month) --- ## ๐Ÿ† GAME ENDINGS (4 Possible) ### **1. ๐ŸŒŸ Together Forever (TRUE ENDING)** **Requirements:** - Find all 50 Ana clues โœ… - Retrieve cure โœ… - Both Kai and Ana survive โœ… **Outcome:** - Twins escape Chernobyl together - 10 years later: Hope Valley is thriving civilization - Humans and intelligent hybrids coexist peacefully - Kai and Ana lead together - **Perfect ending!** --- ### **2. ๐Ÿ’” The Sacrifice (BITTERSWEET)** **Requirements:** - Defeat Viktor Krniฤ‡ โœ… - Kai dies protecting Ana โ˜ ๏ธ **Outcome:** - Kai dies a hero - Ana survives and leads world into new era - Massive statue built in Kai's honor - Ana names her son "Kai II" - **Heroic but sad ending** --- ### **3. ๐Ÿ˜ข Darkness (TRAGIC)** **Requirements:** - Ana dies during rescue/explosion โ˜ ๏ธ - Kai survives โœ… **Outcome:** - Kai is broken and alone - Lives as hermit on abandoned farm - Protected by zombie workers forever - Never recovers from loss - **Worst ending emotionally** --- ### **4. ๐Ÿ’€ The Dark Path (EVIL)** **Requirements:** - Kai becomes ruthless/evil โšก - Shares Viktor's vision โšก **Outcome:** - Kai defeats Viktor but becomes tyrant - Rules Hope Valley with zombie army - Ana survives but is horrified - Ana eventually leads rebellion AGAINST her brother - **Brother vs Sister war ending** --- ## ๐Ÿ“Š STATISTICS SUMMARY **Characters:** - Main characters: 5 (Kai, Ana, Gronk, Susi, Viktor) - NPCs: 180 - Enemies: 50+ types - Bosses: 7 major - Animals: 50+ species **World:** - Biomes: 18 - Towns: 27 - Map size: Procedurally generated (massive) **Items:** - Weapons: 20+ - Tools: 6 base (ร— 3 tiers = 18) - Crops: 15+ - Buildings: 40+ - Unique items: 100+ **Quests:** - Main story: 50 (Ana clues) - Side quests: 200+ - Boss fights: 7 major **Gameplay:** - Farm sizes: 4 tiers (8ร—8 to 64ร—64) - Worker types: 6 magical races - Transportation: 27 options - Endings: 4 possible **Production:** - Demo assets: 247 - Full game: 11,037+ (with animations) - Development time: 1 year (estimated) --- ## ๐Ÿ“ DEVELOPMENT JOURNAL ENTRIES ### **Session: Dec 29, 2025** - Transitioned from ComfyUI to Gravity (Google Imagen) - Finalized "Gritty Noir" art style (V7.9) - Generated initial test samples ### **Session: Dec 30, 2025 (Tonight!)** - Generated 70 test samples across all categories - Confirmed Gritty Noir style works - Created complete demo asset plan (247 exact count) - Built folder structure (`assets/images/demo/`) - Set up autonomous generation system - Created comprehensive documentation: - `KICKSTARTER_MASTER_PLAN.md` - `MICRO_FARM_EXACT_PLAN.md` - `GAME_OPENING_ASSETS.md` - `NPC_STYLE_GUIDE.md` - `DEMO_COMPLETE_CHECKLIST.md` - This Game Bible! **Key Decisions:** - โœ… NPCs must have clearly visible eyes, mouth, facial features - โœ… Demo starts as micro farm (8ร—8) concept - โœ… 247 assets = perfect Kickstarter demo - โœ… 10-day generation timeline - โœ… March 2025 Kickstarter launch target **Progress:** - Before tonight: 156/422 base assets (37%) - After tonight: ~226/422 (54%) - Demo readiness: Foundation set! โœ… --- ## ๐ŸŽฏ NEXT STEPS (Tomorrow Morning) ### **Action Items:** 1. โ˜ Review tonight's 70 test samples 2. โ˜ Confirm Gritty Noir style approved โœ…/โŒ 3. โ˜ Decide: Google Cloud setup (15 min) or manual batches 4. โ˜ **START Batch 1: Kai animations** (45 assets) ### **This Week Goals:** - **Day 1:** Kai character (45) โ†’ Can move! โœ… - **Day 2:** Zombie + terrain + wheat (44) โ†’ Can farm! โœ… - **Day 3:** Buildings + tools (26) โ†’ Can build! โœ… - **Day 7:** Full demo assets (199+) โ†’ Gameplay complete! โœ… ### **This Month Goals:** - Week 1-2: 180+ demo assets - Week 3: Polish to 230 - Week 4-6: Expand to 330 (wow factor) - Integration & testing ### **3-Month Goal:** - **March 2025: KICKSTARTER LAUNCH!** ๐Ÿš€ --- ## ๐Ÿ”— IMPORTANT FILES & REFERENCES **Game Design Documentation:** - `docs/game_design/GAME_BIBLE.md` โ† YOU ARE HERE! - `KICKSTARTER_MASTER_PLAN.md` - 10-week timeline - `MICRO_FARM_EXACT_PLAN.md` - 247 asset breakdown - `GAME_OPENING_ASSETS.md` - Intro sequence plan - `BUILDING_REGISTRY.md` - All buildings list - `NPC_STYLE_GUIDE.md` - Facial feature requirements **Asset Production:** - `assets/images/demo/README.md` - Complete asset manifest - `GRAVITY_GENERATION_README.md` - Style guide - `AUTONOMOUS_SETUP.md` - Google Cloud setup - `QUICKSTART_AUTONOMOUS.md` - Quick start guide **Scripts:** - `scripts/autonomous_generation.py` - Overnight generation - `scripts/remove_background.py` - Background removal - `scripts/mass_production_overnight.py` - Batch system **Knowledge Base:** - `.gemini/antigravity/knowledge/dolinasmrti_*` - All KIs --- ## โœ… CHECKLIST FOR CIGARETTE BREAK **Before you go to sleep, verify:** - [ ] Read this Game Bible (all sections) - [ ] Understand the 247 demo asset plan - [ ] Know the 10-day timeline - [ ] Clear on art style (Gritty Noir) - [ ] Understand NPC facial requirements (clear eyes/mouth) - [ ] Remember: Game starts as MICRO FARM (8ร—8) - [ ] Know your goal: Kickstarter March 2025 - [ ] All questions answered? **If anything is unclear or missing:** โ†’ NOTE IT DOWN โ†’ I'll add it tomorrow! --- ## ๐ŸŒ™ GOOD NIGHT! **You have:** - โœ… Complete game concept - โœ… 70 test samples generated - โœ… Full production plan - โœ… Organized folder structure - โœ… All documentation ready - โœ… Tomorrow's first task clear (Batch 1: Kai!) **Tomorrow we START mass production!** **Sweet dreams, see you for Batch 1! ๐Ÿš€โœจ** --- **Created:** 30.12.2025 04:07 **Total Sections:** 13 **Total Characters:** 235+ **Total Assets Planned:** 247 (demo) / 11,037 (full game) **Status:** READY FOR PRODUCTION! โœ