# 🗺️ Task Map & Roadmap - NovaFarma ## 🟢 Phase 1: Core Systems (Foundation) Vzpostavitev temeljev igre, sveta in igralca. - [x] **Project Setup** (Vite, Phaser, Project Structure) - [x] **Isometric Engine** (IsometricUtils, Grid conversion, Depth sorting) - [x] **Terrain System** - [x] Perlin Noise Generation (Grass, Dirt, Water) - [x] Decoration Placement (Trees, Stones, Bushes) - [x] Decoration Rendering (Correct depth, scale, variety) - [x] **Player Entity** - [x] Isometric Movement (WASD) - [x] Animations (Idle, Walk) - [x] Directional Facing (8-way or 4-way) - [x] Tool Handling (Visual sword/axe/pickaxe in hand) ## 🟡 Phase 2: Gameplay Mechanics (Current Focus) Dodajanje interakcije, boja in ekonomije. - [x] **Interaction System** - [x] Mouse Click Interaction (Precise grid selection) - [x] Keyboard Interaction ('E' Key for ease of use) - [x] Distance Checking (Range limits) - [x] **NPC System (Zombies)** - [x] Spawning & Rendering - [x] Basic AI (Random Walk, Chase Player) - [x] **Combat:** - [x] Player Attack (Spacebar / Click with Weapon) - [x] Zombie Health & Damage (Take Damage, Red Flash) - [x] Death & Loot Drops (Skeleton/Bone drop) - [x] **Taming:** - [x] Interact to Tame (Empty hand / 'E') - [x] Visuals (Hearts, Blue Eyes for tamed zombie) - [x] Command Logic (Follow/Stay basics) - [x] **Inventory & UI** - [x] Inventory UI (Slots, Selection) - [x] Crafting Menu ('C' Key) - [x] Resource Gathering (Wood from trees, Stone from rocks) - [x] **Save System** - [x] LocalStorage Integration - [x] Auto-load on start - [x] Manual Save (F5) ## 🔴 Phase 3: Expansion (Next Steps) Razširitev vsebine in izboljšava mehanik. - [x] **Farming Mechanics** (Polishing) - [x] Hoeing dirt to farmland - [x] Planting seeds - [x] Growth Stages (Time-based growth) - [x] Harvesting crops - [x] Watering mechanics - [x] **Advanced NPC AI** - [x] Pathfinding (A* or efficient grid traversal) - [x] Zombie Attacks Player (Player takes damage) - [x] Tamed Zombie Defense (Attacks enemies) - [x] Zombie Hordes (Night time events) - [x] **Economy** - [x] Merchant NPC (Trading interface) - [x] Selling crops/items for Gold - [x] Buying Seeds & Tools - [x] **Building System** - [x] Placing Walls/Fences (Snap to grid) - [x] Crafting Buildings (House, Barn) - [x] UI for selecting buildings ## 🔵 Phase 4: Polish & Visuals Lepotni popravki in vzdušje. - [x] **Day/Night Cycle** - [x] Lighting overlay (Darkness at night) - [x] Dawn/Dusk transitions - [x] Night-only Zombie Spawns - [x] **Audio/SFX** - [x] Footsteps sounds - [x] Attack/Hit sounds - [x] Ambient nature sounds (Procedural Rain) - [x] Background Music - [x] **Visual FX** - [x] Particle effects (Leaves falling, blood particles) - [x] UI Animations (Smooth inventory opening) - [x] Weather (Rain, Fog) ## 🟣 Phase 5: Story & Quests Dodajanje globine in ciljev igri. - [x] **Story Mode** - [x] Intro Sequence - [x] Main Questline - [x] **Boss Battles** - [x] "Zombie King" Boss - [x] Special Arenas - [x] **Quest System** - [x] NPC dialogue interaction - [x] Rewards & Notifications ## 🟠 Phase 6: Multiplayer & Export Možnost igranja s prijatelji. - [x] **Local/LAN Multiplayer** - [x] Syncing Player Positions - [x] Visual Indicators - [x] **Mobile Support** - [x] Virtual Joystick - [x] Responsive Design - [x] **Export** - [x] Desktop (Electron) - [x] Android (Capacitor Guide) ## ⚪ Phase 7: World Structure (New Direction) Strukturiranje sveta s fiksnimi lokacijami za boljši gameplay flow. - [x] **Zone Definition** - [x] Define Constants (FARM @ 20,20; CITY @ 65,65) - [x] Implement Terrain Overrides (Dirt for Farm, Pavement for City) - [x] **City Content** - [x] Generate Ruins (Walls, Rubble, Rooms) - [x] High-Level Zombie Spawners - [x] Better Loot tables in City - [x] **Farm Content** - [x] Safe Zone Logic (Night Spawns prevented near Farm) - [x] Starter Resources (Chest with seeds!) - [x] **Navigation** - [x] Add Signposts or Roads connecting areas - [x] **Pathfinding System** - [x] Web Worker Integration (Async processing) - [x] A* Algorithm Implementation - [x] Integration with NPCs - [x] **Asset Optimization** - [x] Loading Screen (Visual Progress Bar) - [x] Transparent Sprite Processing - [x] Custom Asset Integration (Rocks, Trees) - [x] Asset Scaling Fixes ## 🟢 Phase 8: Gameplay Loop & Content Fokus na igralnost, loot in napredovanje. - [x] **City Content** - [x] Unique Loot in Ruins (Scrap metal, Chips) - [x] Elite Zombies in City - [x] **Combat Polish** - [x] Visual Feedback on Hit (White flash) - [x] Knockback effect - [x] **World Details** - [x] Roads connecting Farm and City - [x] Signposts ## 🧬 Phase 9: Antigravity Transformation (Design Overhaul) Implementacija arhitekturnih stebrov po zgledu Stardew Valley. - [x] **Core Engine Setup** (`Antigravity.js`) - [x] Global Namespace & Config - [x] Centralized Update Loop - [x] **Rendering Pipeline** - [x] NEAREST Filter enforce - [x] Tile Padding/Extrude (No bleeding) - [x] Pixel-Perfect Math.round positioning - [x] **UI/Drawing Integration**: Združitev UI/Drawing modulov za enoten API. - [x] **Depth Sorting v2.0** - [x] Y-Sorting za vse entitete - [ ] **Concept Integration** - [ ] Poenotenje vseh sistemov pod `Antigravity` namespace (Future Refactor) ## 🌈 Phase 10: Visual Overhaul & Realism (Current) Ekskluzivni vizualni popravki za potopitveno izkušnjo. - [x] **Realistic Tools (3D Voxel)**: Sekira, Kramp, Motika, Meč, Zalivalka (v celoti proceduralno generirano). - [x] **Realistic Crops**: - [x] Pšenica (4 faze, zlati snopi). - [x] Koruza (Visoka rast, 4 faze, regeneracija). - [x] **Inventory Icons Update**: Unikatne ikone za semena in pridelke namesto generičnih krogov. - [x] **Sound Fixes**: Implementacija manjkajočih zvokov (npr. `playDig`). - [x] **Advanced World Details**: - [x] Boljša voda (animacija). - [x] Več dekoracij (ograje, poti). ## 🧟 Phase 11: Zombie Roots Integration (New Mechanics) Implementacija jedrnih mehanik iz novega koncepta "Krvava Žetev". - [x] **Zombie Worker AI** - [x] `WORK_FARM`: Zombi avtomatsko zaliva/žanje v določenem radiusu. - [x] `WORK_MINE`: Zombi koplje kamenje/rudo. - [x] **Decay System**: Zombi s časom izgublja energijo/HP. - [x] **Death Drop**: Gnojilo (Fertilizer) + XP ob smrti. - [x] **Grave System** - [x] Izdelava Groba (Crafting) (via command). - [x] Počitek: Zombi v grobu se regenerira (počasneje razpada). - [x] **Expansion System (Micro Farm start)** - [x] Zaklepanje con (megla/neprehodno). - [x] Naloga: "Pošlji zombije očistit cono". - [x] **Hybrid Skill & Language** - [x] Skill Tree UI za Hibrida. - [x] Prevajalnik dialogov (Level 1: "...hggh", Level 10: "Nevarnost!"). - [x] **Economy: Minting & Crafting** - [x] **Blueprint System**: Drop chance pri kopanju (`unlockRecipe(id)`). - [x] **Workstation Logic**: - [x] Workbench (Crafting UI v2.0). - [x] Furnace (Input slot -> Fuel -> Output slot timer). - [x] Talilnica (Furnace) za rudo -> palice. - [x] Kovnica (Mint) za palice -> kovanci. - [x] Kovnica (Mint) za palice -> zlatniki. - [x] **Building Expansion** - [x] **Barn**: Objekt za shranjevanje živali. - [x] **Silos**: Objekt za shranjevanje hrane (poveča kapaciteto). - [x] **Starter House**: Nadgradnje (Level 1 -> Level 2 dodata prostor). - [x] **Collection Album (Zbirateljstvo)** - [x] UI Knjiga (z nalepkami/slikami). - [x] Tracking System: Odklepanje vnosov ob pobiranju itemov. - [x] **Arheologija**: Naključna možnost za najdbo Artefakta pri kopanju zemlje. - [x] **World Events & Entities** - [x] **Nočna Sova**: Dostava Quest Itemov/Daril (vezano na Friendship system). - [x] **Netopirji**: Vizualni efekt (roji) za napoved eventov. - [x] **Mutanti**: Troli in Vilinci (AI + Spawn Logic). - [x] **Živali**: Mutirane (npr. krave) in Normalne živali. ## 🧬 Phase 12: Exploration & Legacy (Endgame) - [x] **Livestock System** - [x] Hlev za živali. - [x] Loot Tables: Normalno vs. Mutirano (Mleko vs. Svetleče Mleko). - [x] **Ocean System** - [x] Potapljanje (animacija, kisik bar). - [x] Čoln (Vehicle controller). - [x] Generacija Otokov (Island Nodes). - [x] **Legacy System (Generacije)** - [x] Age Counter (Leta/Letni časi). - [x] Marriage Logic + Child Spawn. - [x] **Inheritance**: Prenos inventarja/farme na novega lika ob smrti. - [x] **Fractions** - [x] Reputation System za Mutante (Dobri/Zlobni). ## 🌡️ Phase 13: Elements & Survival (Hardcore) - [x] **Weather System v2.0** - [x] **Letni Časi:** Zima (Sneg, Mraz), Poletje (Vročina, Suša). - [x] **Temperature Logic:** Če `Temp < 0` in nimaš `WinterCoat` -> HP pada. - [x] **Rastlinjak (Greenhouse):** Crafting Stekla (Mivka + Peč). Omogoča rast pozimi. - [x] **Localization & Platforms** - [x] JSON prevodi (SLO, EN, DE, IT, CN). - [x] Language Selector v meniju. - [x] **Steam Integration**: Achievements & Cloud Save. - [x] **Entities & Items** - [x] **Playtime Tracker**: Beleženje ur igranja (Persistent Stats). - [x] **Osel (Donkey):** Jahanje in Inventory. - [x] **Jablana (Apple Tree):** Trajnica, daje pridelek jeseni. - [x] Planting seeds - [x] Growth Stages (Time-based growth) - [x] Harvesting crops - [x] Watering mechanics - [x] **Advanced NPC AI** - [x] Pathfinding (A* or efficient grid traversal) - [x] Zombie Attacks Player (Player takes damage) - [x] Tamed Zombie Defense (Attacks enemies) - [x] Zombie Hordes (Night time events) - [x] **Economy** - [x] Merchant NPC (Trading interface) - [x] Selling crops/items for Gold - [x] Buying Seeds & Tools - [x] **Building System** - [x] Placing Walls/Fences (Snap to grid) - [x] Crafting Buildings (House, Barn) - [x] UI for selecting buildings ## 🔵 Phase 4: Polish & Visuals Lepotni popravki in vzdušje. - [x] **Day/Night Cycle** - [x] Lighting overlay (Darkness at night) - [x] Dawn/Dusk transitions - [x] Night-only Zombie Spawns - [x] **Audio/SFX** - [x] Footsteps sounds - [x] Attack/Hit sounds - [x] Ambient nature sounds (Procedural Rain) - [x] Background Music - [x] **Visual FX** - [x] Particle effects (Leaves falling, blood particles) - [x] UI Animations (Smooth inventory opening) - [x] Weather (Rain, Fog) ## 🟣 Phase 5: Story & Quests Dodajanje globine in ciljev igri. - [x] **Story Mode** - [x] Intro Sequence - [x] Main Questline - [x] **Boss Battles** - [x] "Zombie King" Boss - [x] Special Arenas - [x] **Quest System** - [x] NPC dialogue interaction - [x] Rewards & Notifications ## 🟠 Phase 6: Multiplayer & Export Možnost igranja s prijatelji. - [x] **Local/LAN Multiplayer** - [x] Syncing Player Positions - [x] Visual Indicators - [x] **Mobile Support** - [x] Virtual Joystick - [x] Responsive Design - [x] **Export** - [x] Desktop (Electron) - [x] Android (Capacitor Guide) ## ⚪ Phase 7: World Structure (New Direction) Strukturiranje sveta s fiksnimi lokacijami za boljši gameplay flow. - [x] **Zone Definition** - [x] Define Constants (FARM @ 20,20; CITY @ 65,65) - [x] Implement Terrain Overrides (Dirt for Farm, Pavement for City) - [x] **City Content** - [x] Generate Ruins (Walls, Rubble, Rooms) - [x] High-Level Zombie Spawners - [x] Better Loot tables in City - [x] **Farm Content** - [x] Safe Zone Logic (Night Spawns prevented near Farm) - [x] Starter Resources (Chest with seeds!) - [x] **Navigation** - [x] Add Signposts or Roads connecting areas - [x] **Pathfinding System** - [x] Web Worker Integration (Async processing) - [x] A* Algorithm Implementation - [x] Integration with NPCs - [x] **Asset Optimization** - [x] Loading Screen (Visual Progress Bar) - [x] Transparent Sprite Processing - [x] Custom Asset Integration (Rocks, Trees) - [x] Asset Scaling Fixes ## 🟢 Phase 8: Gameplay Loop & Content Fokus na igralnost, loot in napredovanje. - [x] **City Content** - [x] Unique Loot in Ruins (Scrap metal, Chips) - [x] Elite Zombies in City - [x] **Combat Polish** - [x] Visual Feedback on Hit (White flash) - [x] Knockback effect - [x] **World Details** - [x] Roads connecting Farm and City - [x] Signposts ## 🧬 Phase 9: Antigravity Transformation (Design Overhaul) Implementacija arhitekturnih stebrov po zgledu Stardew Valley. - [x] **Core Engine Setup** (`Antigravity.js`) - [x] Global Namespace & Config - [x] Centralized Update Loop - [x] **Rendering Pipeline** - [x] NEAREST Filter enforce - [x] Tile Padding/Extrude (No bleeding) - [x] Pixel-Perfect Math.round positioning - [x] **UI/Drawing Integration**: Združitev UI/Drawing modulov za enoten API. - [x] **Depth Sorting v2.0** - [x] Y-Sorting za vse entitete ## 🌈 Phase 10: Visual Overhaul & Realism (Current) Ekskluzivni vizualni popravki za potopitveno izkušnjo. - [x] **Realistic Tools (3D Voxel)**: Sekira, Kramp, Motika, Meč, Zalivalka (v celoti proceduralno generirano). - [x] **Realistic Crops**: - [x] Pšenica (4 faze, zlati snopi). - [x] Koruza (Visoka rast, 4 faze, regeneracija). - [x] **Inventory Icons Update**: Unikatne ikone za semena in pridelke namesto generičnih krogov. - [x] **Sound Fixes**: Implementacija manjkajočih zvokov (npr. `playDig`). - [x] **Advanced World Details**: - [x] Boljša voda (animacija). - [x] Več dekoracij (ograje, poti). ## 🧟 Phase 11: Zombie Roots Integration (New Mechanics) Implementacija jedrnih mehanik iz novega koncepta "Krvava Žetev". - [x] **Zombie Worker AI** - [x] `WORK_FARM`: Zombi avtomatsko zaliva/žanje v določenem radiusu. - [x] `WORK_MINE`: Zombi koplje kamenje/rudo. - [x] **Decay System**: Zombi s časom izgublja energijo/HP. - [x] **Death Drop**: Gnojilo (Fertilizer) + XP ob smrti. - [x] **Grave System** - [x] Izdelava Groba (Crafting) (via command). - [x] Počitek: Zombi v grobu se regenerira (počasneje razpada). - [x] **Expansion System (Micro Farm start)** - [x] Zaklepanje con (megla/neprehodno). - [x] Naloga: "Pošlji zombije očistit cono". - [x] **Hybrid Skill & Language** - [x] Skill Tree UI za Hibrida. - [x] Prevajalnik dialogov (Level 1: "...hggh", Level 10: "Nevarnost!"). - [x] **Economy: Minting & Crafting** - [x] **Blueprint System**: Drop chance pri kopanju (`unlockRecipe(id)`). - [x] **Workstation Logic**: - [x] Workbench (Crafting UI v2.0). - [x] Furnace (Input slot -> Fuel -> Output slot timer). - [x] Talilnica (Furnace) za rudo -> palice. - [x] Kovnica (Mint) za palice -> kovanci. - [x] Kovnica (Mint) za palice -> zlatniki. - [x] **Building Expansion** - [x] **Barn**: Objekt za shranjevanje živali. - [x] **Silos**: Objekt za shranjevanje hrane (poveča kapaciteto). - [x] **Starter House**: Nadgradnje (Level 1 -> Level 2 dodata prostor). - [x] **Collection Album (Zbirateljstvo)** - [x] UI Knjiga (z nalepkami/slikami). - [x] Tracking System: Odklepanje vnosov ob pobiranju itemov. - [x] **Arheologija**: Naključna možnost za najdbo Artefakta pri kopanju zemlje. - [x] **World Events & Entities** - [x] **Nočna Sova**: Dostava Quest Itemov/Daril (vezano na Friendship system). - [x] **Netopirji**: Vizualni efekt (roji) za napoved eventov. - [x] **Mutanti**: Troli in Vilinci (AI + Spawn Logic). - [x] **Živali**: Mutirane (npr. krave) in Normalne živali. ## 🧬 Phase 12: Exploration & Legacy (Endgame) - [x] **Livestock System** - [x] Hlev za živali. - [x] Loot Tables: Normalno vs. Mutirano (Mleko vs. Svetleče Mleko). - [x] **Ocean System** - [x] Potapljanje (animacija, kisik bar). - [x] Čoln (Vehicle controller). - [x] Generacija Otokov (Island Nodes). - [x] **Legacy System (Generacije)** - [x] Age Counter (Leta/Letni časi). - [x] Marriage Logic + Child Spawn. - [x] **Inheritance**: Prenos inventarja/farme na novega lika ob smrti. - [x] **Fractions** - [x] Reputation System za Mutante (Dobri/Zlobni). ## 🌡️ Phase 13: Elements & Survival (Hardcore) - [x] **Weather System v2.0** - [x] **Letni Časi:** Zima (Sneg, Mraz), Poletje (Vročina, Suša). - [x] **Temperature Logic:** Če `Temp < 0` in nimaš `WinterCoat` -> HP pada. - [x] **Rastlinjak (Greenhouse):** Crafting Stekla (Mivka + Peč). Omogoča rast pozimi. -pop ## 🎬 Phase 14: Kickstarter Prep (Vertical Slice) Priprava poliranega dema za javnost. - [x] **Demo Mode**: Omejitev igranja na 3 in-game dneve. - [ ] **UI Polish**: Zamenjava placeholder UI z "Rustikalnim/Post-apo" stilom. - [ ] **Trailer Tools**: Skripta za gladko premikanje kamere (za snemanje). - [x] **Visual Polish**: Dodajanje "Juice" efektov (Particles, Screenshake, Lighting). ## 🎨 Phase 15: Polish & Release Prep - [x] **Concept Integration** - [x] Main Menu Redesign - [x] Settings Menu Implementation -[ ] Poenotenje vseh sistemov pod `Antigravity` namespace (Future Refactor) ## 🧪 Phase 16: Integration Testing (CURRENT) Testiranje in integracija vseh sistemov. - [ ] **System Integration Testing** - [ ] Mount System + Perennial Crops interaction testing - [ ] Weather System + Temperature damage verification - [ ] Localization across all UI elements - [ ] PlaytimeTracker stat recording - [ ] Visual Effects integration (screenshake, particles) - [ ] **Cross-System Testing** - [ ] Mount + Inventory system - [ ] Perennial crops + Season system - [ ] Steam achievements + Gameplay events - [ ] Temperature + Greenhouse protection - [ ] **Performance Testing** - [ ] FPS monitoring with all systems active - [ ] Memory leak detection - [ ] Load time optimization - [ ] **Bug Fixes** - [ ] Fix any integration issues found - [ ] Polish NPC AI sprite transparency - [ ] Resolve any rendering artifacts ## 🎨 Phase 17: UI Polish & Visual Theme Rustic/Post-apocalyptic visual overhaul. - [ ] **Visual Theme Implementation** - [ ] Rustic/Post-apo color palette (browns, greys, greens) - [ ] Weathered texture overlays - [ ] Consistent border styles (wood/metal frames) - [ ] Hand-drawn UI element style - [ ] **Interface Redesign** - [ ] Inventory UI (rustic containers) - [ ] Crafting Menu (workbench aesthetic) - [ ] Health/Hunger bars (organic shapes) - [ ] Quest log (torn paper aesthetic) - [ ] Minimap (aged parchment) - [ ] **Icon Updates** - [ ] Item icons (pixel art style) - [ ] Building icons - [ ] Tool icons - [ ] Resource icons - [ ] **Typography** - [ ] Consistent font usage (Courier New + handwritten accents) - [ ] Readable text sizes - [ ] Color contrast improvements ## 💾 Phase 18: Save/Load System Kompletni sistem shranjevanja. - [ ] **Save System Architecture** - [ ] SaveManager class implementation - [ ] JSON serialization for all game state - [ ] Multiple save slots (3 slots) - [ ] Auto-save functionality (every 5 minutes) - [ ] **Data Persistence** - [ ] PlaytimeTracker integration - [ ] Inventory state - [ ] World state (tiles, crops, buildings) - [ ] NPC positions and states - [ ] Quest progress - [ ] Unlocked achievements - [ ] **Steam Cloud Integration** - [ ] Wire up SteamIntegrationSystem - [ ] Cloud save upload/download - [ ] Conflict resolution (local vs cloud) - [ ] Fallback to localStorage - [ ] **Load System** - [ ] Load game UI in main menu - [ ] Save file preview (thumbnail, playtime, day) - [ ] Delete save option - [ ] New game vs Continue detection ## 🎬 Phase 19: Trailer & Marketing Tools Cinematske orodja za marketing. - [ ] **Camera System** - [ ] Smooth camera movement scripting - [ ] Bezier curve paths - [ ] Cinematic zoom controls - [ ] Camera shake intensity controls - [ ] **Recording Mode** - [ ] Hide UI toggle (F4) - [ ] Free camera mode (noclip) - [ ] Time slow-mo (0.5x, 0.25x speed) - [ ] Screenshot mode (high-res capture) - [ ] **Cinematic Sequences** - [ ] Intro cutscene (farm arrival) - [ ] Boss encounter intro - [ ] Day/night transition showcase - [ ] Season change sequence - [ ] **Demo Recording** - [ ] 60-second gameplay loop recording - [ ] Key feature highlights - [ ] Combat showcase - [ ] Building showcase ## 🏆 Phase 20: Achievement System Wiring Povezava dogodkov z achievementi. - [ ] **Achievement Triggers** - [ ] `FIRST_HARVEST` - First crop harvested - [ ] `GOLD_RUSH` - 1000 gold earned - [ ] `ZOMBIE_SLAYER` - 100 zombies killed - [ ] `MASTER_FARMER` - 1000 crops harvested - [ ] `DAY_30` - Survive 30 days - [ ] `GREENHOUSE` - Build greenhouse - [ ] `TAMED_ZOMBIE` - Tame first zombie - [ ] `OCEAN_EXPLORER` - Discover 5 islands - [ ] **Notification UI** - [ ] Achievement unlock popup - [ ] Trophy icon animation - [ ] Sound effect (ding!) - [ ] Progress tracking UI (e.g., 50/100 zombies) - [ ] **Achievement Menu** - [ ] View all achievements - [ ] Locked/Unlocked status - [ ] Progress bars for incremental achievements - [ ] Rarity indicators (common/rare/legendary) - [ ] **Steam Integration Testing** - [ ] Test with Greenworks SDK - [ ] Verify cloud sync - [ ] Test offline vs online behavior --- **PROJECT STATUS: ALPHA READY - INTEGRATION PHASE** 🚀 *Last Updated: 8.12.2025 - 18:05* *Next Milestone: Integration Testing → Beta Release* --- ## ♿ **Accessibility Features (Dostopnost)** Features for players with disabilities and special needs. ### **Launch Features (Alpha 1.0):** - [x] **Creative Mode / Sandbox** - [x] Unlimited resources - [x] No enemy spawns - [x] Instant crafting - [x] God mode - [x] Free camera - [x] Weather control - [x] **♿ Accessibility Button** (Main Menu) - [ ] **High Contrast Mode** - [ ] Black & White mode - [ ] Yellow on Black - [ ] Large UI (150%-200%) - [ ] Bold outlines - [ ] **Color Blind Support** - [ ] Protanopia mode (red-blind) - [ ] Deuteranopia mode (green-blind) - [ ] Tritanopia mode (blue-blind) - [ ] Achromatopsia mode (total color blind) - [ ] Shape coding (not just colors) - [ ] Pattern overlays - [ ] **Photosensitivity Protection** - [ ] No rapid flashing (< 3 flashes/sec) - [ ] Disable lightning effects - [ ] Reduce particles - [ ] Epilepsy warning screen - [ ] Motion sickness options - [ ] Brightness limiter - [x] **Progressive Difficulty (Story Mode)** - [x] Day 1-10: Easy (50% damage, 75% HP) - [x] Day 11-20: Normal (100% damage) - [x] Day 21-30: Hard (125% damage) - [x] Day 31+: Expert (150% damage) - [x] Enemy scaling formula - [ ] **Hearing Accessibility (Za Gluhe)** - [ ] **Smart Subtitles** - [ ] Closed Captions [SOUND EFFECT] - [ ] Speaker names & colors - [ ] Directional arrows (< Sound >) - [ ] Background opacity slider - [ ] **Visual Sound Cues** - [ ] Visual heartbeat (low health) - [ ] Damage direction indicator - [ ] Screen flash notifications - [ ] Fishing bobber visual queue - [ ] **Subtitle System** - [ ] Always enabled by default - [ ] Adjustable size (Small to Very Large) - [ ] Background box for readability - [ ] **Remappable Controls** - [ ] Full keyboard remapping - [ ] Controller button remapping - [ ] Multiple control profiles - [ ] One-handed layouts ### **Post-Launch (Beta 1.5):** - [ ] **Screen Reader Support** - [ ] NVDA/JAWS compatibility - [ ] VoiceOver (macOS/iOS) - [ ] Full UI narration - [ ] Audio cues for all actions - [ ] Navigation sounds - [ ] Inventory audio - [ ] **Dyslexia Support** - [ ] OpenDyslexic font option - [ ] Larger text (16pt-24pt) - [ ] Increased line spacing - [ ] Text-to-speech - [ ] Simplified language option - [ ] **ADHD/Autism Support** - [ ] Focus mode (hide non-essential UI) - [ ] Reminder system - [ ] Simplified menus - [ ] No jump scares - [ ] Predictable UI patterns - [ ] **Motor Accessibility** - [ ] One-handed mode (left/right) - [ ] Auto-aim assist - [ ] Sticky keys - [ ] Reduced input complexity - [ ] Slow-motion option ### **Future (2.0+):** - [ ] **Advanced Input** - [ ] Eye tracking (Tobii) - [ ] Voice control - [ ] Head tracking - [ ] Foot pedal support - [ ] **Audio-Only Mode** (Experimental) - [ ] 3D positional audio - [ ] Audio radar - [ ] Voice commands - [ ] Haptic feedback ### **Compliance Goals:** - [ ] WCAG 2.1 Level AA - [ ] CVAA Compliance - [ ] AbleGamers certification - [ ] Can I Play That? full review --- ## 🎨 **Visual Improvements (Vizualne Izboljšave)** Polish in visual enhancement tasks. - [ ] **Animated Textures** - [ ] Crop growth stage animations (smooth transitions) - [ ] Water flow animation improvements - [ ] Tree leaf rustling animation - [ ] Fire/torch flickering effects - [ ] **Weather Visual Enhancement** - [ ] Snow particle improvements (accumulation on ground) - [ ] Rain splash effects on tiles - [ ] Wind direction indicators (grass sway) - [ ] Lightning flash effects - [ ] Fog rendering (morning mist) - [ ] **Lighting System** - [ ] Dynamic light sources (torches, lanterns) - [ ] Day/night ambient lighting - [ ] Player flashlight/torch item - [ ] Building interior lighting - [ ] Campfire glow effect - [ ] **Shadow System** - [ ] Entity shadows (player, NPCs, buildings) - [ ] Dynamic shadow direction (sun position) - [ ] Shadow opacity based on time of day - [ ] Shadow blur/softness - [ ] **Fog of War** - [ ] Unexplored areas darkened - [ ] Gradual reveal as player explores - [ ] Memory of visited areas - [ ] Re-fog for dungeons/caves - [ ] **Building Animations** - [ ] Construction progress visualization - [ ] Building placement preview - [ ] Destruction/decay animations - [ ] Smoke from chimneys - [ ] **Icon & UI Graphics** - [ ] Higher resolution item icons (32x32 → 64x64) - [ ] Animated UI elements (pulse, glow) - [ ] Custom cursor designs - [ ] Loading screen artwork - [ ] Achievement badges/trophies - [ ] **UI Transitions & Effects** - [ ] Smooth menu slide animations - [ ] Page turn effects for book UIs - [ ] Fade transitions between scenes - [ ] Particle effects on button clicks - [ ] Screen shake on impacts - [ ] **Farm Automation Visuals** - [ ] **Worker Animations** - [ ] Zombie walking with tools (hoe, watering can) - [ ] Creature carrying items (Donkey cart animation) - [ ] Worker fatigue indicators (slower walk when tired) - [ ] Task completion effects (checkmark particle) - [ ] **Building Visuals** - [ ] Auto-Planter: Mechanical arm planting seeds - [ ] Auto-Harvester: Spinning blades, crop collection - [ ] Conveyor belt: Moving items animation - [ ] Windmill: Rotating blades, power glow - [ ] Storage silo: Fill level indicator - [ ] **Power System FX** - [ ] Electric arcs between power grid - [ ] Glowing cables when active - [ ] Windmill particle trail - [ ] Solar panel sunlight reflection - [ ] **Breeding Visuals** - [ ] Heart particles when animals mate - [ ] Egg glow effect (ready to hatch) - [ ] Baby animal sparkles (birth) - [ ] Genetics UI (DNA helix animation) - [ ] Mutation Lab: Bubbling vats, lightning - [ ] **Mutant Creature FX** - [ ] Green glow aura (radioactive) - [ ] Extra limbs animation - [ ] Particle trail (toxic drip) - [ ] Eye glow effect - [ ] Size scaling animations ## 🎮 **Gameplay Features (Gameplay Izboljšave)** Core gameplay mechanics and systems expansion. - [ ] **Skill Tree System** - [ ] Player progression tree (Farming/Combat/Survival branches) - [ ] Skill points on level up - [ ] Passive bonuses (faster farming, more damage) - [ ] Active abilities (dash, area harvest) - [ ] Skill reset option - [ ] **Crafting Tiers** - [ ] Bronze tier tools (Copper + Tin) - [ ] Iron tier tools (stronger, faster) - [ ] Steel tier tools (Iron + Coal) - [ ] Enchanted/Magical tier - [ ] Tool durability system - [ ] Tool repair mechanics - [ ] **Farming Automation** - [ ] **Zombie Worker System** (Already implemented base) - [ ] Assign zombies to tasks (Plant, Harvest, Water) - [ ] Worker AI (pathfinding to crops) - [ ] Task queue system - [ ] Efficiency rating (slower than player) - [ ] Zombie leveling (experience increases speed) - [ ] Worker stations (designated work zones) - [ ] **Creature Worker System** - [ ] Tamed animals can work (Donkey cart transport) - [ ] Bigfoot helpers (forest gathering) - [ ] Yeti workers (snow biome tasks) - [ ] Elf assistants (crafting automation) - [ ] Each creature has specialty - [ ] **Automation Buildings** - [ ] Auto-Planter (mechanical seeder) - [ ] Auto-Harvester (combine machine) - [ ] Irrigation System (auto-water pipes) - [ ] Conveyor Belts (item transport) - [ ] Storage Silos (bulk storage) - [ ] Sorting Machine (auto-organize items) - [ ] **Power System** - [ ] Windmills (renewable energy) - [ ] Water wheels (river power) - [ ] Solar panels (daytime power) - [ ] Zombie treadmills (endless power!) - [ ] Power grid (connect buildings) - [ ] **Worker Management** - [ ] Assign tasks UI - [ ] Worker stats display - [ ] Rest/hunger mechanics - [ ] Worker housing (barracks) - [ ] Upgrade system (tools for workers) - [ ] **Advanced Animal Breeding System** - [ ] **Normal Animals (Easy Breeding)** - [ ] Sheep: Male + Female → Lamb (7 days) - [ ] Cows: Bull + Cow → Calf (14 days) - [ ] Chickens: Rooster + Hen → Chick (3 days) - [ ] Pigs: Boar + Sow → Piglet (10 days) - [ ] Horses: Stallion + Mare → Foal (21 days) - [ ] Automatic breeding (when in proximity) - [ ] Baby growth stages (baby → teen → adult) - [ ] **Genetics System** - [ ] Color inheritance (parents → offspring) - [ ] Size variations (small/medium/large) - [ ] Speed traits (fast/slow) - [ ] Production traits (more milk, wool, eggs) - [ ] Rare mutations (golden sheep, 5% chance) - [ ] Breeding UI (show genetics preview) - [ ] **Mutated Creatures (Hard Breeding)** - [ ] **Requires Special Buildings:** - [ ] Mutation Lab (research facility) - [ ] Reinforced Stable (metal walls, locks) - [ ] Containment Field (energy barrier) - [ ] Genetic Sequencer (analyze DNA) - [ ] **Quest Requirements:** - [ ] "Stable Foundation" - Build Reinforced Stable - [ ] "Lab Access" - Find Dr. Ana (story quest) - [ ] "Gene Sample" - Collect mutant DNA - [ ] "Controlled Breeding" - Complete safety course - [ ] **Mutant Breeding Mechanics:** - [ ] Mutant Cow + Mutant Cow → Baby Mutant (30 days) - [ ] Normal + Mutant = 10% mutant baby - [ ] Requires Mutation Serum (crafted item) - [ ] Failure chance (50% death, 30% sterile) - [ ] Successful breeding = Loot (mutant hide, horns) - [ ] **Mutant Animals:** - [ ] Mutant Cow (2x size, aggressive) - [ ] Three-Headed Chicken (3x eggs) - [ ] Giant Pig (rideable mount) - [ ] Zombie Horse (undead, never tires) - [ ] Fire Sheep (flame wool, fire resistance) - [ ] **Breeding Stations** - [ ] Love Pen (basic animals, automatic) - [ ] Incubation Chamber (eggs, controlled temp) - [ ] Mutation Lab (mutants, player-controlled) - [ ] Cloning Vat (duplicate creatures, expensive) - [ ] **Baby Care System** - [ ] Feed babies (special milk/food) - [ ] Protection from predators - [ ] Growth acceleration (special items) - [ ] Training (teach behaviors) - [ ] Bonding meter (affects stats) - [ ] **Farm Automation Tiers** - [ ] **Tier 1: Manual Labor** (Player does everything) - [ ] **Tier 2: Zombie Workers** (Basic automation) - [ ] Unlock: Tame 5 zombies - [ ] 50% speed of player - [ ] Simple tasks only - [ ] **Tier 3: Creature Helpers** (Specialized automation) - [ ] Unlock: Befriend 10 creatures - [ ] 75% speed of player - [ ] Complex tasks (crafting, sorting) - [ ] **Tier 4: Mechanical Automation** (Full automation) - [ ] Unlock: Build all automation buildings - [ ] 100% speed (runs 24/7) - [ ] No worker management needed - [ ] **Tier 5: AI Farm** (Self-sustaining) - [ ] Unlock: Complete "Singularity" quest - [ ] Self-optimizing system - [ ] Automatic resource rebalancing - [ ] Player just collects profits - [ ] **Worker Creatures by Type** - [ ] **Animal Breeding & Genetics** - [ ] Animal pairing system - [ ] Offspring generation - [ ] Genetic traits (speed, yield, color) - [ ] Breeding UI (family tree) - [ ] Rare mutations - [ ] **Cooking & Recipe System** - [ ] Cooking station (stove, oven) - [ ] Recipe discovery (combine ingredients) - [ ] Food buffs (speed, health, stamina) - [ ] Spoilage system (food decay) - [ ] Cooking skill progression - [ ] **Fishing System** - [ ] Fishing rod crafting - [ ] Multiple fish types (common/rare/legendary) - [ ] Fishing minigame - [ ] Bait system - [ ] Fish tank/aquarium - [ ] **Mining & Dungeons** - [ ] Underground cave generation - [ ] Mining elevator/shaft - [ ] Ore veins (procedural placement) - [ ] Cave enemies (bats, spiders, moles) - [ ] Mine cart transport system - [ ] Dungeon bosses - [ ] **Boss Battles** - [ ] Multi-phase boss fights - [ ] Unique boss mechanics - [ ] Boss arenas (special locations) - [ ] Legendary loot drops - [ ] Boss respawn timers ## 📖 **Story & Quest Content** Narrative elements and quest systems. - [ ] **Act 1: Survival (Day 1-10)** - [ ] Quest: "Prvi Pridelek" - Harvest 10 wheat - [ ] Quest: "Varno Zatočišče" - Build fence around farm - [ ] Quest: "Nočna Straža" - Survive first zombie night - [ ] Quest: "Meet the Merchant" - Find Jakob the trader - [ ] Rewards: Tool blueprints, seed packs - [ ] **Act 2: Discovery (Day 11-20)** - [ ] Quest: "Strange Transmission" - Find radio in city - [ ] Quest: "Prvi Poskus" - Tame first zombie - [ ] Quest: "Lab Ruins" - Explore abandoned research facility - [ ] Quest: "Mutant Contact" - Meet friendly mutant (Lyra/Elf) - [ ] Rewards: Radio, zombie worker system, mutation research - [ ] **Act 3: The Truth (Day 21-30)** - [ ] Quest: "Lab Notes" - Collect 5 research documents - [ ] Quest: "Patient Zero" - Find virus source - [ ] Quest: "Difficult Choice" - Choose faction (Human/Zombie/Hybrid) - [ ] Quest: "Final Confrontation" - Boss battle - [ ] Multiple Endings based on choices - [ ] **Character Development** - [ ] Merchant "Old Jakob" - Dialogue tree, backstory - [ ] Mutant Elf "Lyra" - Teaching NPC, mutation guide - [ ] Troll "Grok" - Guardian, can be befriended - [ ] Radio Voice "Dr. Chen" - Remote quest giver - [ ] Zombie King - Main antagonist reveal - [ ] **Dialogue System** - [ ] NPC dialogue trees - [ ] Player dialogue choices - [ ] Relationship/reputation tracking - [ ] Choice consequences - [ ] Voice line text display - [ ] **Cutscene System** - [ ] Arrival cutscene (farm overview) - [ ] First zombie encounter (tutorial) - [ ] City discovery (ruins pan) - [ ] Boss reveal (Zombie King emergence) - [ ] Multiple ending cutscenes - [ ] **Ending System** - [ ] Cure Ending - Save humanity - [ ] Zombie King Ending - Rule the undead - [ ] Escape Ending - Find new settlement - [ ] Farmer Ending - Peaceful farm life - [ ] Mutation Ending - Unite both sides - [ ] Choice tracking & branching ## 🌐 **Multiplayer & Social Features** Online and social gameplay elements. - [ ] **Co-op Mode** - [ ] 2-4 player support - [ ] Host/Join system - [ ] Player synchronization - [ ] Shared world state - [ ] Co-op specific quests - [ ] **Trading & Economy** - [ ] Player-to-player trading - [ ] Trading post building - [ ] Global marketplace - [ ] Auction house - [ ] Price fluctuation system - [ ] **Leaderboards & Rankings** - [ ] Farm productivity rankings - [ ] Fastest speedruns - [ ] Highest survival days - [ ] Richest players - [ ] Boss kill times - [ ] **Social Integration** - [ ] Share screenshots (Steam overlay) - [ ] Farm visiting system - [ ] Gift sending - [ ] Friend list integration - [ ] Community events - [ ] **Seasonal Challenges** - [ ] Weekly/Monthly events - [ ] Special loot during events - [ ] Event leaderboards - [ ] Time-limited quests - [ ] Holiday themes ## 🔧 **Technical & Performance** Backend, optimization, and technical improvements. - [ ] **Performance Optimization** - [ ] Built-in FPS/memory monitor - [ ] Entity pooling system - [ ] Chunk loading/unloading - [ ] Texture atlas optimization - [ ] Audio asset compression - [ ] **Mod Support** - [ ] Custom content loading API - [ ] Mod folder structure - [ ] Mod manager UI - [ ] Workshop integration (Steam) - [ ] Mod conflict detection - [ ] **Replay & Recording** - [ ] Replay system (record inputs) - [ ] Playback controls - [ ] Save replays to file - [ ] Share replays - [ ] Replay viewer UI - [ ] **Debug Tools** - [ ] In-game debug console - [ ] Command line interface - [ ] Entity spawning commands - [ ] Time manipulation (skip days) - [ ] God mode toggle - [ ] Teleport commands - [ ] **Auto-Update System** - [ ] Version checking - [ ] Patch downloading - [ ] Auto-install updates - [ ] Rollback option - [ ] Update changelog display ## 📱 **Platform Support** Cross-platform compatibility and controls. ### **Mobile Controls (Brawl Stars Inspired)** - [ ] **Virtual Joystick (Left Side)** - [ ] Smooth 360° movement control - [ ] Auto-center when released - [ ] Transparent circle UI - [ ] Adjustable size (Small/Medium/Large) - [ ] Adjustable position (drag to reposition) - [ ] Haptic feedback on touch - [ ] **Action Buttons (Right Side)** - [ ] Primary Action button (Plant/Harvest/Attack) - [ ] Auto-aim toggle (lock to nearest target) - [ ] Manual aim joystick (for precise targeting) - [ ] Special ability button (dodge/dash) - [ ] Inventory quick-slot (4 items) - [ ] **Top HUD (Brawl Stars Layout)** - [ ] Health bar (top-left, horizontal) - [ ] Hunger bar (below health) - [ ] Gold/Resources (top-right) - [ ] Mini-map (top-right corner) - [ ] Day/Season indicator (top-center) - [ ] **Bottom Action Bar** - [ ] Weapon/Tool switcher (horizontal scroll) - [ ] Building mode toggle - [ ] Crafting quick access - [ ] Pause button - [ ] **Auto-Aim System** - [ ] Lock to nearest enemy (red highlight) - [ ] Auto-attack when in range - [ ] Aim indicator (arrow pointing to target) - [ ] Range circle visualization - [ ] **Gesture Controls** - [ ] Pinch to zoom (camera) - [ ] Two-finger pan (camera movement) - [ ] Swipe to dodge/dash - [ ] Double-tap for special action - [ ] **Customization Options** - [ ] Save control layouts (3 profiles) - [ ] Button opacity (0%-100%) - [ ] Button size scaling - [ ] Left-handed mode (mirror layout) - [ ] Edge margin adjustment - [ ] **Tutorial Overlay** - [ ] First-time tutorial (show controls) - [ ] Context-sensitive hints - [ ] Animation demonstrations - [ ] Skip option ### **Mobile Optimization** - [ ] Touch controls refinement - [ ] Virtual joystick improvements - [ ] UI scaling for small screens - [ ] Performance optimization for mobile - [ ] Battery optimization - [ ] **Controller Support** - [ ] Xbox controller mapping - [ ] PlayStation controller support - [ ] Nintendo Switch Pro controller - [ ] Customizable button layouts - [ ] Controller UI icons - [ ] **Steam Deck** - [ ] UI scaling adjustments - [ ] Steam Deck specific controls - [ ] Performance mode (30/60 FPS toggle) - [ ] Quick access menu integration - [ ] Verified status compliance - [ ] **Linux Build** - [ ] Native Linux support - [ ] Cross-platform testing - [ ] Distro compatibility - [ ] Proton compatibility layer - [ ] **Mac Build** - [ ] macOS native build - [ ] Metal API support - [ ] M1/M2 chip optimization - [ ] macOS specific UI fixes ## 💾 **Save System Expansion** Advanced save/load features. - [ ] **Cloud Save Sync** - [ ] Steam Cloud full integration - [ ] Conflict resolution UI - [ ] Manual upload/download - [ ] Save backup system - [ ] **Multiple Save Slots** - [ ] 3+ save slots - [ ] Save slot naming - [ ] Save file thumbnails - [ ] Play time tracking per save - [ ] **Auto-Save Features** - [ ] Configurable auto-save interval - [ ] Auto-save indicator - [ ] Quick save/load hotkeys - [ ] Prevent save during combat ## 🎯 **Current Development Priorities** **IMMEDIATE (Phase 16):** 1. Integration testing of all systems 2. Bug fixes 3. Performance profiling **SHORT TERM (Phases 17-18):** 1. UI visual theme overhaul 2. Save/Load system implementation 3. Quest system foundation **MEDIUM TERM (Phases 19-20):** 1. Trailer tools & camera system 2. Achievement wiring 3. Story content (Act 1) **LONG TERM (Future):** 1. Multiplayer co-op 2. Mobile ports 3. DLC/Expansions --- **Total Tasks:** 200+ **Categories:** 9 **Estimated Development Time:** 6-12 months **Team Size:** 1-3 developers