Files
novafarma/NEXT_STEPS.md
NovaFarma Dev 80bddf5d61 feat: Complete 2D Visual Overhaul - Isometric to Flat Top-Down
- NEW: Flat2DTerrainSystem.js (375 lines)
- NEW: map2d_data.js procedural map (221 lines)
- MODIFIED: GameScene async create, 2D terrain integration
- MODIFIED: Player.js flat 2D positioning
- MODIFIED: game.js disabled pixelArt for smooth rendering
- FIXED: 15+ bugs (updateCulling, isometric conversions, grid lines)
- ADDED: Phase 28 to TASKS.md
- DOCS: DNEVNIK.md session summary

Result: Working flat 2D game with Stardew Valley style!
Time: 5.5 hours
2025-12-14 17:12:40 +01:00

9.1 KiB

🎯 NOVAFARMA - NEXT STEPS ACTION PLAN

Date: 2025-12-14
Current Status: Water & Puddles Complete


📊 COMPLETED TODAY

  • Smooth 2D water (pond style)
  • Smooth puddle sprites
  • Rain impact detection
  • Ripple effects on water
  • Puddles spawn where rain lands
  • Grid lines removed
  • Art Style Guide created
  • Tiled Map Guide created

🎯 NEXT DEVELOPMENT OPTIONS

Choose one to implement next:


OPTION 1: 🛠️ CRAFTING UI

Overview:

Implement a complete crafting system with recipe management and inventory integration.

Features to Implement:

  1. Crafting UI Panel

    • Recipe list display
    • Ingredient requirements
    • Crafting button
    • Result preview
    • Category filtering
  2. Recipe System

    • Recipe definitions (JSON)
    • Unlock system
    • Crafting requirements check
    • Item production
  3. Inventory Integration

    • Check available materials
    • Consume ingredients
    • Add crafted items
    • Real-time updates

Technical Details:

Files to Create:

  • src/systems/CraftingSystem.js
  • src/ui/CraftingUI.js
  • data/recipes.json

Example Recipe:

{
  "wooden_fence": {
    "name": "Wooden Fence",
    "category": "building",
    "ingredients": {
      "wood": 2,
      "stone": 1
    },
    "result": {
      "item": "fence",
      "quantity": 1
    },
    "unlocked": true
  }
}

UI Layout:

┌─────────────────────┐
│ CRAFTING            │
├─────────────────────┤
│ [ Wood Fence  ] x2W │ ← Recipe
│ [ Stone Path  ] x5S │
│ [ Iron Tool   ] 🔒  │ ← Locked
├─────────────────────┤
│ Materials:          │
│ Wood:  10/2  ✅     │
│ Stone:  3/1  ✅     │
│                     │
│ [ CRAFT ]           │
└─────────────────────┘

Estimated Time: 2-3 hours

Complexity: (Medium)


OPTION 2: 🎮 PLAYER CONTROLS

Overview:

Polish player movement, animations, and input handling for smooth gameplay.

Features to Implement:

  1. Movement Improvements

    • Diagonal movement
    • Acceleration/deceleration
    • Sprint (Shift key)
    • Smooth turning
  2. Animation Polish

    • Walking animations (4 directions)
    • Idle animations
    • Action animations (digging, watering)
    • Transition smoothing
  3. Input Handling

    • Keyboard controls (WASD + Arrows)
    • Gamepad support
    • Mouse click movement
    • Input buffering

Technical Details:

Files to Modify:

  • src/entities/Player.js
  • src/scenes/GameScene.js

Movement System:

update(delta) {
    // Acceleration-based movement
    const accel = this.sprinting ? 0.5 : 0.3;
    const maxSpeed = this.sprinting ? 200 : 100;
    
    // Smooth velocity changes
    this.velocity.x = Phaser.Math.Linear(
        this.velocity.x, 
        this.targetVelocity.x, 
        accel
    );
    
    // Animation based on direction
    if (this.velocity.y > 0) this.play('walk_down');
    else if (this.velocity.y < 0) this.play('walk_up');
    // ...
}

Controls:

  • WASD / Arrow Keys - Movement
  • Shift - Sprint
  • E - Interact
  • Click - Move to point

Estimated Time: 2-3 hours

Complexity: (Medium)


OPTION 3: 💾 SAVE/LOAD SYSTEM

Overview:

Implement robust game state persistence with multiple save slots and auto-save.

Features to Implement:

  1. Save System

    • Save entire game state
    • Multiple slots (3-5)
    • Auto-save (every 5 min)
    • Save metadata (date, playtime)
  2. Load System

    • Load game state
    • Restore all systems
    • Error handling
    • Save slot preview
  3. Save UI

    • Save slot selection
    • Load screen
    • Delete saves
    • Save indicators

Technical Details:

Files to Create:

  • src/systems/SaveSystem.js
  • src/ui/SaveLoadUI.js
  • src/scenes/SaveLoadScene.js

Save Data Structure:

{
  "version": "1.0.0",
  "timestamp": 1702560000,
  "playtime": 3600,
  "player": {
    "x": 50,
    "y": 50,
    "health": 100,
    "energy": 80
  },
  "inventory": {
    "items": {...}
  },
  "terrain": {
    "seed": "abc123",
    "modifications": [...]
  },
  "weather": {
    "current": "rain",
    "intensity": 1.0
  }
}

Storage:

// localStorage for web
localStorage.setItem('novafarma_save_1', JSON.stringify(saveData));

// IndexedDB for larger saves
const db = await openDB('novafarma');
await db.put('saves', saveData, 'slot_1');

Estimated Time: 3-4 hours

Complexity: (Medium-High)


OPTION 4: 🗺️ TILED IMPLEMENTATION

Overview:

Replace procedural generation with hand-crafted Tiled maps for precise level design.

Features to Implement:

  1. Create Tileset

    • Generate smooth 48x48 tiles
    • Grass, dirt, water, stone, etc.
    • Wang/Terrain tiles for transitions
    • Export as PNG + TSX
  2. Build Map in Tiled

    • Create 100x100 map
    • Paint terrain layers
    • Add decorations
    • Place spawn points
    • Export to JSON
  3. Integrate with Phaser

    • Load Tiled JSON
    • Create tile layers
    • Handle collisions
    • Spawn player
    • Replace TerrainSystem

Technical Details:

Files to Create:

  • assets/tilesets/smooth_tileset.png (Tileset image)
  • assets/tilesets/smooth_tileset.tsx (Tiled tileset)
  • assets/maps/world.tmx (Tiled map source)
  • assets/maps/world.json (Exported JSON)

Integration:

// PreloadScene.js
preload() {
    this.load.image('tileset', 'assets/tilesets/smooth_tileset.png');
    this.load.tilemapTiledJSON('world', 'assets/maps/world.json');
}

// GameScene.js
create() {
    const map = this.make.tilemap({ key: 'world' });
    const tileset = map.addTilesetImage('smooth_tileset', 'tileset');
    
    this.groundLayer = map.createLayer('Ground', tileset, 0, 0);
    this.decorLayer = map.createLayer('Decorations', tileset, 0, 0);
}

Benefits:

  • Precise level design
  • Smooth transitions (Wang Tiles)
  • Easy iteration
  • Professional workflow
  • No procedural bugs

Estimated Time: 4-6 hours

Complexity: (High)


OPTION 5: CONTINUE POLISH

Overview:

Enhance visual effects, animations, and overall game polish.

Features to Implement:

  1. Weather Effects

    • Enhanced rain particles
    • Snow system improvements
    • Wind effects
    • Weather transitions
    • Dynamic lighting
  2. Enhanced Animations

    • Water wave animations
    • Tree sway in wind
    • Grass movement
    • Particle effects polish
    • Smooth transitions
  3. Additional Visuals

    • Day/night cycle
    • Shadows
    • Lighting effects
    • Screen effects (fog, bloom)
    • UI animations

Technical Details:

Weather Enhancements:

// Enhanced rain
this.rainEmitter.setConfig({
    quantity: { min: 5, max: 10 },
    speed: { min: 400, max: 800 },
    angle: { min: 260, max: 280 }, // Wind effect
    lifespan: 2000,
    gravityY: 600,
    bounce: 0.2 // Rain bounce
});

// Wind effect on trees
this.tweens.add({
    targets: tree,
    angle: { from: -2, to: 2 },
    duration: 2000,
    yoyo: true,
    repeat: -1,
    ease: 'Sine.easeInOut'
});

Day/Night Cycle:

// Time-based tint
const timeOfDay = (Date.now() % 86400000) / 86400000;
const tintValue = Phaser.Math.Linear(0x666699, 0xffffff, 
    Math.sin(timeOfDay * Math.PI * 2));
this.cameras.main.setTint(tintValue);

Estimated Time: 3-5 hours

Complexity: (Medium-High)


📊 RECOMMENDATION MATRIX

Option Impact Complexity Time Fun Factor
1. Crafting UI 2-3h
2. Player Controls 2-3h
3. Save/Load 3-4h
4. Tiled Maps 4-6h
5. Polish 3-5h

🎯 MY RECOMMENDATION

Best order for implementation:

  1. FIRST: Option 2 (Player Controls)

    • Quick wins
    • Immediate feel improvement
    • Foundation for other features
  2. SECOND: Option 1 (Crafting UI)

    • Core gameplay mechanic
    • Uses existing inventory
    • High player engagement
  3. THIRD: Option 3 (Save/Load)

    • Essential for playability
    • Preserves player progress
    • Professional feature
  4. FOURTH: Option 4 (Tiled Maps)

    • Comprehensive redesign
    • Best done after core systems
    • Allows precise world building
  5. FIFTH: Option 5 (Polish)

    • Cherry on top
    • Makes everything shine
    • Final touches

NEXT STEPS

Choose your path:

Type the option number (1-5) or combination:

  • Single: "Option 2"
  • Multiple: "Option 2, then 1, then 3"
  • All: "All in recommended order"

Or ask for more details:

  • "Tell me more about Crafting UI"
  • "What exactly in Player Controls?"
  • "Show me Save/Load examples"

Ready to implement your choice! 🚀