# Master Game Bible - Nova Farma ## 1. Game Overview **Title:** Nova Farma **Genre:** Survival / Farming Simulation / Isometric RPG **Platform:** Desktop (Electron/Phaser 3) **Visual Style:** Pixel Art (Isometric/Top-Down Hybrid) ## 2. Core World System: The Island The game world has been refactored from a continuous map to an **Island System**. - **Playable Area:** A central island (20x20 tiles) defined by coordinate bounds. - **Boundaries:** Hard collision limits prevent the player from walking off into the ocean. - **Ocean:** - Code-drawn deep blue rectangle (`0x004488`) surrounds the island. - No external image assets are used for the water background to keep it clean and procedural. - **Elevation:** - A visual "cliff" effect is created using a dark brown (`0x5C4033`) tileSprite (`ground_base`) shifted 15px down. - A shadow rectangle (`0x000000`, alpha 0.3) simulates height above the water. ## 3. Characters - **Kai:** Main protagonist. Uses a spritesheet for animations. - **Gronk:** Secondary character/NPC. Uses a dedicated spritesheet. ## 4. UI & UX - **HUD:** - Health Bar (Top Left) - Weather Widget (Top Right) - Minimap (Bottom Right) - Hotbar (Bottom Center) - **Visibility:** All UI elements have increased padding (60px) and scale (1.0) for better readability on desktop screens. ## 5. Technical Stack - **Engine:** Phaser 3 - **Wrapper:** Electron (v28.3.3) - **Build System:** electron-builder - **Critical Configurations:** - `disableHardwareAcceleration`: Enabled to prevent black screen issues on macOS. - `no-sandbox` & `disable-gpu`: Added for stability. - `asar: false`: Disabled to prevent file loading issues with local assets. - File Loading: Uses `file://` protocol with absolute paths in `electron-main.cjs`. ## 6. Asset Management - **Vegetation:** Realistic trees and dense grass have been disabled/removed per "Clean Slate" approach. - **Water:** Ponds and puddles removed. Only the surrounding ocean exists. - **Ground:** Uses `ground_base` (dirt/grass hybrid) as the primary floor tile. ## 7. Future Expansion (Planned) - **Bridge Hook:** Coordinates reserved on the right edge of the island for a future bridge to "The City" or other islands. - **Interaction:** "Look at Ocean" idle animation to be implemented when approaching the edge. --- ## �� DEVELOPMENT LOG ### Session: 2026-02-10/11 - Mass Asset Generation **Date:** 10. Februar 2026, 18:00 → 11. Februar 2026, 00:13 **Duration:** ~6 hours **Focus:** Character & Environment Asset Generation **ASSETS GENERATED (23 total):** **Zombie References (2):** - `zombie_basic.png` - Male base template - `zombie_female.png` - Female variant (purple dreadlocks, tattoos, piercings) **Zombie Characters (7):** - `zombie_scout_idle.png` - Tactical scout with binoculars - `zombie_porter_walk.png` - Worker (3-frame walk animation) - `zombie_farmer_idle.png` - Farmer with green dreadlocks - `zombie_miner_idle.png` - Miner with hard hat & pickaxe - `zombie_builder_idle.png` - Builder with mohawk & piercings - `zombie_chef_idle.png` - Chef with meat cleaver (bonus) - `zombie_lumberjack_idle.png` - Lumberjack with beard & axe **Kai Character (4):** - `kai_idle.png` - Single idle frame - `kai_idle_sheet.png` - 4-frame breathing animation - `kai_walk_sheet.png` - 3-frame walk cycle - `kai_attack_sheet.png` - 3-frame punch attack **Environment (9):** - `sky_day.png` - Day sky gradient - `sky_night.png` - Night sky gradient - `sky_dusk.png` - Sunset gradient - `sky_dawn.png` - Sunrise gradient - `sun.png` - Sun sprite (Alpha 24) - `moon.png` - Blood Moon sprite (Alpha 24) - `rain_drops.png` - Rain particle asset **Code Systems (1):** - Rain weather particle system implemented in GrassScene_Clean.js **DNA CONSISTENCY:** - All Kai assets generated from correct reference (`references/kaj.png`) - Zombie DNA variations: dreadlocks, mohawks, beards, bald - Features: piercings, gauges, tattoos, scars for diversity **BATCH COMPLETION:** - ✅ Batch 1 (Zombies): 100% (8/8) - ✅ Batch 3 (Day/Night Environment): 100% (7/7 + rain) - ⏸️ Batch 2 (Kai): 67% (4/6 - missing death & tool animations) **TOTAL PROGRESS:** 23/160 assets (14.4%) **TECHNICAL CHANGES:** - Vegetation system temporarily disabled for testing - Rain particle system active (Phaser particles with ADD blend mode) - Fixed asset directory structure (copied to game assets folder) **NEXT PRIORITIES:** - Kai death animation - Kai tool use animations - Batch 4: Polaroid intro images (narrative critical) - Batch 5: UI systems (Radio, Twin Bond, Taming) ---