# πŸ—ΊοΈ IMPLEMENTATION ROADMAP **12-Week Plan for Complete Game Systems Integration** **Start Date:** January 6, 2026 **Target Completion:** March 30, 2026 --- ## πŸ“… TIMELINE OVERVIEW | Week | Phase | Focus | Systems | |------|-------|-------|---------| | 1-2 | Phase 1 | Core Foundation | Sleep, Time, Energy | | 3-4 | Phase 2 | Crafting & Building | Crafting Tables, Bakery | | 5-6 | Phase 3 | Character & Town | Barber, Lawyer, Town Growth | | 7-8 | Phase 4 | Automation | Mining, Zombie Miners | | 9-10 | Phase 5 | Social Systems | NPC Privacy, Relationships | | 11-12 | Phase 6 | Polish & Testing | Bug fixes, Balancing, QA | --- ## πŸ“¦ PHASE 1: CORE FOUNDATION (Week 1-2) ### **Week 1: Sleep & Time Systems** #### **Day 1-2: Sleep System Integration** - [ ] Import SleepSystem into MainGameScene - [ ] Create bed placement system - [ ] Implement sleep UI (menu, confirmation) - [ ] Add sleep animation/fade transition - [ ] Test energy regeneration - [ ] Test dream/nightmare mechanics **Deliverables:** - Working sleep mechanic - All 3 bed types functional - Dream sequences working #### **Day 3-4: Time System Hook-ins** - [ ] Connect SleepSystem to TimeSystem - [ ] Implement 8-hour time skip - [ ] Add "Can Sleep Now" time check (8 PM - 2 AM) - [ ] Test day/night cycle integration - [ ] Add wake-up time calculation **Deliverables:** - Time properly advances during sleep - Correct wake-up time (always morning) #### **Day 5-7: Energy & UI Polish** - [ ] Create energy bar UI - [ ] Add "Tired" status indicator - [ ] Implement energy decay over time - [ ] Add low energy warnings - [ ] Polish sleep UI animations - [ ] Test partner bonus (if married) **Deliverables:** - Complete energy management - Polished UI - Marriage integration working --- ## πŸ”¨ PHASE 2: CRAFTING & BUILDING (Week 3-4) ### **Week 3: Crafting Tables System** #### **Day 1-2: Basic Crafting** - [ ] Import CraftingTablesSystem - [ ] Create crafting table placement - [ ] Build crafting UI (recipe list) - [ ] Implement "Can Craft" validation - [ ] Add ingredient checking **Deliverables:** - Small crafting table working - Basic recipes craftable #### **Day 3-4: Advanced Crafting** - [ ] Implement crafting queue - [ ] Add progress bar UI - [ ] Create batch crafting - [ ] Test skill/relationship requirements - [ ] Add Large Planning Table purchase **Deliverables:** - Queue system working - All recipe types functional - Gronk integration tested #### **Day 5-7: Crafting Polish** - [ ] Add crafting sound effects - [ ] Create item-gained animations - [ ] Polish recipe UI (icons, descriptions) - [ ] Test all 50+ recipes - [ ] Balance crafting times **Deliverables:** - Polished crafting experience - All recipes tested ### **Week 4: Bakery Shop System** #### **Day 1-2: Shop Foundation** - [ ] Import BakeryShopSystem - [ ] Create bakery building on map - [ ] Build shop UI (item list, prices) - [ ] Implement purchase logic - [ ] Add NPC baker (Maria) **Deliverables:** - Bakery shop functional - Can buy items #### **Day 3-4: Gift & Competition** - [ ] Implement gift system - [ ] Test 2x hearts for favored items - [ ] Create baking competition UI - [ ] Add recipe submission - [ ] Implement scoring system **Deliverables:** - Gifting working - Competition functional #### **Day 5-7: Events & Polish** - [ ] Add birthday cake ordering - [ ] Implement auto-delivery system - [ ] Create seasonal items (autumn/winter) - [ ] Test bulk discounts - [ ] Polish shop UI **Deliverables:** - All bakery features complete - Birthday system working --- ## πŸ’ˆ PHASE 3: CHARACTER & TOWN (Week 5-6) ### **Week 5: Barber Shop System** #### **Day 1-2: Character Customization** - [ ] Import BarberShopSystem - [ ] Create barber building - [ ] Build customization UI - [ ] Implement hairstyle changes - [ ] Update player sprite system **Deliverables:** - Hairstyle changes working - Player sprite updates correctly #### **Day 3-4: Piercings & Dyes** - [ ] Add piercing system - [ ] Create hair dye color picker - [ ] Implement clothing dye - [ ] Add saved looks slots (5) - [ ] Test load/save looks **Deliverables:** - Complete customization working - Saved looks functional #### **Day 5-7: Zombie Makeover & Polish** - [ ] Implement zombie makeover - [ ] Add NPC customization (5+ hearts) - [ ] Create barber NPC (Razor) - [ ] Test repeat customer discount - [ ] Polish customization UI **Deliverables:** - All barber features complete - Zombie makeover working ### **Week 6: Lawyer & Town Growth** #### **Day 1-3: Lawyer Office System** - [ ] Import LawyerOfficeSystem - [ ] Create lawyer building (auto-build on crisis) - [ ] Build divorce UI (confirmation, warnings) - [ ] Implement prenup purchase - [ ] Test divorce processing - [ ] Add marriage counseling **Deliverables:** - Divorce system complete - Counseling functional - Auto-unlock working #### **Day 4-7: Town Growth System** - [ ] Import TownGrowthSystem - [ ] Create town sign sprite & UI - [ ] Implement population slot unlocks - [ ] Add NPC invitation system - [ ] Create 5 village maps - [ ] Test village discovery - [ ] Add town services unlocks **Deliverables:** - Town growth working - Villages discoverable - Town sign updating live --- ## ⛏️ PHASE 4: AUTOMATION (Week 7-8) ### **Week 7-8: Mining & Zombie Automation** #### **Day 1-2: Zombie Miner Integration** - [ ] Import ZombieMinerAutomationSystem - [ ] Create hire UI - [ ] Implement assignment UI (mine selector) - [ ] Add depth assignment validation - [ ] Connect to existing MiningSystem **Deliverables:** - Hiring working - Assignment functional #### **Day 3-4: Automation Yield** - [ ] Implement passive generation - [ ] Create collection UI - [ ] Add yield calculation display - [ ] Test multi-zombie automation - [ ] Add collection reminders **Deliverables:** - Automation generating resources - Collection working correctly #### **Day 5-7: Loyalty & Equipment** - [ ] Implement loyalty decay - [ ] Create feed zombie UI - [ ] Add equipment upgrade shop - [ ] Test leveling system - [ ] Balance yield rates **Deliverables:** - Complete automation system - Balanced yield rates #### **Day 8-10: Mining System Polish** - [ ] Polish mine entrance - [ ] Add depth hazard UI (oxygen, temp, darkness) - [ ] Create boss encounter screens - [ ] Test all 100 levels - [ ] Balance difficulty curve **Deliverables:** - Complete mining experience - All levels playable --- ## πŸ‘₯ PHASE 5: SOCIAL SYSTEMS (Week 9-10) ### **Week 9-10: NPC Privacy & Relationships** #### **Day 1-3: NPC Home Generation** - [ ] Import NPCPrivacySystem - [ ] Create 8 hobby-based interior templates - [ ] Generate homes for all NPCs - [ ] Test hobby room variations - [ ] Add interior object placement **Deliverables:** - All NPC homes generated - Hobby rooms unique #### **Day 4-5: Privacy Locks** - [ ] Implement heart-based door checks - [ ] Create "locked door" UI message - [ ] Add privacy violation handling - [ ] Test relationship penalties - [ ] Add NPC angry reactions **Deliverables:** - Privacy system working - Violations have consequences #### **Day 6-7: Visit Effects** - [ ] Implement visit tracking - [ ] Add time-of-day effects - [ ] Test frequency checking (3+ daily) - [ ] Add visit statistics UI - [ ] Balance relationship effects **Deliverables:** - Visit system complete - Relationship effects balanced #### **Day 8-10: Relationship Polish** - [ ] Create relationship UI panel - [ ] Add heart display for all NPCs - [ ] Implement relationship milestones - [ ] Polish dialogue reactions - [ ] Test marriage β†’ lawyer integration **Deliverables:** - Complete social system - All NPC interactions polished --- ## 🎨 PHASE 6: POLISH & TESTING (Week 11-12) ### **Week 11: Bug Fixes & Balancing** #### **Day 1-2: Bug Sweep** - [ ] Test all systems end-to-end - [ ] Fix critical bugs - [ ] Fix UI bugs - [ ] Fix save/load issues - [ ] Test cross-system interactions #### **Day 3-4: Balance Pass** - [ ] Balance all costs (buildings, items) - [ ] Balance crafting times - [ ] Balance automation yields - [ ] Balance relationship point values - [ ] Test economy (money flow) #### **Day 5-7: Performance Optimization** - [ ] Profile system performance - [ ] Optimize update loops - [ ] Optimize sprite loading - [ ] Reduce memory usage - [ ] Test on low-end devices **Deliverables:** - All major bugs fixed - Balanced economy - Smooth performance ### **Week 12: Final Polish & QA** #### **Day 1-2: UI/UX Refinement** - [ ] Polish all UI screens - [ ] Add UI animations - [ ] Improve button feedback - [ ] Add UI sound effects - [ ] Test UI on mobile #### **Day 3-4: Content Verification** - [ ] Test all quests - [ ] Verify all NPCs working - [ ] Check all recipes - [ ] Test all buildings - [ ] Verify all items #### **Day 5-7: Final QA** - [ ] Full playthrough test - [ ] Test save/load multiple times - [ ] Test edge cases - [ ] Create bug report - [ ] Final code review **Deliverables:** - Production-ready build - Complete QA report - Zero critical bugs --- ## 🎯 SUCCESS CRITERIA ### **Phase 1 Complete When:** - [ ] Player can sleep in all 3 bed types - [ ] Energy system fully functional - [ ] Time advances correctly during sleep - [ ] Dreams/nightmares trigger properly ### **Phase 2 Complete When:** - [ ] All 50+ recipes craftable - [ ] Large Planning Table purchasable - [ ] Bakery shop fully functional - [ ] Gift system working - [ ] Baking competition runs ### **Phase 3 Complete When:** - [ ] Complete character customization - [ ] Divorce system functional - [ ] Town population can grow to 20 - [ ] All 5 villages discoverable - [ ] Town services unlock ### **Phase 4 Complete When:** - [ ] 10 zombie miners hireable - [ ] Automation generates resources - [ ] Equipment upgrades working - [ ] All 100 mine levels playable ### **Phase 5 Complete When:** - [ ] All NPC homes generated - [ ] Privacy locks functional - [ ] Visit effects apply correctly - [ ] Relationship system complete ### **Phase 6 Complete When:** - [ ] Zero critical bugs - [ ] Balanced economy - [ ] Smooth 60 FPS performance - [ ] All systems tested end-to-end --- ## 🚨 RISK MITIGATION ### **High-Risk Areas** 1. **Save/Load System** - Risk: Data corruption, lost progress - Mitigation: Extensive testing, backup saves, versioning 2. **Cross-System Events** - Risk: Event loops, missed events - Mitigation: Event logging, unit tests 3. **Performance** - Risk: Frame drops with many systems - Mitigation: Profiling, optimization passes 4. **Zombie Automation** - Risk: Exploit for infinite resources - Mitigation: Cap yields, balance costs ### **Contingency Plans** - **Behind Schedule:** Cut non-essential features (e.g., baking competition) - **Major Bug:** Rollback to previous stable version - **Performance Issues:** Reduce visual effects, optimize update loops --- ## πŸ“Š PROGRESS TRACKING Use this checklist to track progress: ``` Phase 1: [ ] Week 1 [ ] Week 2 Phase 2: [ ] Week 3 [ ] Week 4 Phase 3: [ ] Week 5 [ ] Week 6 Phase 4: [ ] Week 7 [ ] Week 8 Phase 5: [ ] Week 9 [ ] Week 10 Phase 6: [ ] Week 11 [ ] Week 12 ``` --- ## πŸŽ‰ LAUNCH CHECKLIST Before final release: - [ ] All 9 systems functional - [ ] Complete playthrough tested - [ ] No critical bugs - [ ] Performance >55 FPS average - [ ] Save/load tested 50+ times - [ ] All UI polished - [ ] Sound effects added - [ ] Tutorial complete - [ ] README updated - [ ] Documentation complete --- **Created:** January 4, 2026 **Version:** 1.0 **Status:** Ready for Implementation βœ