# DEVLOG - 2026-01-27 **Time**: 08:46:12 **Session Goal**: Terrain Setup, Atmospheric Layering, and Basic Interaction (Mowing/Camping). ## Achievements ### 1. Asset Organization & Generation - Created structured folders: `assets/tiles`, `assets/environment`, `assets/vegetation`, `assets/items`. - Organized existing assets from `DEMO_FAZA1`. - Generated placeholders for missing environment textures (`cesta_svetla.png`, `voda_umazana.png`). - Generated camp items: `campfire.png` (Animated visual style), `sleeping_bag.png`. - Created variations of grass (`trava_zelena`, `trava_suha`, `trava_divja`) for organic variety. ### 2. Terrain System ("Sandwich Layering") Implemented a robust depth-handling system in `GrassScene_Clean.js`: - **Layer -100**: Base Ground (`trava_osnova` at Scale 0.15) for a massive, spacious world feel. - **Layer -50**: "Decals" (Path, Mud, Ponds). Used `BlendModes.MULTIPLY` and `setAlpha(0.8)` for mud and paths to naturally blend with the grass texture beneath. - **Dynamic Layer**: Trees, Kai, and Grass Tufts are strictly Y-Sorted (`depth = y`) for correct occlusion. ### 3. Atmospheric Polish - **Winding Path**: Replaced linear paths with a procedural Spline curve generation for organic dirt roads. - **Edge Integration**: Programmatically placed small grass tufts along path edges and pond shores to hide sharp texture transitions. - **Amnesia Intro**: Implemented a cinematic start with heavy blur and a Typewriter effect text ("Kje sta starša...?"). ### 4. Gameplay Mechanics - **Interaction System**: - **Movement**: Standard arrow keys. - **Mowing (SPACE)**: Player can clear specific 'wild' grass tufts to make space. Includes visual "cut" tween. - **Camp Placement (C / V)**: - **C**: Place Campfire. - **V**: Place Sleeping Bag. - **Validation**: Prevents placement on water, mud, trees, or un-mowed grass. Providing visual feedback (Shake + Text) if placement fails. - **Sinking Effect**: Kai visually sinks (Origin Shift 0.9 -> 0.8) and tints darker when walking through mud or water. ## Current State The "Probna Farma" scene is now a fully interactive, atmospheric prototype ready for the Kickstarter demo showcase. The world feels alive, organic, and responsive. --- *Signed: Antigravity Agent* # DEVLOG - 2026-01-28 **Time**: 07:44:02 **Session Goal**: Asset Generation, Clean Slate, UI & Camp Setup. ## Achievements ### 1. Scene Reset - Cleaned to a minimal robust state (Z-0 Ground + Player only). - Verified , structure for Defold integration. ### 2. AI Asset Generation (Survival Style) - Generated fresh, unified assets based on user references: - **Campfire**: Simple stone ring, minimalist. - **Tent**: Blue dome, survival/worn aesthetic. - **Sleeping Bag**: Brown/patched survival gear. - **UI**: Health Bar (Rust+Liquid), Inventory Slot (Wood), Action Button, Dialog Panel. ### 3. Automated Processing Pipeline - Created scripts to detect, crop, remove magenta background, and deploy generated assets. - Synced assets to multiple locations for compatibility: - - & - ## Next Steps - Finalize Health Bar design (Face icons vs Liquid). - Implement Camp and UI into the new Defold . # DEVLOG - 2026-01-28 **Time**: 07:44:02 **Session Goal**: Asset Generation, Clean Slate, UI & Camp Setup. ## Achievements ### 1. Scene Reset - Cleaned `GrassScene_Clean.js` to a minimal robust state (Z-0 Ground + Player only). - Verified `main.atlas`, `main.collection` structure for Defold integration. ### 2. AI Asset Generation (Survival Style) - Generated fresh, unified assets based on user references: - **Campfire**: Simple stone ring, minimalist. - **Tent**: Blue dome, survival/worn aesthetic. - **Sleeping Bag**: Brown/patched survival gear. - **UI**: Health Bar (Rust+Liquid), Inventory Slot (Wood), Action Button, Dialog Panel. ### 3. Automated Processing Pipeline - Created scripts to detect, crop, remove magenta background, and deploy generated assets. - Synced assets to multiple locations for compatibility: - `repos/novafarma/main/assets` - `repos/novafarma/assets/DEMO_FAZA1/Environment` & `UI` - `nova farma/main/assets` ## Next Steps - Finalize Health Bar design (Face icons vs Liquid). - Implement Camp and UI into the new Defold `main.collection`. # DEVLOG - 2026-01-28 (Evening Session) **Time**: 23:45:00 **Session Goal**: Stream asset integration, Player animation, and Environmental Polish. ## Achievements ### 1. Animated Character (Kai) - Replaced the static character sprite with a full **256x256 Sprite Sheet**. - Implemented **4-Directional Movement Animation** (Walk Up, Down, Left, Right). - Adjusted physics bounding box and offsets to match the new 160px height scale. ### 2. Stream Integration (The "Dirty Canal") - **Asset Processing**: - Processed `stream_pipe.png` from source reference. - **Advanced Cleaning**: Used GrabCut and custom masking (`clean_pipe_stream_gentle.py`) to remove the background while preserving internal details (muddy banks). - **"Burying" Technique**: Algorithmically removed the outer isometric walls so the stream sits flat on the terrain surface, eliminating the "floating wall" effect. - **Drain Hole Fix**: Ensured the pipe's drain grate is opaque and dark, preventing grass from showing through. - **Scene Implementation**: - Placed the stream as a static physics object. - Added **Collision Detection** between Kai and the Stream (player stops at water's edge). - Experimented with modular slicing (Head/Body) but reverted to a single robust asset to insure stability for the demo. ### 3. Scene Organization - **Camp Restoration**: Restored the Tent, Campfire, and Sleeping bag placement with proper Z-sorting/Depth. - **Bug Fixes**: Resolved a critical crash caused by adding collision before the player object was instantiated. ## Current State - Kai walks with animation. - A "dirty pipe stream" flows out of a grate, properly integrated into the ground (no visible outer walls). - Player interacts with the environment (collides with water). --- *Signed: Antigravity Agent*