# 🎮 DEMO COMPLETION CHECKLIST ## Dolina Smrti - Kickstarter Demo **Datum:** 03.01.2026 05:01 CET **Status:** 📊 Asseti dokončani, Integracija pending --- ## ✅ COMPLETED (100% DONE) ### **1. MASTER ASSETS (163 frames):** - ✅ Kai animations (25 frames) - ✅ Gronk animations (20 frames) - ✅ Ana portraits (9 frames) - ✅ Susi animations (14 frames) - ✅ Base Zombie animations (12 frames) - ✅ Zombie Workers (40 frames: Gardener, Miner, Lumberjack, Scavenger) - ✅ Plants (16 frames: Ganja, Tomato, Wheat, Carrot, Potato) - ✅ Poof VFX (3 frames) - ✅ Base buildings (12 frames) - ✅ Campfire (4 frames) - ✅ Zombie graves (8 frames) **Asset Production Cost:** €1.96 ✅ --- ## ⏳ IN PROGRESS / PENDING ### **2. MISSING PORTRAITS (10 frames):** ``` ⏳ Kai Portraits (5 frames): - kai_portrait_neutral.png - kai_portrait_happy.png - kai_portrait_sad.png - kai_portrait_angry.png - kai_portrait_surprised.png ⏳ Gronk Portraits (5 frames): - gronk_portrait_neutral.png - gronk_portrait_happy.png - gronk_portrait_sad.png - gronk_portrait_angry.png - gronk_portrait_surprised.png ``` **Cost:** ~€0.12 (10 frames @ €0.012) --- ### **3. PHASER 3 INTEGRATION (CODE):** #### **A. Spritesheet Setup:** ```javascript ⏳ Create sprite atlases: - kai_spritesheet.json + .png - gronk_spritesheet.json + .png - zombie_spritesheet.json + .png - susi_spritesheet.json + .png - plants_spritesheet.json + .png - objects_spritesheet.json + .png ``` **Actions needed:** - [ ] Combine frames into sprite atlases - [ ] Generate JSON metadata (frame positions/sizes) - [ ] Load in Phaser preloader - [ ] Configure animations in code **Tools:** TexturePacker, Shoebox, or custom script **Time estimate:** 2-3 hours --- #### **B. Animation Configuration:** ```javascript ⏳ Phaser anims.create() for: - Kai: idle-down, idle-up, idle-right, walk-down, walk-up, walk-left, walk-right - Gronk: idle, walk-down, walk-up, walk-left, walk-right, vape - Susi: idle, walk, happy, eat, sleep, sit - Zombie: idle, walk, dig, wake (frames 1-4) - Plants: grow (3-4 stages) - Campfire: flame-loop - Base: tent-shake, cabin-shake, house-shake ``` **Time estimate:** 1-2 hours --- ### **4. TILED MAP CREATION:** ``` ⏳ Demo map (512x512 or 1024x1024): - Grass/dirt terrain tileset - Collision layer - Object placement layer: * Player spawn point * Base location (tent) * Campfire * 2-3 zombie graves * Farmable soil patches (4-6 plots) * Gronk NPC spawn ``` **Actions needed:** - [ ] Create/import grass/dirt tileset (Style 32) - [ ] Design starter area layout - [ ] Add collision boundaries - [ ] Export as .tmx or .json - [ ] Load in Phaser **Time estimate:** 2-3 hours --- ### **5. GAMEPLAY SYSTEMS (CODE):** #### **🟢 CRITICAL (Must-have for playable demo):** ```javascript ⏳ Player Movement: - WASD controls - 4-directional movement - Collision with boundaries - Animation switching (idle/walk) ⏳ Day/Night Cycle: - Timer (e.g., 5min day, 3min night) - Light overlay (darker at night) - Trigger zombie sleep/wake ⏳ Zombie Sleep/Wake Mechanic: - DAY: Zombies in graves (sleeping sprite) - NIGHT: Play wake animation → active AI - Simple chase behavior (move toward player) ⏳ Sleep System (Kai): - Interact with tent (Press E) - Play tent shake animation - Fast-forward time (skip night) - Restore energy/health ⏳ Basic Farming: - Interact with soil plot (Press E) - Plant seed (e.g., Ganja) - Growth timer (3 in-game days) - Harvest interaction ``` **Time estimate:** 8-12 hours coding --- #### **🟡 NICE-TO-HAVE (Optional polish):** ```javascript ⏳ Base Upgrade System: - Check resources (wood, stone) - Trigger upgrade (tent → cabin → house) - Save progression ⏳ Inventory System: - UI grid (5-10 slots) - Item pickup/drop - Resource display (wood, stone, seeds) ⏳ Health/Energy Bars: - Visual UI bars (top-left) - Decrease over time (energy) - Damage from zombies (health) - Restore via sleep/food ⏳ Dialogue System: - Display portraits (Kai, Gronk, Ana) - Text box with typewriter effect - Choice buttons (optional) ⏳ Campfire Interaction: - Warm up (restore temperature) - Cooking UI (later) ``` **Time estimate:** 6-10 hours additional coding --- ### **6. UI ELEMENTS:** #### **🎨 Missing UI Assets:** ``` ⏳ Health bar (empty/full states) ⏳ Energy bar (empty/full states) ⏳ Inventory slot frame (9-patch) ⏳ Dialogue box background ⏳ Button sprites (E to interact, etc.) ⏳ Day/Night indicator (sun/moon icon) ``` **Generation needed:** ~6-8 UI elements **Cost:** ~€0.10 --- #### **💻 UI Code:** ```javascript ⏳ HUD layer: - Health bar position/logic - Energy bar position/logic - Inventory grid - Interaction prompt ("Press E") ⏳ Dialogue UI: - Portrait display - Text rendering - Continue/choice buttons ``` **Time estimate:** 3-5 hours --- ### **7. AUDIO (Optional but recommended):** ``` ⏳ Sound Effects: - Footstep sounds (grass/dirt) - Plant sound (planting seed) - Harvest sound (collect crop) - Zombie groan/wake sound - Door creak (tent open) - Hit/damage sound ⏳ Background Music: - Day theme (calm, farming vibe) - Night theme (tense, horror vibe) - Campfire ambience loop ``` **Source:** Freesound.org, OpenGameArt, or custom **Time estimate:** 2-3 hours --- ### **8. POLISH & TESTING:** ``` ⏳ Playtesting: - Test all animations trigger correctly - Verify collision boundaries work - Check day/night cycle timing - Balance zombie difficulty ⏳ Bug fixing: - Input lag/responsiveness - Animation glitches - Pathfinding issues (zombies) - UI placement/scaling ⏳ Performance optimization: - Check FPS on target devices - Optimize sprite atlas sizes - Reduce draw calls if needed ``` **Time estimate:** 4-6 hours --- ## 📊 TOTAL TIME ESTIMATE (DEVELOPMENT) | Task | Time (hours) | |------|--------------| | Portraits generation | 0.5 | | Spritesheet setup | 2-3 | | Animation config | 1-2 | | Tiled map creation | 2-3 | | **Critical gameplay systems** | **8-12** | | Nice-to-have systems | 6-10 | | UI assets + code | 3-5 | | Audio integration | 2-3 | | Polish & testing | 4-6 | | **MINIMUM (MVP)** | **~15-20 hours** | | **FULL DEMO** | **~30-40 hours** | --- ## 🎯 RECOMMENDED WORKFLOW ### **PHASE 1: MVP (Minimum Viable Playable) - ~15h** 1. ✅ Generate missing portraits (30 min) 2. ✅ Create spritesheets (2h) 3. ✅ Build basic Tiled map (2h) 4. ✅ Implement player movement (2h) 5. ✅ Add day/night cycle (2h) 6. ✅ Zombie sleep/wake system (3h) 7. ✅ Sleep mechanic (tent interaction) (2h) 8. ✅ Basic testing (2h) **Deliverable:** Walkable demo with day/night cycle, zombies that wake up, ability to sleep. --- ### **PHASE 2: Core Gameplay - ~10h** 9. ✅ Farming system (plant → grow → harvest) (4h) 10. ✅ Health/Energy bars (2h) 11. ✅ Basic inventory (2h) 12. ✅ Testing & balancing (2h) **Deliverable:** Playable farming loop with survival mechanics. --- ### **PHASE 3: Polish - ~10h** 13. ✅ Base upgrade system (3h) 14. ✅ Dialogue system + Gronk NPC (3h) 15. ✅ Sound effects + music (2h) 16. ✅ Final polish & bug fixes (2h) **Deliverable:** Kickstarter-ready demo. --- ## 🚀 IMMEDIATE NEXT STEPS **TO START TODAY:** 1. **Generate portraits** (Kai + Gronk, 10 frames) - waiting for quota reset (2h 40min) 2. **Organize existing sprites** into folders by type 3. **Research spritesheet tools** (TexturePacker trial, Shoebox, custom script) 4. **Plan Tiled map layout** (sketch starter area on paper) 5. **Review Phaser 3 animation docs** (refresh syntax) --- ## ✅ SUCCESS CRITERIA **Demo je KONČAN, ko:** ✅ Player se lahko premika po mapi (WASD) ✅ Dan/noč cikel deluje (visual change) ✅ Zombiji spijo podnevi, lovijo ponoči ✅ Kai lahko spi v šotoru → preskočit noč ✅ Farmaš lahko 1 ganjo crop (plant → harvest) ✅ Health/Energy bar se prikaže ✅ Basic sound effects delajo ✅ **60 FPS stable performance** --- **OPOMBA:** To je **realistična** ocena za solo dev. Če delaš **fokusirano 8h/dan**, lahko MVP narediš v **2-3 dni**, full demo v **4-5 dni**. --- **🎯 READY TO START INTEGRATION?**