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novafarma/docs/GAMEPLAY_FEATURES_ROADMAP.md
2025-12-13 00:02:38 +01:00

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🎮 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:

  1. "Stable Foundation" - Build Reinforced Stable
  2. "Lab Access" - Find Dr. Ana (NPC quest)
  3. "Gene Sample" - Collect mutant DNA (dungeon drop)
  4. "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):

  1. Normal Animal Breeding
  2. Genetics System
  3. Cooking System
  4. Fishing System

Medium Priority (v3.1):

  1. Mutant Creatures
  2. Baby Care System
  3. Mining System
  4. Automation Tiers

Low Priority (v3.2+):

  1. Boss Battles
  2. Dungeons
  3. AI Farm
  4. 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:

  1. Core mechanics first (breeding, cooking)
  2. Polish existing systems
  3. Add advanced features (mutants, bosses)
  4. Final optimization and balancing

Total estimated development time: 6-8 months for complete implementation of all features.