# 🎮 DOLINASMRTI - COMPLETE GAME BIBLE **Created:** 30.12.2025 04:07 **Last Updated:** 30.12.2025 04:07 **Version:** Alpha 1.2 (Kickstarter Demo) --- ## 📖 TABLE OF CONTENTS 1. [Game Overview](#game-overview) 2. [Story & Setting](#story--setting) 3. [Main Characters](#main-characters) 4. [NPCs & Factions](#npcs--factions) 5. [Enemies & Bosses](#enemies--bosses) 6. [Animals & Creatures](#animals--creatures) 7. [Gameplay Systems](#gameplay-systems) 8. [World & Locations](#world--locations) 9. [Items & Crafting](#items--crafting) 10. [Art Style & Visuals](#art-style--visuals) 11. [Audio & Music](#audio--music) 12. [Development Timeline](#development-timeline) 13. [Asset Production](#asset-production) --- ## 🎮 GAME OVERVIEW ### **Title:** Krvava Žetev (DolinaSmrti / Bloody Harvest) ### **Genre:** - Survival RPG - Farming Simulator - Post-Apocalyptic Adventure - Story-Driven Exploration ### **Platform:** PC (Web-based, JavaScript/Phaser 3) ### **Target Audience:** - Age: 16+ (mature themes) - Players who enjoy: Stardew Valley, Don't Starve, Project Zomboid - Story-driven gameplay with emotional depth ### **Unique Selling Points:** 1. **Emotional Twin Bond Story** - Find your lost sister Ana 2. **Zombie Worker Management** - Control zombies, don't fight them all 3. **Gritty Noir Art Style** - Dark, hand-drawn, mature aesthetic 4. **Micro to Macro Farm** - Start with 8×8 plot, grow to empire 5. **180 NPCs** with deep personalities and quests 6. **18 Biomes** to explore across post-apocalyptic Slovenia 7. **Multiple Endings** based on player choices --- ## 📚 STORY & SETTING ### **Opening:** > "My name is Kai Marković. 1 year ago, the world ended. 1 year ago, I lost everything. My parents... my sister Ana... Everything." ### **The Incident:** - **2084** - Nova Lab, Slovenia - Kai and Ana (teenage twin scientists) work on zombie virus cure - Experiment with "Alfa strain" goes wrong - Giant **Troll King** attacks lab - Kai gets infected with Alpha Hybrid mutation (can control zombies!) - **Ana disappears** in the chaos - Parents killed in outbreak ### **Present Day (Game Start - 2085):** - Kai wakes up in small tent on 8×8 farm plot - Has zombie control powers (cursed gift) - Twin bond with Ana feels... silent but not dead - **Mission:** Build farm, survive, find 50 Ana clues, rescue sister ### **Twin Bond Mechanic:** - Kai can "sense" Ana is alive (barely) - Finding clues strengthens the connection - Special cutscenes when close to Ana's location - **All 50 clues** unlock true ending ### **Main Antagonist:** - **Viktor Krnić** - Military doctor who orchestrated the attack - Wants Ana for her unique blood (cure component) - Controls Troll King as weapon - Final boss battle in Chernobyl reactor ### **The World:** - **Slovenia Post-Apocalypse** (Valley of Death = Dolina Smrti) - 18 diverse biomes (forests, towns, Chernobyl, ocean, Atlantis) - 27 explorable towns - Procedurally generated open world - Mix of realistic locations + fantasy elements --- ## 👥 MAIN CHARACTERS ### **1. Kai Marković** (Playable Character) **Age:** 17 **Role:** Protagonist, Alpha Hybrid, Farmer **Appearance:** - **Pink and green dreadlocks** (signature look) - **Stretched ear gauges** with multiple piercings - Facial piercings (nose, lip, eyebrow) - **Katana** strapped to back (main weapon) - Post-apocalyptic clothing (torn jacket, ripped jeans) - Dark combat boots - Brown survival backpack - Athletic, wiry build **Visual Reference:** `/references/kai/` - Style 32 Dark-Chibi Noir - Red eyes with dark pupils (human, NOT zombie) - Determined expression - Survivor aesthetic **Personality:** - Determined, protective of Ana - Resourceful survivor - Quiet but intense - Struggles with zombie control curse - Deep emotional connection to twin sister **Abilities:** - **Alpha Hybrid Power:** Control zombies telepathically - Farming skills - Combat (bow, sword) - Crafting & building - Can sense Ana's presence (weak) **Character Arc:** - Starts broken and alone - Builds farm as symbol of hope - Grows into leader/hero - Final choice: Save Ana or world? --- ### **2. Ana Marković** (Sister, Lost) **Age:** 17 (Kai's twin) **Role:** Quest target, cure key **Appearance:** - **Light blonde hair** (short, practical cut) - **Blue eyes WITH pupils** (friendly NPC style) - Style 32 Dark-Chibi Noir aesthetic - Determined, survival-ready look - Adventure vest with pockets - Research backpack with supplies - Energetic, bright personality **Visual Reference:** `/references/ana/` - Style 32 Dark-Chibi Noir - Strong, capable expression - Scientist/survivor hybrid look **Status:** Missing (alive, held by Viktor Krnić) **Importance:** - Her blood contains cure component - 50 clues scattered across world - Finding all clues = true ending unlock - Can be saved or lost based on player choices **Relationship to Kai:** - Twin bond since birth - Always protected each other - Kai's entire motivation --- ### **3. Gronk** (Companion) **Role:** Kaijev prijatelj, Tamed Troll, Comic Relief **Appearance:** - MASSIVE green troll (3m tall) - **Pink dreadlocks** (signature style) - **Stretched ear gauges** with piercings - Nose ring and facial piercings - **Vape** always in hand (essential accessory) - Black t-shirt: "TROLL SABBATH" (purple text) - Torn baggy black skater pants - Pink sneakers - Colorful vape clouds (pink smoke) **Visual Reference:** `/references/gronk/` - Style 32 Dark-Chibi Noir - Friendly giant aesthetic - Stoner/skater culture vibe **Personality:** - Gentle giant despite size - Loves vaping (various flavors) - Loyal to Kai after being saved - ADHD-coded (short attention, impulsive) - Surprisingly philosophical **Abilities:** - Incredible strength (lifts boulders) - Tank/defender in combat - Can break through walls - Special "Earthquake Slam" ability **How Met:** - Found injured in forest - Kai nurses him back to health - Becomes best friend/companion - NOT the Troll King (that's his evil cousin) **Unique Feature:** Only troll who vapes! --- ### **4. Susi** (Dog Companion) **Role:** Loyal dog, item finder, emotional support **Breed:** Mixed retriever-type **Abilities:** - Finds hidden items - Warns of danger - Loyal companion - Multiple dog breeds recruitable later --- ### **5. Viktor Krnić** (Villain) **Role:** Main antagonist, mad scientist **Appearance:** Sharp, dangerous military doctor **Goal:** Extract cure from Ana's blood (will kill her) **Controls:** Troll King, mutant army **Final Boss:** Chernobyl reactor showdown --- ## 🏘️ NPCs & FACTIONS (180+ Characters) ### **Town NPCs (Core Services):** **1. Ivan Kovač** (Blacksmith) ⚒️ - **Appearance:** Močan lik (strong build), protective goggles, blacksmith apron - **Role:** Tool repair & enchanting services - **Services:** - Repairs all 63 tool types (10g per durability point) - Enchanting Table access (Magic Enchanting System) - Sells repair kits and upgrade materials - **Location:** Blacksmith building in every restored town - **Personality:** Serious craftsman, respects quality work - **Visual Reference:** `/references/npcs/ivan_kovac/` - Style 32 Dark-Chibi Noir - Red eyes with dark pupils (friendly NPC) - Muscular, soot-covered from forge work **2. Mayor/Župan** (Town Administrator) 🏛️ - **Appearance:** Serious lik, long green coat, official sash, old tablet computer - **Role:** Town restoration permits & quests - **Services:** - Issues permits to restore 27 towns - Tracks restoration progress - Rewards City Gratitude Gifts - Assigns town defense quests - **Location:** Town Hall (once restored) - **Personality:** Bureaucratic but fair, wants to rebuild civilization - **Visual Reference:** `/references/npcs/mayor/` - Style 32 Dark-Chibi Noir - Red eyes with dark pupils (friendly NPC) - Official, authoritative look **3. Miro Pravnik** (Lawyer/Odvetnik) ⚖️ - **Appearance:** Starejši moški (older man), wrinkled brown office suit, rusty briefcase - **Role:** Legal services & divorce proceedings - **Services:** - Handles legal matters in Mrtva Dolina - Divorce paperwork (NPC relationship system) - Property rights & land ownership - Witness for important contracts - **Location:** Law Office in major towns - **Personality:** Tired, seen too much, darkly humorous - **Visual Reference:** `/references/npcs/miro_pravnik/` - Style 32 Dark-Chibi Noir - Red eyes with dark pupils (friendly NPC) - Worn, weathered professional **4. Arborist/Gozdar** (Tree Planter) 🌲 - **Appearance:** Work clothes, gardening gloves, seed bags - **Role:** Automated tree planting service - **Services:** - Automatically plants trees on your farm - Sells rare tree saplings - Forest management advice - Biome-specific tree species - **Location:** Farm School building - **Personality:** Nature-loving, calm, patient - **Visual Reference:** `/references/npcs/arborist/` - Style 32 Dark-Chibi Noir - Red eyes with dark pupils (friendly NPC) - Green-themed clothing, dirt-stained --- ### **Companions & Special NPCs:** **5. Zombi Skavt** (Zombie Scout) 🧟‍♂️ - **Appearance:** Friendly zombie with red/blue bandana, small backpack - **Role:** Explorer companion, pathfinder - **Special:** Levels 1-20, evolves visually at 5/10/15/20 - **Features:** - Finds shortcuts through biomes - Discovers rare items (Treasure Hunter skill) - Warns of dangers (Danger Sense) - Marks resources on map - **Visual Reference:** `/references/companions/zombie_scout/` - Style 32 Dark-Chibi Noir - **Red eyes WITH dark pupils** (friendly variant) - Bandana identifier (blue or red) - Chibi proportions, friendly pose --- ### **Enemies & Raiders:** **6. Nomadski Roparji** (Nomad Raiders) ⛺ - **Types:** Desert Nomads, Frost Bandits, Jungle Marauders, Tech Scavengers - **Appearance:** Improvised scrap armor, post-apocalyptic gear - **Role:** Dynamic threat, farm raiders - **Behavior:** - Travel between biomes (no permanent home) - Raid farms when you have 1000+ crops - Ambush caravans (30% chance) - Establish temporary camps (2-3 days) - **Visual Reference:** `/references/enemies/nomad_raiders/` - Style 32 Dark-Chibi Noir - Each raider type has biome-specific gear - Hostile appearance, weapons drawn **7. Troli** (Trolls) 🏰 - **Types:** Friendly (like Gronk), Wild, Troll King (boss) - **Appearance:** Robustni prebivalci (robust builds), various colors - **Role:** Town inhabitants (after restoration) - **Features:** - Move into restored towns - Provide unique services - Stronger than humans, good defenders - Some tameable as companions - **Visual Reference:** `/references/species/trolls/` - Style 32 Dark-Chibi Noir - Massive builds (2-3m tall) - Various skin tones (green, gray, blue) --- ### **NPC Visual Style Rules:** **ALL friendly NPCs follow these rules:** - ✅ **Red eyes WITH dark pupils** (friendly identifier) - ✅ Style 32 Dark-Chibi Noir aesthetic - ✅ Thick black outlines (4-5px) - ✅ Chibi proportions - ✅ Clear, expressive faces - ✅ Unique identifying features (clothing, accessories) **Zombies:** - ⚪ Weak/Tamed: **White eyes, NO pupils** - 🔴 Strong/Wild: **Red eyes, NO pupils** - 🧡 Scout: **Red eyes WITH pupils** (special friendly variant) --- ### **NPC Factions:** - **Scavengers:** Neutral survivors - **Raiders:** Hostile bandits (Nomads) - **Cultists:** Zombie worshippers - **Field Medics:** Helpers - **Scientists:** Pre-outbreak survivors - **Town Citizens:** Restored town inhabitants ### **Total NPCs:** 180 across 27 towns - Each with unique dialogue - Quest givers - Traders, crafters, allies - Relationship/reputation system --- ## 👹 ENEMIES & BOSSES ### **Zombie Types (8):** 1. **Basic Zombie** - Slow, weak 2. **Runner Zombie** - Fast, dangerous 3. **Bloated Zombie** - Tank, explodes 4. **Dreadlocks Zombie** - Medium speed 5. **Zombie Horde** - Groups 6. **Worker Zombie** - Controllable by Kai! 7. **Crawler** - Ground-based 8. **Screamer** - Alerts others ### **Mutants:** - Mutant beasts (various) - Werewolves (night predators) - Skeletons (graveyard spawns) - Ghosts (ruins/churches) ### **Wild Animals (Hostile):** - Wolves - Bears - Wild boars ### **BOSSES (7 Major):** **1. Mutant King (Lv 10)** - First major boss - Slash and Charge attacks - Drops: Mutant Crown, Legendary Sword (20%) **2. Zombie Horde Leader (Lv 20)** - Cemetery king - Bite, Claw, Plague cloud - Summons minions - Drops: Zombie Heart, Necromancer Staff **3. Ancient Tree (Lv 30)** - Sacred Grove guardian - Root strike, Thorn volley, Poison spores - Self-healing - Drops: Ancient Wood, Nature Staff **4. Giant Troll King (Lv 43)** - 3-phase battle! - Club smash (AoE), Roar (stun), Ground pound - Weakness: Head (phase 3), legs - **Gronk's evil cousin!** - Drops: Troll Heart, Legendary Club **5. Ice Titan (Lv 40)** - Frozen Peak - Ice punch, Frost breath, Blizzard aura - Drops: Ice Core, Frost Hammer **6. Fire Dragon (Lv 50)** - FINAL BOSS (Volcano Peak) - Fire breath, Tail swipe, Meteor strike - Apocalypse mode - Drops: Dragon Heart, Dragon Scale Armor **7. King Slime** - Secret boss - Heavy Slam (3×3), summons slimes - Drops: King Gel (for Mythical Vape) --- ## 🐾 ANIMALS & CREATURES ### **Farm Animals (Livestock - 5 base):** **1. Sheep** - Produces: Wool, Milk - Mutant: **Fire Sheep** (fire wool!) - Legendary: **Golden Fleece Sheep** **2. Cow** - Produces: Milk, Beef - Mutant: **Mutant Cow** (extra udders, more milk) **3. Chicken** - Produces: Eggs, Feathers - Mutant: **Three-Headed Chicken** (3× eggs!) **4. Pig** - Produces: Truffles, Ham - Mutant: **Giant Pig** (rideable, 2× size) **5. Horse** - Use: Transportation - Legendary: **Undead Horse** (infinite stamina) ### **Wild Animals (8 for "Animal Rescue" quest):** - Fox, Deer, Rabbit, Hedgehog - Bear, Wolf, Wild Boar - Owl, Bat - **Legendary:** Bigfoot (Endless Forest) ### **Magical Creatures:** - Griffin, Pterodactyl, Hippogriff - Sea Dragon, Loch Ness Monster (Nessie) ### **Worker Creatures (6 types):** **1. Vilinci (Elves)** - Specialty: Crafting - Auto-crafting, enchanting **2. Gnomi (Gnomes)** - Specialty: Mining - Ore detection, garden help **3. Vile (Fairies)** - Specialty: Plant care - Instant growth, blessings **4. Bigfoot/Yeti** - Specialty: Gathering - Forest/Snow operations **5. Golem** - Specialty: Labor - Construction, defense **6. Zmaj (Dragon)** - Specialty: ULTIMATE - Mount, fire breath, treasure finder --- ## ⚙️ GAMEPLAY SYSTEMS ### **1. FARMING (Core Loop)** **Micro Farm Start:** - Begin with 8×8 plot - 1 tent, 1 zombie worker - Plant wheat → water → harvest → sell - Earn money → expand farm **Progression:** - 8×8 → 16×16 → 32×32 → 64×64 - Unlock more crops (wheat, corn, tomato, potato, hemp, etc.) - Automation: Sprinklers (3×3, 5×5, 7×7, full auto) - Hire worker creatures (elves, gnomes, fairies) **Crop Types:** - Basic: Wheat, Corn, Tomato, Potato, Carrot, Pumpkin - Advanced: Hemp (crafting), Bioluminescent Fungi - Special: Mesojedka (carnivorous plant, defense) --- ### **2. ZOMBIE MANAGEMENT** **Alpha Hybrid Powers:** - Telepathically control zombies - Assign tasks: Dig, Plant, Harvest, Guard - Zombies are WORKERS, not enemies - Max zombies: scales with level **Zombie Features:** - Sleep in Grobi (Graves) - 2× stamina recovery - Can lease to NPCs for passive income - Decay into fertilizer when "dead" (eco-friendly!) --- ### **3. BUILDING & PROGRESSION** **Building Tiers:** 1. **Tent** (Start) → Basic shelter 2. **Shack** (Week 1) → Small upgrade 3. **House** (Week 2) → Full home 4. **Upgraded House** (End game) → Mansion **Buildings (40+ types):** - **Base:** Tent, Shack, Farmhouse, Barn - **Production:** Greenhouse, Workshop, Laboratory - **Town:** Blacksmith, Bakery, Tavern, Church, Inn - **Special:** Vape Lab, Mint (coin factory) **Restoration System:** - Find ruined buildings in world - Collect resources (wood, stone, iron) - Rebuild → Functional building - **Church example:** Ruined → Restoring → Complete --- ### **4. COMBAT SYSTEM** **Weapons:** **Melee:** - Wooden Sword → Iron Sword → Legendary Sword - Scythe (farm tool doubles as weapon) **Ranged (Magic Bow System):** - **Bows:** Wooden, Crystal, Dragon, Alpha (Rainbow) - **Arrows:** Fire, Ice, Lightning, Bomb, Poison, Holy - **Silver Arrows:** Effective vs Werewolves (special mining 20-30 depth) **Combat Mechanics:** - Real-time action combat - Dodge roll - Block/parry - Critical hits - Elemental weaknesses --- ### **5. CRAFTING & WORKSTATIONS** **Workstations (10+):** **1. Campfire** - Cook food (wheat → bread, meat → cooked) - Survival basic **2. Furnace** - Smelt ores (Iron, Gold, Silver → bars) - Required for tool upgrades **3. Mint** - Convert Gold Bars → Coins (currency) **4. Tailoring Table** - Craft clothing - Materials: Hemp, Leather, Spider Silk **5. Vape Lab** - Mix vape liquids (Rainbow, Menthol, Blueberry) - Gronk loves this! - Buffs and effects **6. Crafting Bench** - General crafting - Tools, weapons, items --- ### **6. EXPLORATION & WORLD** **World Size:** Procedurally generated, MASSIVE **18 Biomes:** 1. Grasslands (Travnik) 2. Forest (Gozd) 3. City Ruins (Mesto) 4. Industrial Decay 5. Underground Bunkers 6. Ancient Catacombs 7. Swamps (Bioluminescent fungi!) 8. Desert Wasteland 9. Snow/Tundra 10. Mountains 11. Coastal Regions 12. Lakes 13. Rivers 14. Volcanic Zones 15. Chernobyl (High radiation!) 16. Ancient Ruins 17. Ocean Floor 18. **Atlantis** (High-tech underwater ruins) **27 Towns:** - Each with unique NPCs - Quests and traders - Ruins to restore - Secrets and Ana clues --- ### **7. TRANSPORTATION (27 Options!)** - Walking (slowest) - Running (medium) - **Skateboard** (Kai's style!) - Motor/Motorcycle - Horse (various breeds) - Giant Pig (rideable mutant) - SUP (water paddle board) - Submarine (ocean exploration) - **Dragon Mount** (ultimate!) - Portal Network - Train system --- ### **8. QUEST SYSTEM** **Main Story Quests:** - 50 Ana Clues to find - Each clue = cutscene/memory - Final quest: Rescue Ana from Chernobyl **Side Quests:** - NPC requests (fetch, kill, build) - Animal Rescue (8 species) - Boss battles (7 major) - Exploration (discover all biomes) - Crafting challenges **Quest Types:** - Fetch (bring item) - Kill (defeat enemies) - Build (construct building) - Explore (find location) - Dialogue (talk to NPCs) --- ### **9. TOWN RESTORATION SYSTEM** ✨ NEW **Concept:** All 27 towns start as RUINED. Restore them to unlock NPCs, services, and unique rewards. **Restoration Phases:** 1. **Ruined** (Starting State) - Destroyed buildings - No NPCs - Zombie patrols - No services available 2. **Partially Restored** (Mid-game) - Some buildings repaired - Basic trading post - 1-2 NPCs return - Temporary defenses 3. **Fully Restored** (End-game) - All buildings restored - Full population (8-12 NPCs) - All services active - Strong defenses - Unique legendary rewards **Restoration Requirements:** Each town requires specific resources + quest completion: - **Materials**: Wood, Stone, Iron, Steel, Gold - **Quest**: Clear zombies, defeat boss, find artifact - **Reward**: City Gratitude Gift (blueprints, tools, NPCs) **Gift System:** - **Common**: Basic resources, seeds - **Rare**: Special blueprints, automation tools - **Legendary**: Unique NPCs (Master Blacksmith), Ultimate tools **Biome-Specific Architecture:** Each biome has unique building styles: - **Forest**: Wooden cabins, treehouses - **Desert**: Sandstone domes, wind towers - **Frozen**: Ice igloos, metal structures - **Volcanic**: Obsidian buildings, lava moats - **Neon Ruins**: Steel/glass skyscrapers, holograms - *(20 unique biome styles total)* --- ### **10. ZOMBIE SCOUT COMPANION** ✨ NEW **Concept:** A friendly zombie you "tame" early-game who becomes your loyal explorer and guide. **Visual Design:** - Blue or red bandana around neck (friendly identifier) - Red eyes WITH dark pupils (friendly NPC variant) - Backpack for carrying items - Style 32 Dark-Chibi Noir **Leveling System:** - **Max Level**: 20 - **Experience**: Gained from exploring, finding items - **Stats**: Speed, Vision, Carry Capacity, Intelligence **Skills (4 Trees):** 1. **Shortcuts** (Pathfinding) - Finds hidden paths through biomes - Unlocks at levels: 3, 7, 12, 18 2. **Treasure Hunter** (Item Finding) - +5% rare item drop chance per level - Marks hidden chests on map 3. **Danger Sense** (Warning System) - Warns about nearby enemies - Range: 100px + 50px per level 4. **Resource Scout** (Map Marking) - Marks ore deposits, rare plants, chests - Auto-highlights on minimap **Evolution Phases:** - **Level 5**: Gains lantern (lights dark areas) - **Level 10**: Gains armor (can fight weak zombies) - **Level 15**: Gains wings (can scout from above) - **Level 20**: LEGENDARY form (glowing purple aura) **Commands:** - **Follow**: Scout follows player automatically - **Explore**: Send scout to investigate area - **Fetch**: Retrieve items from distance - **Guard**: Protect farm while away --- ### **11. NOMAD RAIDERS** ✨ NEW **Concept:** Wandering bandits with NO permanent home. Dynamic threat that raids farms and ambushes caravans. **Raider Types:** 1. **Desert Nomads** (Medium Threat) - Tan robes, scimitars, camels - Biome: Desert Storm - Loot: Spices, gold, rare seeds 2. **Frost Bandits** (High Threat) - Fur armor, ice weapons - Biome: Frozen Wasteland - Loot: Furs, ice crystals 3. **Jungle Marauders** (Very High) - Tribal masks, poison darts - Biome: Ancient Rainforest - Loot: Rare plants, artifacts 4. **Tech Scavengers** (Extreme) - Cyberpunk gear, laser weapons - Biome: Neon Ruins - Loot: Tech parts, batteries **Raider Behavior:** - **Spawn**: Every 4-7 in-game days - **Warning**: Scout can detect 1 day in advance - **Camps**: Temporary (2-3 days), random locations - **Targets**: Player farm, caravans, restored towns **Raid Types:** 1. **Farm Raid** - Trigger: You have 1000+ crops stored - Waves: 3 attack waves - Damage: Steal 20% of stored crops - Defense: Build walls, hire guards, set traps 2. **Caravan Ambush** - Trigger: Traveling with valuables - Chance: 30% per trip - Combat: Required - Reward: If you win, take their supplies **Difficulty Scaling:** - **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:** - Build farm perimeter walls - Hire NPC guards for defense - Train zombies to protect farm - Scout provides advance warning --- ### **12. THE CAPITAL CITY** ✨ NEW **Concept:** One MASSIVE main city (furthest from farm) that serves as the ultimate restoration goal and provides automated defense help. **Location & Distance:** - Positioned far from player's farm on world map - Requires significant travel to reach - Acts as main hub once restored **Restoration Stages:** 1. **Ruined State** (Starting) - Massive ruins, largest in game - No walls, completely overrun - Boss-level zombies patrol - No services 2. **Stage 1: Basic Walls** (Early Restoration) - Simple wooden barricades - 1-2 guard NPCs - Town hall partially functional - Essential NPCs arrive (Pek, Ivan, Šivilja) 3. **Stage 2: Stone Walls** (Mid Restoration) - Reinforced stone walls - 5-8 guard patrols - Multiple guard towers - More NPCs arrive (Tehnik, Arborist, Miro Pravnik) - Basic services active 4. **Stage 3: Fortress** (Full Restoration) - Massive fortress walls - 12+ guard patrols with routes - Advanced defenses (traps, magic barriers) - ALL NPCs present (full population) - Legendary rewards unlocked **Population System:** - **Staged arrival**: NPCs don't appear all at once - **Priority order**: Essential services first (food, repair, trade) - **Magic inhabitants**: Troli, Vilinci, Škratje move in - **Total capacity**: 30-40 NPCs (largest town) **Status Board:** - Interactive board at city entrance - Shows: Current population / Max capacity - Lists: Which NPCs have arrived - Displays: Wall upgrade level - Tracks: Restoration percentage **Automated Defense Help:** - **Farm Raid Response**: When your farm is raided, Capital sends patrol to help - **Trigger**: Farm must be registered with Mayor - **Help Level**: Based on city restoration stage - Stage 1: 2 guards - Stage 2: 5 guards - Stage 3: 10+ guards with mage support - **Travel Time**: Realistic delay (guards must travel from Capital to farm) **Legendary Rewards:** - **Unique only to Capital**: Cannot be found elsewhere - **Examples:** - Ultimate Auto-Tiller (never breaks, works while you sleep) - Portal Stone (fast travel to Capital) - Royal Decree (50% discount all services) - Dragon Egg (mount unlock) **New Building Types (Capital-specific):** - Pekarna (Bakery) - Pek NPC - Šivilja (Tailor) - Clothing repairs/upgrades - Tehnikova Delavnica (Tech Workshop) - Advanced tool upgrades - Bolnica (Hospital) - Full healing, medicine - Policija (Police Station) - Quest hub, bounties - Županovo Pisarno (Mayor's Office) - Restoration permits - **Museum** (See section 13) - **School** (See section 14) --- ### **13. DYNAMIC MUSEUM SYSTEM** ✨ NEW **Concept:** Museum building that GROWS visually based on how many artifacts you've donated. Starts as tiny shed, ends as futuristic complex. **Museum Evolution Stages:** **Stage 1: Shed/Lopa** (0-50 artifacts) - Tiny wooden shed - Single small room - Basic display cases (10 slots) - Kustos (Curator) NPC works alone - No special features **Stage 2: Medium Building** (51-150 artifacts) - Expanded two-story building - Multiple rooms (4 wings) - Better display cases (50 slots) - Museum staff increased (3 NPCs) - Lighting improvements - Gift shop appears **Stage 3: Futuristic Complex** (151+ artifacts) - MASSIVE multi-story complex - Glass dome, holographic displays - Specialized wings: - Dinosaur bones hall - Ancient artifacts gallery - Marine life aquarium (fish, shells) - Insect collection (24 bug species) - Museum staff: 8 NPCs - Research lab (unlock special quests) - Teleporter to other museums (if built in other towns) **Artifact Categories:** | Category | Total Items | Display Type | |----------|-------------|--------------| | Dinosaur Bones | 30 species | Full skeletons | | Ancient Artifacts | 50 items | Glass cases | | Fish | 40 species | Aquarium tanks | | Shells | 25 types | Wall mounts | | Bugs/Insects | 24 species | Pinned displays | | **TOTAL** | **169 collectibles** | | **Artifact Album UI:** - Dedicated collection interface - Shows: Discovered / Total - Each item: Image, name, description, location found - Completion rewards: - 25%: Museum upgrade - 50%: Rare blueprint reward - 75%: Museum upgrade - 100%: Legendary "Master Collector" title + ultimate reward **Kustos (Curator) NPC:** - **Appearance:** Wise old scholar, glasses, notebook - **Services:** - Artifact appraisal (identifies finds) - Purchases rare collections - Gives hints on missing artifacts - Offers collection quests - **Visual Reference:** `/references/npcs/kustos/` - Style 32 Dark-Chibi Noir - Red eyes with dark pupils (friendly NPC) **Museum Donations:** - Any found artifact can be donated - Each donation: Gold reward + museum XP - Museum XP triggers building upgrades - Rare artifacts give museum special exhibitions (attract more visitors = passive income) --- ### **14. SCHOOL SYSTEM** ✨ NEW **Concept:** School building that must be restored. Once functional, children of your family (generational system) must attend to gain stat boosts. **School Building:** - **Ruined State**: Collapsed classrooms, broken desks - **Restored State**: Functional school, desks, blackboard, books - **Requirement**: 500 wood, 300 stone, 100 iron, 1 Teacher NPC **Teacher NPC (2 Variants):** **Option A: Wise Old Man** - Elderly scholar who survived outbreak - Robes, long beard, glasses - Teaches history of world before catastrophe **Option B: Educational Robot** - Pre-outbreak teaching AI - Humanoid robot, screen face - Archives all knowledge from before 2084 **Visual Reference:** `/references/npcs/teacher/` - Style 32 Dark-Chibi Noir - Red eyes with dark pupils (friendly NPC) - Wise, patient expression **School Mechanics:** **Mandatory Education:** - All children (ages 5-15 in-game) MUST attend school - 1 in-game year of attendance required - Missing school = children get NO stat boost **Stat Boost System:** ``` Base Child Stats (no school): - Farming Efficiency: 50% - Trading Skill: 50% - Combat Ability: 50% - Crafting Speed: 50% After School Graduation: - Farming Efficiency: 65% (+15%) - Trading Skill: 65% (+15%) - Combat Ability: 65% (+15%) - Crafting Speed: 65% (+15%) ``` **Gameplay Impact:** - Children without education = weaker farmers - Educated children = more efficient next generation - Incentivizes restoring school early - Creates long-term planning strategy **School Quests:** - Find textbooks (scattered in ruins) - Recruit teacher NPC - Build science lab (advanced education) - Organize field trips (explore biomes with children) --- ### **15. MAGIC HELPERS (Town Inhabitants)** ✨ NEW **Concept:** When towns are restored, magical beings (Troli, Vilinci, Škratje) move in and provide construction speed boosts. **Troli (Trolls):** - **Appearance:** Massive (2-3m tall), various skin tones (green, gray, blue) - **Role:** Heavy labor, construction workers - **Boost:** -20% build time for large structures - **Personality:** Strong, loyal, slow-speaking - **Visual Reference:** `/references/species/trolls/` - Style 32 Dark-Chibi Noir - Friendly variants: Red eyes WITH pupils - Work clothes, tool belts **Vilinci (Fairies):** - **Appearance:** Tiny (32px), glowing wings, nature-themed - **Role:** Magic crafting, enchanting help - **Boost:** -15% enchanting material cost - **Personality:** Energetic, playful, helpful - **Visual Reference:** `/references/species/vilinci/` - Style 32 Dark-Chibi Noir - Glowing aura - Sparkle effects **Škratje (Elves):** - **Appearance:** Tall, elegant, pointed ears - **Role:** Precision work, planning - **Boost:** -10% resource waste on all crafting - **Personality:** Wise, efficient, perfectionist - **Visual Reference:** `/references/species/škratje/` - Style 32 Dark-Chibi Noir - Red eyes with dark pupils (friendly) - Elegant clothing **Settlement Logic:** ```javascript // When town restoration phase completed: if (townRestoration === "FULL") { spawnMagicHelpers({ troli: 2-3, // Heavy labor vilinci: 4-6, // Magic support škratje: 1-2 // Precision work }); // Apply town-wide boosts townBoosts = { buildSpeed: +35%, // Combined boost from all helpers craftingEfficiency: +10%, enchantingCost: -15% }; } ``` **Interaction:** - Can talk to magic helpers for lore - Give them gifts to increase boost - Some offer special quests - Can recruit as farm helpers (limited slots) --- ### **16. SURVIVAL MECHANICS** **Needs:** - **Health** - Combat damage - **Stamina** - Running, actions - **Hunger** - Eat food regularly - **Sleep** - Rest in bed/tent **Day/Night Cycle:** - 24-minute real-time = 1 game day - Night: More dangerous enemies - Sleep to skip night - Werewolves only at night! **Weather:** - Rain (waters crops) - Fog (reduces visibility) - Sun (normal) - Seasonal changes --- ## 🌍 WORLD & LOCATIONS ### **Starting Area: Valley of Death** - Small farm plot (8×8) - Nearby town ruins - Forest to north - River to south ### **Key Locations:** **1. Nova Lab (Ruins)** - Where outbreak started - Flashback location - High-level enemies - Important Ana clues **2. Chernobyl Reactor** - Final boss area - Viktor Krnić's base - Ana held captive here - Radiation hazards **3. Atlantis** - Underwater high-tech ruins - Advanced technology - Submarine required - Unique enemies (sharks, jellyfish) **4. Sacred Grove** - Ancient Tree boss - Nature spirits - Magical atmosphere **5. Frozen Peak** - Ice Titan boss - Snow biome - Cold resistance needed **6. Volcano Peak** - Fire Dragon final boss - Lava hazards - Extreme heat --- ## 🛠️ ITEMS & CRAFTING ### **Resources (Basic):** - Wood (from trees) - Stone (from rocks) - Iron Ore (from deposits) - Gold Ore (rare) - Silver Ore (werewolf weakness) - Fiber (from plants) ### **Tools (11):** 1. Hoe (till soil) 2. Watering Can (water crops) 3. Axe (chop trees) 4. Pickaxe (mine rocks) 5. Scythe (harvest crops, weapon) 6. Fishing Rod (catch fish) 7. **Bug Net** (catch bugs) - NEW! 8. **Hammer** (building/repair) 9. **Drill** (ultimate auto-mine) 10. **Chainsaw** (ultimate auto-chop) 11. **Mechanical Tiller** (ultimate auto-till) **Tool Tiers (6):** - Wooden → Stone →Iron → Gold → Diamond → Ultimate - Each tier: Better durability, efficiency, speed - **Ultimate tools**: Infinite durability, auto-abilities! **Tool Durability System:** - All tools (except Diamond/Ultimate) can break - Broken tools don't disappear - can be repaired! - 3 Repair methods: 1. **Ivan's Blacksmith**: 10g per durability point 2. **Repair Kit**: Restores 50% (consumable) 3. **Blacksmith Zombie**: FREE overnight repairs (3 tools per zombie) **Repair Bench:** - Player-craftable workstation - Self-repair tools using materials - Costs: Wood tools = 5 wood, Iron tools = 5 iron bars, etc. - Recipe unlocks at Level 5 --- ### **🔮 NEW: MAGIC ENCHANTING SYSTEM** **Enchantment Types (5):** 1. **⚡ Power** - Increases tool efficiency - Level 1: +25% (50 mana + 1 crystal) - Level 2: +50% (100 mana + 3 crystals) - Level 3: +100% (200 mana + 10 crystals) 2. **⚡ Speed** - Increases tool speed - Level 1: +20% (50 mana + 5 feathers) - Level 2: +40% (100 mana + 15 feathers) - Level 3: +80% (200 mana + 50 feathers) 3. **💎 Fortune** - Chance for double drops - Level 1: 15% chance (75 mana + 1 emerald) - Level 2: 30% chance (150 mana + 3 emeralds) - Level 3: 50% chance (300 mana + 10 emeralds) 4. **🛡️ Unbreaking** - Reduces durability loss - Level 1: 30% less (60 mana + 5 obsidian) - Level 2: 50% less (120 mana + 15 obsidian) - Level 3: 75% less (250 mana + 50 obsidian) 5. **🌀 Auto-Collect** - Auto-picks drops - Level 1: 1 tile radius (100 mana + 1 void_essence) - Level 2: 2 tile radius (200 mana + 3 void_essence) - Level 3: 3 tile radius (400 mana + 10 void_essence) **Enchanting Features:** - Requires Enchanting Table (build in town) - Can stack multiple enchantments on same tool - Glowing visual effects per enchantment - Remove enchantment: 25 mana cost --- ### **🦋 NEW: BUG CATCHING & COLLECTION** **Bug Net Tiers:** 1. **Basic Bug Net**: 50% catch rate, 1.0x speed (50g) 2. **Silk Bug Net**: 75% catch rate, 1.3x speed (200g) 3. **Enchanted Net**: 95% catch rate, 1.8x speed (1000g) **Bug Species (50+):** **Common (6)**: 30g-80g - Butterfly, Ladybug, Honey Bee, Ant, Firefly, Grasshopper **Uncommon (5)**: 150g-300g - Monarch Butterfly, Dragonfly, Praying Mantis, Luna Moth, Cicada **Rare (5)**: 500g-800g - Rainbow Beetle, Atlas Moth, Orchid Mantis, Hercules Beetle, Blue Morpho **Epic (4)**: 1,000g-2,000g - Golden Scarab, Ghost Moth, Crystal Dragonfly, Shadow Beetle **Legendary (4)**: 3,000g-10,000g - Phoenix Butterfly (5,000g) - Void Moth (10,000g) - Celestial Beetle (8,000g) - Time Cicada (7,500g) **Bug Collection Features:** - Album system (like fish collection) - Seasonal spawning (spring/summer/fall/winter) - Biome-specific bugs - Time-specific (day/night) - Sell bugs for gold - 100% completion bonus: +10,000g - Bug jars as decorations --- ### **🏪 NEW: IVAN'S BLACKSMITH SHOP** **Location**: Ruined Town (Pepelngrad) **NPC**: Ivan the Blacksmith **Services:** 1. **Tool Repairs**: 10g per durability point 2. **Tool Upgrades**: All 6 tiers available 3. **Blacksmith Training**: Train zombies (500g, Lv5+ zombie required) 4. **Enchanting Materials**: Sells rare crystals, void essence **Upgrade Costs:** - Wood → Stone: 50g + 5 iron - Stone → Iron: 100g + 10 iron + 20 stone - Iron → Gold: 250g + 25 iron + 10 gold_ore - Gold → Diamond: 1,000g + 5 diamond + 50 gold_ore - Diamond → Ultimate: 5,000g + 25 diamond + 10 atlantean_crystal **Blacksmith Zombie System:** - Train at Ivan's for 500g - Requires Level 5+ zombie - Each blacksmith repairs 3 tools per night (FREE!) - Overnight process (queue before sleep, get repaired tools at 6 AM) --- ### **Food:** - Bread (from wheat) - Cooked meat - Fish - Vegetables - Potions (healing, buffs) ### **Special Items:** - **Mother's Locket** (holds Ana's photo, quest item) - **Ana Clue Items** (50 to collect) - Vape Liquids (buffs) - Boss Drops (legendary equipment) --- ## 🎨 ART STYLE & VISUALS ### **Official Style: "Gritty Noir Hand-Drawn 2D Stylized Indie"** **Visual Characteristics:** - **Bold black outlines** (1.4× emphasis) - **Gritty noir aesthetic** (1.2× emphasis) - **Flat colors** with muted palette - **Exaggerated features** (Don't Starve inspiration) - **Warped perspective** and "wonky" proportions - **Mature post-apocalyptic vibe** - **High-contrast noir** elements **Influences:** - Don't Starve (Tim Burton-esque) - Stardew Valley (farming charm) - Darkest Dungeon (gritty noir) - Comic book art (bold lines) **Color Palette:** - Muted, desaturated colors - Earth tones (browns, greens, grays) - Pops of color for emphasis (Kai's green hair, Gronk's pink) - Dark shadows, high contrast **Character Design:** - Clearly visible eyes with pupils and highlights ✅ - Expressive eyebrows ✅ - Detailed mouths showing emotion ✅ - Bold black outlines ✅ - Full-body sprites with personality ✅ **Technical Specs:** - **Format:** 32-bit PNG with alpha channel - **Background:** Solid white (for easy removal) - **Margin:** 10px around subject - **Subject:** Centered, clean edges - **Resolution:** Optimized for web (typically 256×256 to 512×512 for characters) --- ## 🎵 AUDIO & MUSIC ### **Voice Acting:** - **VibeVoice Apple TTS** system - AI-generated voices for all NPCs - Character-specific voice profiles: - Kai: Carter (teen male, determined) - Ana: Alice (teen female, energetic) - Gronk: Deep, friendly giant voice - Narrator: Frank (authoritative) ### **Sound Effects:** - Farming sounds (dig, plant, harvest) - Combat (sword slash, bow twang, zombie groans) - Environmental (wind, water, fire) - UI (button clicks, menu navigation) ### **Music:** - Atmospheric, noir-themed soundtrack - Emotional piano themes - Ambient for exploration - Intense for combat/bosses - Melancholy for story moments --- ## 📅 DEVELOPMENT TIMELINE ### **Current Status: Alpha 1.2** - **Start Date:** December 2025 - **Kickstarter Target:** March 2025 - **Demo:** 15-20 minute playable vertical slice ### **Phase 1: Kickstarter Demo (Now - March 2025)** **Goal:** 247 core assets, playable demo **Week 1-2 (Dec 30 - Jan 12):** - Generate 180 essential assets - Kai animations, zombies, terrain, NPCs - MINIMUM PLAYABLE DEMO **Week 3 (Jan 13-19):** - Polish to 230 assets - Environment, more NPCs, enemies - IMPRESSIVE DEMO **Week 4-6 (Jan 20 - Feb 9):** - Expand to 330 assets - Gronk, bosses, weather effects - WOW FACTOR DEMO **Week 7-8 (Feb 10-23):** - Integration & testing - Bug fixes, balance - Demo video recording **Week 9-10 (Feb 24 - Mar 9):** - Final polish - Kickstarter page prep - Social media campaign **March 2025: KICKSTARTER LAUNCH! 🚀** --- ### **Phase 2: Alpha Development (Post-Kickstarter)** - Expand to 800+ base assets - All 180 NPCs with animations - All 18 biomes - All 7 bosses - Full story implementation ### **Phase 3: Beta (6 months)** - All NPC animations (7,200 frames) - Animal animations (1,200 frames) - Enemy animations (1,440 frames) - Environmental animations (400 frames) - **TOTAL: 11,000+ assets** ### **Phase 4: Release (1 year)** - Full game release - All features complete - All endings implemented - Post-launch support --- ## 🎯 ASSET PRODUCTION ### **Current Progress:** - **Done:** ~70 test samples (tonight!) - **Needed for demo:** 247 exact assets - **Full game target:** 11,037 assets (with animations) ### **Generation Strategy:** **Tools Used:** 1. **Antigravity generate_image** (Google Imagen API) 2. **Autonomous Python script** (overnight batches) 3. **rembg** (background removal) **Workflow:** 1. Generate with white background 2. Save to organized folders (`assets/images/demo/`) 3. Batch remove backgrounds at end 4. Integrate into game engine **Style Prompt Template:** ``` [Subject description], clearly visible eyes with pupils and highlights, expressive eyebrows, detailed mouth showing [emotion], game [asset type], (bold black outlines:1.4), dark hand-drawn stylized indie game asset, (gritty noir aesthetic:1.2), flat colors, muted color palette, isolated object centered on solid white background, clean edges, simple composition ``` **Negative Prompt:** ``` pixel art, pixels, grainy, blurry, 3D rendering, realistic photo, shading gradients, Disney style, cute kawaii, bright colors, complex background, environment elements, shadows on ground, textured background ``` ### **Demo Asset Breakdown (247 total):** - Characters: 45 (Kai animations) - NPCs: 15 (5 characters × 3 expressions) - Enemies: 18 (zombies + wolves) - Buildings: 8 - Terrain: 24 - Crops: 8 (wheat cycle) - Environment: 20 - Items: 18 - UI: 35 - Cutscenes: 12 - Effects: 32 **Cost:** 0€ (Google Cloud free tier: 1,000 images/month) --- ## 🏆 GAME ENDINGS (4 Possible) ### **1. 🌟 Together Forever (TRUE ENDING)** **Requirements:** - Find all 50 Ana clues ✅ - Retrieve cure ✅ - Both Kai and Ana survive ✅ **Outcome:** - Twins escape Chernobyl together - 10 years later: Hope Valley is thriving civilization - Humans and intelligent hybrids coexist peacefully - Kai and Ana lead together - **Perfect ending!** --- ### **2. 💔 The Sacrifice (BITTERSWEET)** **Requirements:** - Defeat Viktor Krnić ✅ - Kai dies protecting Ana ☠️ **Outcome:** - Kai dies a hero - Ana survives and leads world into new era - Massive statue built in Kai's honor - Ana names her son "Kai II" - **Heroic but sad ending** --- ### **3. 😢 Darkness (TRAGIC)** **Requirements:** - Ana dies during rescue/explosion ☠️ - Kai survives ✅ **Outcome:** - Kai is broken and alone - Lives as hermit on abandoned farm - Protected by zombie workers forever - Never recovers from loss - **Worst ending emotionally** --- ### **4. 💀 The Dark Path (EVIL)** **Requirements:** - Kai becomes ruthless/evil ⚡ - Shares Viktor's vision ⚡ **Outcome:** - Kai defeats Viktor but becomes tyrant - Rules Hope Valley with zombie army - Ana survives but is horrified - Ana eventually leads rebellion AGAINST her brother - **Brother vs Sister war ending** --- ## 📊 STATISTICS SUMMARY **Characters:** - Main characters: 5 (Kai, Ana, Gronk, Susi, Viktor) - NPCs: 180 - Enemies: 50+ types - Bosses: 7 major - Animals: 50+ species **World:** - Biomes: 18 - Towns: 27 - Map size: Procedurally generated (massive) **Items:** - Weapons: 20+ - Tools: 6 base (× 3 tiers = 18) - Crops: 15+ - Buildings: 40+ - Unique items: 100+ **Quests:** - Main story: 50 (Ana clues) - Side quests: 200+ - Boss fights: 7 major **Gameplay:** - Farm sizes: 4 tiers (8×8 to 64×64) - Worker types: 6 magical races - Transportation: 27 options - Endings: 4 possible **Production:** - Demo assets: 247 - Full game: 11,037+ (with animations) - Development time: 1 year (estimated) --- ## 📝 DEVELOPMENT JOURNAL ENTRIES ### **Session: Dec 29, 2025** - Transitioned from ComfyUI to Gravity (Google Imagen) - Finalized "Gritty Noir" art style (V7.9) - Generated initial test samples ### **Session: Dec 30, 2025 (Tonight!)** - Generated 70 test samples across all categories - Confirmed Gritty Noir style works - Created complete demo asset plan (247 exact count) - Built folder structure (`assets/images/demo/`) - Set up autonomous generation system - Created comprehensive documentation: - `KICKSTARTER_MASTER_PLAN.md` - `MICRO_FARM_EXACT_PLAN.md` - `GAME_OPENING_ASSETS.md` - `NPC_STYLE_GUIDE.md` - `DEMO_COMPLETE_CHECKLIST.md` - This Game Bible! **Key Decisions:** - ✅ NPCs must have clearly visible eyes, mouth, facial features - ✅ Demo starts as micro farm (8×8) concept - ✅ 247 assets = perfect Kickstarter demo - ✅ 10-day generation timeline - ✅ March 2025 Kickstarter launch target **Progress:** - Before tonight: 156/422 base assets (37%) - After tonight: ~226/422 (54%) - Demo readiness: Foundation set! ✅ --- ## 🎯 NEXT STEPS (Tomorrow Morning) ### **Action Items:** 1. ☐ Review tonight's 70 test samples 2. ☐ Confirm Gritty Noir style approved ✅/❌ 3. ☐ Decide: Google Cloud setup (15 min) or manual batches 4. ☐ **START Batch 1: Kai animations** (45 assets) ### **This Week Goals:** - **Day 1:** Kai character (45) → Can move! ✅ - **Day 2:** Zombie + terrain + wheat (44) → Can farm! ✅ - **Day 3:** Buildings + tools (26) → Can build! ✅ - **Day 7:** Full demo assets (199+) → Gameplay complete! ✅ ### **This Month Goals:** - Week 1-2: 180+ demo assets - Week 3: Polish to 230 - Week 4-6: Expand to 330 (wow factor) - Integration & testing ### **3-Month Goal:** - **March 2025: KICKSTARTER LAUNCH!** 🚀 --- ## 🔗 IMPORTANT FILES & REFERENCES **Game Design Documentation:** - `docs/game_design/GAME_BIBLE.md` ← YOU ARE HERE! - `KICKSTARTER_MASTER_PLAN.md` - 10-week timeline - `MICRO_FARM_EXACT_PLAN.md` - 247 asset breakdown - `GAME_OPENING_ASSETS.md` - Intro sequence plan - `BUILDING_REGISTRY.md` - All buildings list - `NPC_STYLE_GUIDE.md` - Facial feature requirements **Asset Production:** - `assets/images/demo/README.md` - Complete asset manifest - `GRAVITY_GENERATION_README.md` - Style guide - `AUTONOMOUS_SETUP.md` - Google Cloud setup - `QUICKSTART_AUTONOMOUS.md` - Quick start guide **Scripts:** - `scripts/autonomous_generation.py` - Overnight generation - `scripts/remove_background.py` - Background removal - `scripts/mass_production_overnight.py` - Batch system **Knowledge Base:** - `.gemini/antigravity/knowledge/dolinasmrti_*` - All KIs --- ## ✅ CHECKLIST FOR CIGARETTE BREAK **Before you go to sleep, verify:** - [ ] Read this Game Bible (all sections) - [ ] Understand the 247 demo asset plan - [ ] Know the 10-day timeline - [ ] Clear on art style (Gritty Noir) - [ ] Understand NPC facial requirements (clear eyes/mouth) - [ ] Remember: Game starts as MICRO FARM (8×8) - [ ] Know your goal: Kickstarter March 2025 - [ ] All questions answered? **If anything is unclear or missing:** → NOTE IT DOWN → I'll add it tomorrow! --- ## 🌙 GOOD NIGHT! **You have:** - ✅ Complete game concept - ✅ 70 test samples generated - ✅ Full production plan - ✅ Organized folder structure - ✅ All documentation ready - ✅ Tomorrow's first task clear (Batch 1: Kai!) **Tomorrow we START mass production!** **Sweet dreams, see you for Batch 1! 🚀✨** --- **Created:** 30.12.2025 04:07 **Total Sections:** 13 **Total Characters:** 235+ **Total Assets Planned:** 247 (demo) / 11,037 (full game) **Status:** READY FOR PRODUCTION! ✅