6.0 KiB
6.0 KiB
DEVLOG - 2026-01-27
Time: 08:46:12 Session Goal: Terrain Setup, Atmospheric Layering, and Basic Interaction (Mowing/Camping).
Achievements
1. Asset Organization & Generation
- Created structured folders:
assets/tiles,assets/environment,assets/vegetation,assets/items. - Organized existing assets from
DEMO_FAZA1. - Generated placeholders for missing environment textures (
cesta_svetla.png,voda_umazana.png). - Generated camp items:
campfire.png(Animated visual style),sleeping_bag.png. - Created variations of grass (
trava_zelena,trava_suha,trava_divja) for organic variety.
2. Terrain System ("Sandwich Layering")
Implemented a robust depth-handling system in GrassScene_Clean.js:
- Layer -100: Base Ground (
trava_osnovaat Scale 0.15) for a massive, spacious world feel. - Layer -50: "Decals" (Path, Mud, Ponds). Used
BlendModes.MULTIPLYandsetAlpha(0.8)for mud and paths to naturally blend with the grass texture beneath. - Dynamic Layer: Trees, Kai, and Grass Tufts are strictly Y-Sorted (
depth = y) for correct occlusion.
3. Atmospheric Polish
- Winding Path: Replaced linear paths with a procedural Spline curve generation for organic dirt roads.
- Edge Integration: Programmatically placed small grass tufts along path edges and pond shores to hide sharp texture transitions.
- Amnesia Intro: Implemented a cinematic start with heavy blur and a Typewriter effect text ("Kje sta starša...?").
4. Gameplay Mechanics
- Interaction System:
- Movement: Standard arrow keys.
- Mowing (SPACE): Player can clear specific 'wild' grass tufts to make space. Includes visual "cut" tween.
- Camp Placement (C / V):
- C: Place Campfire.
- V: Place Sleeping Bag.
- Validation: Prevents placement on water, mud, trees, or un-mowed grass. Providing visual feedback (Shake + Text) if placement fails.
- Sinking Effect: Kai visually sinks (Origin Shift 0.9 -> 0.8) and tints darker when walking through mud or water.
Current State
The "Probna Farma" scene is now a fully interactive, atmospheric prototype ready for the Kickstarter demo showcase. The world feels alive, organic, and responsive.
Signed: Antigravity Agent
DEVLOG - 2026-01-28
Time: 07:44:02 Session Goal: Asset Generation, Clean Slate, UI & Camp Setup.
Achievements
1. Scene Reset
- Cleaned to a minimal robust state (Z-0 Ground + Player only).
- Verified , structure for Defold integration.
2. AI Asset Generation (Survival Style)
- Generated fresh, unified assets based on user references:
- Campfire: Simple stone ring, minimalist.
- Tent: Blue dome, survival/worn aesthetic.
- Sleeping Bag: Brown/patched survival gear.
- UI: Health Bar (Rust+Liquid), Inventory Slot (Wood), Action Button, Dialog Panel.
3. Automated Processing Pipeline
- Created scripts to detect, crop, remove magenta background, and deploy generated assets.
-
Synced assets to multiple locations for compatibility:
- &
Next Steps
- Finalize Health Bar design (Face icons vs Liquid).
- Implement Camp and UI into the new Defold .
DEVLOG - 2026-01-28
Time: 07:44:02 Session Goal: Asset Generation, Clean Slate, UI & Camp Setup.
Achievements
1. Scene Reset
- Cleaned
GrassScene_Clean.jsto a minimal robust state (Z-0 Ground + Player only). - Verified
main.atlas,main.collectionstructure for Defold integration.
2. AI Asset Generation (Survival Style)
- Generated fresh, unified assets based on user references:
- Campfire: Simple stone ring, minimalist.
- Tent: Blue dome, survival/worn aesthetic.
- Sleeping Bag: Brown/patched survival gear.
- UI: Health Bar (Rust+Liquid), Inventory Slot (Wood), Action Button, Dialog Panel.
3. Automated Processing Pipeline
- Created scripts to detect, crop, remove magenta background, and deploy generated assets.
- Synced assets to multiple locations for compatibility:
repos/novafarma/main/assetsrepos/novafarma/assets/DEMO_FAZA1/Environment&UInova farma/main/assets
Next Steps
- Finalize Health Bar design (Face icons vs Liquid).
- Implement Camp and UI into the new Defold
main.collection.
DEVLOG - 2026-01-28 (Evening Session)
Time: 23:45:00 Session Goal: Stream asset integration, Player animation, and Environmental Polish.
Achievements
1. Animated Character (Kai)
- Replaced the static character sprite with a full 256x256 Sprite Sheet.
- Implemented 4-Directional Movement Animation (Walk Up, Down, Left, Right).
- Adjusted physics bounding box and offsets to match the new 160px height scale.
2. Stream Integration (The "Dirty Canal")
- Asset Processing:
- Processed
stream_pipe.pngfrom source reference. - Advanced Cleaning: Used GrabCut and custom masking (
clean_pipe_stream_gentle.py) to remove the background while preserving internal details (muddy banks). - "Burying" Technique: Algorithmically removed the outer isometric walls so the stream sits flat on the terrain surface, eliminating the "floating wall" effect.
- Drain Hole Fix: Ensured the pipe's drain grate is opaque and dark, preventing grass from showing through.
- Processed
- Scene Implementation:
- Placed the stream as a static physics object.
- Added Collision Detection between Kai and the Stream (player stops at water's edge).
- Experimented with modular slicing (Head/Body) but reverted to a single robust asset to insure stability for the demo.
3. Scene Organization
- Camp Restoration: Restored the Tent, Campfire, and Sleeping bag placement with proper Z-sorting/Depth.
- Bug Fixes: Resolved a critical crash caused by adding collision before the player object was instantiated.
Current State
- Kai walks with animation.
- A "dirty pipe stream" flows out of a grate, properly integrated into the ground (no visible outer walls).
- Player interacts with the environment (collides with water).
Signed: Antigravity Agent