# 🌍 MRTVA DOLINA - World Expansion Master Plan **Version:** 2.0 Alpha **Date:** January 5th, 2026 **Status:** 🚀 READY FOR IMPLEMENTATION --- ## 🎯 **CORE CONCEPT:** **"From Ruins to Restoration"** - Igralec začne v svetu popolnih ruševin. Vsako mesto je uničeno, zombi prevladujejo, narava je divja. Tvoj cilj: **Obnoviti 27 mest** in postati **Odrešenik Doline**. --- ## 🏚️ **1. SISTEM OBNOV MEST (27 Town Restoration)** ### **Koncept:** - **Vseh 27 mest se začne kot RUŠEVINE** - Vsako mesto ima **2 vizualna stanja**: Ruined → Restored - Vsako mesto zahteva **unikatne surovine** in **quest chain** za obnovo - Ko obnoviš mesto, se **naselijo prebivalci** (ljudje ali troli) ### **Restoration Faze:** #### **FAZA 1: Ruševine (Starting State)** ``` - Porušene zgradbe - Zombi patrole - Divja narava (trnje, ovire) - NI trgovcev, NI storitev ``` #### **FAZA 2: Delna Obnova (Mid-game)** ``` - Delno očiščeno - Začasno obzidje - Prvi prebivalci se vrnejo - Osnovna trgovina aktivna ``` #### **FAZA 3: Popolna Obnova (End-game)** ``` - Popolnoma obnovljeno - Močno obzidje - Populacija 100% - Vsi NPC-ji aktivni - Unikatne nagrade odklenete ``` ### **Restoration Requirements Example:** **Mesto: FROST HAVEN (Frozen Wasteland)** ```javascript { name: "Frost Haven", biome: "Frozen Wasteland", state: "ruined", // ruined → partial → restored restoration: { phase1: { materials: { wood: 500, stone: 1000, iron: 200 }, quest: "Clear 50 zombies from town", reward: "Basic Trading Post unlocked" }, phase2: { materials: { steel: 300, gold: 100, magic_crystal: 50 }, quest: "Build town walls", reward: "Frost Haven Citizens return (5 NPCs)" }, phase3: { materials: { diamond: 50, legendary_ore: 10, ancient_scroll: 5 }, quest: "Defeat Ice Tyrant Boss", reward: "Legendary Ice Forge + Frost Queen NPC" } }, citizens: { max: 12, current: 0, types: ["merchant", "blacksmith", "mage", "farmer", "guard"] } } ``` ### **Gift System:** Ko obnoviš mesto, prejmeš **City Gratitude Gift**: - Rare blueprints - Unique tools - Legendary seeds - Special NPCs (master craftsmen) - Automation helpers (roboti, priročne ročke) --- ## 🧟 **2. ZOMBI SKAVT (Loyal Companion)** ### **Koncept:** **Prijazni zombi**, ki si ga "udomačiš" na začetku igre. Namesto da te napade, postane tvoj **raziskovalec in vodič**. ### **Visual Design:** - Style 32 Dark-Chibi Noir - **IDENTIFIKACIJA**: Modra ali rdeča rutica okoli vratu - Red eyes WITH pupils (friendly variant) - Backpack for carrying items - Animations: Idle, Walking, Pointing, Digging ### **Leveling System:** ```javascript { name: "Scout", type: "zombie_companion", level: 1, // max 20 stats: { speed: 100, // Movement speed vision: 150, // Detection radius carryCapacity: 10, // Item slots intelligence: 50 // Pathfinding quality }, skills: { shortcuts: { level: 1, description: "Finds shortcuts through biomes", unlockAt: [3, 7, 12, 18] // Better paths at these levels }, treasureHunter: { level: 1, description: "Finds rare items in biomes", rareChance: 5, // +5% per level }, dangerSense: { level: 1, description: "Warns about nearby threats", range: 100 // +50 pixels per level }, resourceScout: { level: 1, description: "Marks resource nodes on map", types: ["ore", "plants", "chests"] } }, evolution: { // Every 5 levels, scout gets visual upgrade 5: "Scout gains lantern (lights dark areas)", 10: "Scout gains armor (can fight weak zombies)", 15: "Scout gains wings (can scout flying)", 20: "Scout becomes LEGENDARY (glowing aura)" } } ``` ### **Gameplay Integration:** - **Command System**: Right-click to send scout exploring - **Auto-follow**: Scout follows you and marks dangers - **Item Retrieval**: Can send scout to fetch items - **Map Markers**: Scout marks discoveries on map --- ## ⛺ **3. NOMADSKI ROPARJI (Nomad Raiders)** ### **Koncept:** **Dinamična nevarnost** - roparji, ki **nimajo stalnega doma** in potujejo med biomi. Poskušajo **oropati tvojo kmetijo** ali te napadejo na poti med mesti. ### **Raider Types:** #### **A) Desert Nomads** ``` Biome: Desert Storm Appearance: Tan robes, scimitars, camels Threat: Medium Loot: Spices, gold, desert seeds ``` #### **B) Frost Bandits** ``` Biome: Frozen Wasteland Appearance: Fur armor, ice weapons Threat: High Loot: Furs, ice crystals, frozen meat ``` #### **C) Jungle Marauders** ``` Biome: Ancient Rainforest Appearance: Tribal masks, poison darts Threat: Very High Loot: Rare plants, ancient artifacts ``` #### **D) Tech Scavengers** ``` Biome: Neon Ruins Appearance: Cyberpunk gear, laser weapons Threat: Extreme Loot: Tech parts, batteries, robots ``` ### **Raider Behavior System:** ```javascript { type: "nomad_raiders", spawn: { method: "dynamic", // Not tied to location frequency: "4-7 days in-game", warning: "Scout can detect 1 day in advance" }, camps: { temporary: true, duration: "2-3 days", location: "random biome edge", structures: ["tents", "campfire", "loot_chests"] }, raids: { targets: ["farm", "caravan", "restored_towns"], farmRaid: { trigger: "If you have 1000+ crops stored", waves: 3, loot_stolen: "20% of stored crops", defense: "Build walls, hire guards, set traps" }, caravanAmbush: { trigger: "Traveling between towns with valuables", chance: 30, // 30% per trip combat: true, loot_dropped: "If you win, take their supplies" } }, difficulty_scaling: { // Raiders get stronger as you progress 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:** - **Farm Walls**: Build perimeter defenses - **Guard Towers**: Hire NPC guards - **Zombie Allies**: Tamed zombies defend your farm - **Scout Warning**: Get advance notice of raids --- ## 🏗️ **4. BIOMSKA ARHITEKTURA (27 Unique Town Styles)** ### **Koncept:** Vsak **biom ima unikaten stil** arhitekture. Mesta v gozdu so lesena, mesta v futurističnih biomih imajo stolpnice, puščavska mesta so iz peska. ### **Biome Architecture Styles:** | Biome | Building Material | Roof Style | Color Palette | Special Feature | |-------|------------------|------------|---------------|-----------------| | **Temperate Forest** | Wood, stone | Thatched | Brown, green | Treehouses | | **Frozen Wasteland** | Ice, metal | Flat | White, blue | Igloos | | **Desert Storm** | Sandstone | Domed | Tan, gold | Wind towers | | **Ancient Rainforest** | Bamboo, vines | Leaf | Green, brown | Canopy bridges | | **Volcanic Ashlands** | Obsidian, lava rock | Pointed | Black, red | Lava moats | | **Toxic Swamp** | Rotted wood | Mossy | Green, purple | Stilts | | **Crystal Caves** | Crystal shards | Jagged | Purple, cyan | Glowing walls | | **Neon Ruins** | Steel, glass | Flat | Neon colors | Holograms | | **Haunted Hollow** | Bone, dark stone | Sharp | Gray, purple | Floating stones | | **Floating Islands** | Cloud marble | Curved | White, gold | Anti-gravity | *(20 total biomes, each with unique style)* ### **Building Types per Town:** ```javascript { town_buildings: [ // CORE (Every town has these) "town_hall", // Main building "trading_post", // Merchant "inn", // Rest/save point "blacksmith", // Crafting "general_store", // Basic items // BIOME-SPECIFIC (Unique to each biome) "unique_service_1", // e.g., "Ice Forge" in Frozen biome "unique_service_2", // e.g., "Sand Glassworks" in Desert "special_landmark", // Visual centerpiece // RESTORATION ADDITIONS "guard_tower", // Defense "farm_school", // Teaches new crop types "magic_laboratory", // Enchanting services "airship_dock" // Fast travel (late game) ] } ``` --- ## 🎨 **5. ASSET GENERATION PLAN** ### **Total Assets Needed:** #### **A) TOWN BUILDINGS:** ``` 27 towns × 12 building types × 2 states (ruined/restored) = 648 buildings PLUS variations (damaged, partial) = ~900 building sprites ``` #### **B) ZOMBI SKAVT:** ``` 1 base sprite × 4 directions × 3 animations = 12 sprites + 4 evolution forms × 12 = 48 total ``` #### **C) NOMAD RAIDERS:** ``` 4 raider types × 6 unit variants × 4 directions = 96 sprites + 4 camp structures × 2 states = 8 camp sprites Total: ~110 raider sprites ``` #### **D) GIFT UI:** ``` 1 Gift Window UI 6 Gift Box variations (common → legendary) 20 Gift Icon overlays Total: 27 UI elements ``` ### **PHASE 1 Priority (Kickstarter Demo):** **Generate NOW:** 1. ✅ **3 Sample Towns** (Forest, Desert, Frozen) - Ruined + Restored - 3 × 8 core buildings × 2 states = 48 sprites 2. ✅ **Zombi Skavt** - Base version - 1 × 4 directions × 2 animations = 8 sprites 3. ✅ **1 Raider Type** - Desert Nomads - 1 × 4 variants × 4 directions = 16 sprites - 1 camp set = 4 sprites 4. ✅ **Gift System UI** - Basic version - 1 window + 3 gift boxes = 4 UI elements **Total Phase 1:** ~80 sprites --- ## 📊 **6. GAME SYSTEMS INTEGRATION** ### **New Systems to Code:** #### **A) Town Restoration System** ```javascript // src/systems/TownRestorationSystem.js class TownRestorationSystem { constructor() { this.towns = this.loadTowns(); // 27 towns this.currentPhase = {}; // Track each town's phase } restoreTown(townId, materials) { // Check if player has required materials // Update town visual state // Spawn new NPCs // Award gifts // Update map } calculateProgress(townId) { // Return 0-100% restoration progress } getTownGift(townId, phase) { // Return unique reward for this town/phase } } ``` #### **B) Zombie Scout System** ```javascript // src/systems/ZombieScoutSystem.js class ZombieScoutSystem { constructor() { this.scout = { level: 1, experience: 0, skills: {}, position: { x: 0, y: 0 } }; } commandScout(target) { // Send scout to explore area // Pathfinding with shortcut detection } levelUp() { // Increase stats // Unlock new abilities // Visual evolution } detectDanger() { // Scan area for threats // Warn player } } ``` #### **C) Nomad Raider System** ```javascript // src/systems/NomadRaiderSystem.js class NomadRaiderSystem { constructor() { this.activeRaiders = []; this.camps = []; this.nextRaidTime = this.calculateNextRaid(); } spawnRaiders(biome) { // Create raider group // Set patrol path // Establish temporary camp } checkRaidConditions() { // Farm wealth threshold // Player location (caravan) // Time since last raid } executeRaid(target) { // Launch attack // Combat logic // Loot calculation } } ``` --- ## 🗺️ **7. WORLD MAP UPDATES** ### **Map Markers:** ```javascript { markers: { // TOWNS (27) town_ruined: "🏚️ Gray icon, no name", town_partial: "🏘️ Yellow icon, name visible", town_restored: "🏰 Green icon, full info", // RAIDERS raider_camp: "⛺ Red icon, temporary", raider_patrol: "🔴 Moving red dot", // SCOUT DISCOVERIES shortcut: "➡️ Blue path", treasure: "💎 Yellow star", danger: "⚠️ Orange warning", resource: "📦 Green box" } } ``` --- ## 📝 **8. IMPLEMENTATION CHECKLIST** ### **CODE:** - [ ] Create `TownRestorationSystem.js` - [ ] Create `ZombieScoutSystem.js` - [ ] Create `NomadRaiderSystem.js` - [ ] Create `GiftRewardSystem.js` - [ ] Update `GameScene.js` - integrate new systems - [ ] Update `MapScene.js` - new markers - [ ] Create `TownUI.js` - restoration interface - [ ] Create `ScoutUI.js` - command interface ### **ASSETS:** - [ ] Generate 48 town building sprites (3 towns × 8 buildings × 2 states) - [ ] Generate 8 Zombi Skavt sprites (base form) - [ ] Generate 20 Raider sprites (1 type) - [ ] Generate 4 camp structure sprites - [ ] Generate 4 Gift UI elements - [ ] Organize into folders: ``` assets/slike 🟢/ ├── towns/ │ ├── forest/ │ ├── desert/ │ └── frozen/ ├── companions/ │ └── zombie_scout/ ├── raiders/ │ └── desert_nomads/ └── ui/ └── gifts/ ``` ### **DATA:** - [ ] Create `town_registry.json` - All 27 towns - [ ] Create `raider_types.json` - All raider variants - [ ] Create `gift_catalog.json` - All possible rewards - [ ] Create `scout_skills.json` - Skill tree data ### **DOCUMENTATION:** - [ ] Update Game Bible with new systems - [ ] Create Town Restoration Guide - [ ] Create Scout Training Manual - [ ] Create Raider Defense Tactics Guide --- ## 🎯 **SUCCESS CRITERIA:** **Kickstarter Demo Ready When:** 1. ✅ 3 towns show clear Ruined → Restored transformation 2. ✅ Zombi Skavt is playable and useful 3. ✅ 1 raider encounter is scripted and functional 4. ✅ Gift system awards players for restoration 5. ✅ All new assets visible in asset browser 6. ✅ Deep code scan shows 0 errors --- ## 🚀 **TIMELINE:** **Phase 1 (Today):** Generate assets + code foundations (6 hours) **Phase 2 (Tomorrow):** Integration + testing (4 hours) **Phase 3 (Day 3):** Polish + demo recording (2 hours) **TOTAL:** 12 hours to Kickstarter-ready expansion --- **Status:** 🟢 **READY TO START GENERATION** **Next Command:** Generate Phase 1 assets (80 sprites)