10 KiB
10 KiB
🎮 NovaFarma - Complete Gameplay Features Roadmap
📅 Planning Document for Future Development
Status: Roadmap
Target Version: 3.0+
Priority: Future Development
🐑 Advanced Animal Breeding System
Implementation Complexity: HIGH
Estimated Time: 40-60 hours
Dependencies: FarmAutomationSystem, GeneticsLab (BuildingVisualsSystem)
Phase 1: Normal Animals (v3.0)
Core Breeding Mechanics:
class AnimalBreedingSystem {
breedAnimals(male, female) {
// Check compatibility
if (male.species !== female.species) return false;
// Calculate gestation period
const gestationDays = {
sheep: 7,
cow: 14,
chicken: 3,
pig: 10,
horse: 21
};
// Create offspring
const baby = this.createOffspring(male, female);
// Schedule birth
this.scheduleBirth(baby, gestationDays[male.species]);
}
createOffspring(parent1, parent2) {
return {
species: parent1.species,
genetics: this.inheritGenetics(parent1, parent2),
age: 0,
stage: 'baby' // baby → teen → adult
};
}
}
Animals to Implement:
- ✅ Sheep (Male + Female → Lamb, 7 days)
- ✅ Cows (Bull + Cow → Calf, 14 days)
- ✅ Chickens (Rooster + Hen → Chick, 3 days)
- ✅ Pigs (Boar + Sow → Piglet, 10 days)
- ✅ Horses (Stallion + Mare → Foal, 21 days)
Phase 2: Genetics System (v3.1)
Genetic Traits:
class GeneticsSystem {
inheritGenetics(parent1, parent2) {
return {
color: this.inheritColor(parent1, parent2),
size: this.inheritSize(parent1, parent2),
speed: this.inheritSpeed(parent1, parent2),
production: this.inheritProduction(parent1, parent2),
mutation: this.checkMutation() // 5% chance
};
}
inheritColor(p1, p2) {
// Mendelian genetics
const dominant = ['brown', 'black'];
const recessive = ['white', 'golden'];
// 50% from each parent
return Math.random() < 0.5 ? p1.color : p2.color;
}
checkMutation() {
if (Math.random() < 0.05) {
return {
type: 'golden_fleece',
rarity: 'legendary',
bonus: { production: 2.0 }
};
}
return null;
}
}
Traits to Track:
- Color inheritance (Mendelian genetics)
- Size variations (small/medium/large)
- Speed traits (fast/slow)
- Production traits (milk, wool, eggs)
- Rare mutations (5% chance)
Phase 3: Mutated Creatures (v3.2)
Special Buildings Required:
const mutantBuildings = {
mutation_lab: {
cost: { iron: 50, glass: 20, circuit: 10 },
unlockQuest: 'Lab Access'
},
reinforced_stable: {
cost: { steel: 30, concrete: 40 },
unlockQuest: 'Stable Foundation'
},
containment_field: {
cost: { energy_crystal: 5, steel: 20 },
powerCost: 50
},
genetic_sequencer: {
cost: { circuit: 15, glass: 10 },
unlockQuest: 'Gene Sample'
}
};
Quest Chain:
- "Stable Foundation" - Build Reinforced Stable
- "Lab Access" - Find Dr. Ana (NPC quest)
- "Gene Sample" - Collect mutant DNA (dungeon drop)
- "Controlled Breeding" - Complete safety course (tutorial)
Mutant Breeding:
class MutantBreedingSystem {
breedMutants(mutant1, mutant2) {
// Requires Mutation Serum
if (!this.hasItem('mutation_serum')) return false;
// Failure chances
const roll = Math.random();
if (roll < 0.5) {
return { result: 'death', message: 'Breeding failed - creature died' };
}
if (roll < 0.8) {
return { result: 'sterile', message: 'Offspring is sterile' };
}
// Success!
return {
result: 'success',
offspring: this.createMutantBaby(mutant1, mutant2),
loot: ['mutant_hide', 'mutant_horn']
};
}
}
Mutant Animals:
- 🐮 Mutant Cow - 2x size, aggressive, drops rare meat
- 🐔 Three-Headed Chicken - 3x eggs, chaotic movement
- 🐷 Giant Pig - Rideable mount, high HP
- 🐴 Zombie Horse - Undead, never tires, spooky
- 🐑 Fire Sheep - Flame wool, fire resistance
Phase 4: Breeding Stations (v3.3)
Station Types:
const breedingStations = {
love_pen: {
type: 'automatic',
animals: 'normal',
speed: 1.0,
cost: { wood: 20, fence: 10 }
},
incubation_chamber: {
type: 'controlled',
animals: 'eggs',
temperature: 'adjustable',
cost: { iron: 15, glass: 10 }
},
mutation_lab: {
type: 'manual',
animals: 'mutants',
failureChance: 0.5,
cost: { steel: 30, circuit: 20 }
},
cloning_vat: {
type: 'expensive',
animals: 'any',
cost: { energy_crystal: 10, bio_gel: 50 }
}
};
Phase 5: Baby Care System (v3.4)
Care Mechanics:
class BabyCareSystem {
updateBaby(baby, delta) {
// Hunger
baby.hunger -= delta / 60000; // 1% per minute
// Growth
if (baby.hunger > 50) {
baby.age += delta / 86400000; // 1 day = 1 age point
}
// Stage progression
if (baby.age > 7) baby.stage = 'teen';
if (baby.age > 14) baby.stage = 'adult';
// Bonding
if (this.isPlayerNearby(baby)) {
baby.bonding += delta / 120000; // 1% per 2 minutes
}
}
feedBaby(baby, food) {
baby.hunger = Math.min(100, baby.hunger + food.nutrition);
baby.bonding += 5; // Feeding increases bond
}
}
🤖 Farm Automation Tiers
Tier Progression:
Tier 1: Manual Labor
- Player does everything
- No automation
- Learning phase
Tier 2: Zombie Workers
- Unlock: Tame 5 zombies
- Speed: 50% of player
- Tasks: Plant, harvest, water
- Management: Required
Tier 3: Creature Helpers
- Unlock: Befriend 10 creatures
- Speed: 75% of player
- Tasks: Crafting, sorting, transport
- Specialization: Each creature type
Tier 4: Mechanical Automation
- Unlock: Build all automation buildings
- Speed: 100% (24/7)
- Tasks: Everything
- Management: Minimal
Tier 5: AI Farm
- Unlock: "Singularity" quest
- Speed: Self-optimizing
- Tasks: Autonomous
- Management: None (just collect profits)
🍳 Cooking & Recipe System
Implementation:
class CookingSystem {
discoverRecipe(ingredients) {
const recipe = this.matchRecipe(ingredients);
if (recipe && !this.knownRecipes.has(recipe.id)) {
this.knownRecipes.add(recipe.id);
return recipe;
}
}
cook(recipe) {
const food = {
name: recipe.name,
buffs: recipe.buffs,
spoilTime: Date.now() + recipe.freshness
};
return food;
}
}
Food Buffs:
- Speed boost (+20% for 5 minutes)
- Health regen (+5 HP/sec for 10 minutes)
- Stamina boost (+50 max stamina)
- XP boost (+50% for 1 hour)
🎣 Fishing System
Minigame:
class FishingMinigame {
startFishing() {
// Wait for bite
this.waitTime = Math.random() * 5000 + 2000;
setTimeout(() => {
this.showBiteIndicator();
this.startReelMinigame();
}, this.waitTime);
}
startReelMinigame() {
// Timing-based minigame
// Press space when indicator is in green zone
}
}
Fish Types:
- Common: Bass, Trout (70%)
- Rare: Salmon, Tuna (25%)
- Legendary: Golden Fish, Sea Dragon (5%)
⛏️ Mining & Dungeons
Cave Generation:
class CaveGenerator {
generateCave(depth) {
const cave = {
depth,
size: 50 + depth * 10,
ores: this.placeOres(depth),
enemies: this.spawnEnemies(depth),
boss: depth % 10 === 0 ? this.createBoss(depth) : null
};
return cave;
}
}
Ore Distribution:
- Depth 0-10: Copper, Tin
- Depth 10-20: Iron, Coal
- Depth 20-30: Gold, Silver
- Depth 30+: Diamond, Mythril
👹 Boss Battles
Boss Mechanics:
class BossSystem {
createBoss(type) {
return {
name: type,
hp: 10000,
phases: [
{ hp: 100, attacks: ['slash', 'charge'] },
{ hp: 50, attacks: ['slash', 'charge', 'summon'] },
{ hp: 25, attacks: ['berserk', 'aoe'] }
],
loot: this.generateLegendaryLoot()
};
}
}
Boss Types:
- Mutant King - Giant mutant cow
- Zombie Horde Leader - Commands zombie army
- Ancient Tree - Forest boss
- Ice Titan - Snow biome boss
- Fire Dragon - Final boss
📊 Implementation Priority
High Priority (v3.0):
- Normal Animal Breeding
- Genetics System
- Cooking System
- Fishing System
Medium Priority (v3.1):
- Mutant Creatures
- Baby Care System
- Mining System
- Automation Tiers
Low Priority (v3.2+):
- Boss Battles
- Dungeons
- AI Farm
- Advanced Genetics
💰 Budget Estimates
Development Time:
- Animal Breeding: 40 hours
- Genetics: 30 hours
- Mutants: 50 hours
- Cooking: 20 hours
- Fishing: 15 hours
- Mining: 40 hours
- Bosses: 30 hours
Total: ~225 hours (6 weeks full-time)
🎯 Success Metrics
Player Engagement:
- 80% of players breed animals
- 50% discover all recipes
- 30% breed mutants
- 60% reach automation tier 3+
Content Completion:
- All animals implemented
- 50+ recipes
- 10+ mutant types
- 5+ boss fights
Last Updated: 2025-12-12 23:05
Version: Roadmap v1.0
Status: 📋 Planning Phase
📝 Notes
This roadmap covers ALL remaining gameplay features from TASKS.md. Each system is designed to integrate with existing systems (FarmAutomation, BuildingVisuals, SkillTree, etc.).
Implementation should follow this order:
- Core mechanics first (breeding, cooking)
- Polish existing systems
- Add advanced features (mutants, bosses)
- Final optimization and balancing
Total estimated development time: 6-8 months for complete implementation of all features.