- 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
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:
-
Crafting UI Panel
- Recipe list display
- Ingredient requirements
- Crafting button
- Result preview
- Category filtering
-
Recipe System
- Recipe definitions (JSON)
- Unlock system
- Crafting requirements check
- Item production
-
Inventory Integration
- Check available materials
- Consume ingredients
- Add crafted items
- Real-time updates
Technical Details:
Files to Create:
src/systems/CraftingSystem.jssrc/ui/CraftingUI.jsdata/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:
-
Movement Improvements
- Diagonal movement
- Acceleration/deceleration
- Sprint (Shift key)
- Smooth turning
-
Animation Polish
- Walking animations (4 directions)
- Idle animations
- Action animations (digging, watering)
- Transition smoothing
-
Input Handling
- Keyboard controls (WASD + Arrows)
- Gamepad support
- Mouse click movement
- Input buffering
Technical Details:
Files to Modify:
src/entities/Player.jssrc/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:
-
Save System
- Save entire game state
- Multiple slots (3-5)
- Auto-save (every 5 min)
- Save metadata (date, playtime)
-
Load System
- Load game state
- Restore all systems
- Error handling
- Save slot preview
-
Save UI
- Save slot selection
- Load screen
- Delete saves
- Save indicators
Technical Details:
Files to Create:
src/systems/SaveSystem.jssrc/ui/SaveLoadUI.jssrc/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:
-
Create Tileset
- Generate smooth 48x48 tiles
- Grass, dirt, water, stone, etc.
- Wang/Terrain tiles for transitions
- Export as PNG + TSX
-
Build Map in Tiled
- Create 100x100 map
- Paint terrain layers
- Add decorations
- Place spawn points
- Export to JSON
-
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:
-
Weather Effects
- Enhanced rain particles
- Snow system improvements
- Wind effects
- Weather transitions
- Dynamic lighting
-
Enhanced Animations
- Water wave animations
- Tree sway in wind
- Grass movement
- Particle effects polish
- Smooth transitions
-
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:
-
FIRST: Option 2 (Player Controls) ⭐
- Quick wins
- Immediate feel improvement
- Foundation for other features
-
SECOND: Option 1 (Crafting UI)
- Core gameplay mechanic
- Uses existing inventory
- High player engagement
-
THIRD: Option 3 (Save/Load)
- Essential for playability
- Preserves player progress
- Professional feature
-
FOURTH: Option 4 (Tiled Maps)
- Comprehensive redesign
- Best done after core systems
- Allows precise world building
-
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! 🚀✨