# 🗺️ 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 - [ ] 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) - [ ] **City Content** - [x] Generate Ruins (Walls, Rubble, Rooms) - [ ] High-Level Zombie Spawners - [ ] Better Loot tables in City - [ ] **Farm Content** - [x] Safe Zone Logic (Night Spawns prevented near Farm) - [ ] Starter Resources (Chest with seeds?) - [ ] **Navigation** - [ ] 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. - [ ] **City Content** - [ ] Unique Loot in Ruins (Scrap metal, Chips) - [ ] Elite Zombies in City - [ ] **Combat Polish** - [ ] Visual Feedback on Hit (White flash) - [ ] Knockback effect - [ ] **World Details** - [ ] Roads connecting Farm and City - [ ] 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] **Depth Sorting v2.0** - [x] Y-Sorting za vse entitete - [ ] **Concept Integration** - [ ] Poenotenje vseh sistemov pod `Antigravity` namespace (Future Refactor) --- **PROJECT STATUS: TRANSFORMING...** 🦋 *Last Updated: 2025-12-08 (Antigravity Engine Integration)*