5.6 KiB
🔮 HYBRID ABILITY SYSTEM - Quick Summary
Date: 23.12.2025 02:08
System: HybridAbilitySystem.js (600 LOC)
Phase: 36 - Hybrid Skill
Progress: 50% → 70% COMPLETE 🔥
✅ What Was Implemented:
Core System:
- HybridAbilitySystem.js (600 lines of code)
- Alfa Energy resource (100 max, regenerates 5/sec)
- 4 unique abilities with cooldowns
- Buff management for zombies
- Visual effect system
- Player progression framework
⚡ The 4 Alfa Abilities:
Q: Heal Zombies 💚
- Cost: 25 Energy | Cooldown: 8s | Range: 150px
- Effect: Heals all zombies in range for +30 HP
- Visual: Green particles + floating heal numbers
- Use: Keep workers alive, recover after combat
E: Boost Zombies ⚡
- Cost: 30 Energy | Cooldown: 15s | Range: 200px
- Effect: +50% speed, +50% work efficiency, +30% damage for 10s
- Visual: Yellow aura around boosted zombies
- Use: Speed up harvests, boost guards during invasions
R: Calm Wild Zombies 😌
- Cost: 20 Energy | Cooldown: 12s | Range: 250px
- Effect: -50 aggression, +50% taming success for 15s
- Visual: Blue ripple + blue tint on zombies
- Use: Tame dangerous zombies safely
F: Sense Danger 🔍
- Cost: 15 Energy | Cooldown: 20s | Range: 400px
- Effect: Reveals all enemies in radius for 8s with red outline
- Visual: Red pulse expanding from player
- Use: Scout before exploring, detect ambushes
🎮 How It Works:
// In GameScene.js
this.hybridAbilitySystem = new HybridAbilitySystem(this);
// Player presses Q
→ Energy check (25 energy available?)
→ Cooldown check (not on cooldown?)
→ Execute ability
→ Find all zombies in 150px range
→ Heal each zombie +30 HP
→ Show green particles + floating text
→ Start 8s cooldown
→ Consume 25 energy
→ Energy regenerates automatically
🔗 Integration:
With ZombieSystem:
// ZombieSystem checks for active buffs
const buff = this.scene.hybridAbilitySystem.getZombieBuff(zombieId);
if (buff && buff.type === 'boost') {
workSpeed *= buff.efficiencyMultiplier; // +50%
moveSpeed *= buff.speedMultiplier; // +50%
damage *= buff.damageMultiplier; // +30%
}
During Taming:
// ZombieSystem taming check
const buff = this.scene.hybridAbilitySystem.getZombieBuff(zombieId);
if (buff && buff.type === 'calm') {
tameChance += 0.5; // +50% success rate
}
📊 Phase 36 Status:
| Component | Status |
|---|---|
| Alfa Mechanics (Z ombieSystem) | ✅ 100% Complete |
| Hybrid Abilities (HybridAbilitySystem) | ✅ 100% Complete |
| Zombie Communication/Dialogue | ❌ Not Started (30%) |
| Skill Tree UI | ❌ Not Started |
| Player Level System | ⏸️ Framework Ready |
Overall Phase 36: 70% COMPLETE 🔥
📁 Files Created:
-
src/systems/HybridAbilitySystem.js(600 LOC)- Main implementation
- All 4 abilities
- Buff management
- Visual effects
- Energy system
-
docs/HYBRID_ABILITY_INTEGRATION.md- Complete integration guide
- All abilities explained
- ZombieSystem integration examples
- Testing checklist
- UI implementation guide
🎯 What's Next for Phase 36:
To reach 100% completion:
-
Dialogue System (~200 LOC)
- Zombie speech levels (L1: grunts, L5: keywords, L10: sentences)
- Subtitle UI
- Lore integration
-
Skill Tree UI
- Visual skill tree
- XP progress bar
- Ability unlock notifications
-
Full Player Level System
- Implement XP tracking UI
- Level-up animations
- Ability progression (upgrade stats)
Estimated Time: 10-14 hours
💡 Key Design Decisions:
Why Separate System from MagicSystem?
- Different resource: Alfa Energy vs. Mana
- Different targets: Zombies vs. Enemies
- Different purpose: Support/control vs. Damage
- Different theme: Hybrid virus vs. Magic staffs
Why These 4 Abilities?
- Heal: Survival - keep your zombie workforce alive
- Boost: Efficiency - maximize productivity
- Calm: Safety - tame dangerous zombies without risk
- Sense: Awareness - know when danger is near
Each ability solves a real gameplay problem!
🚀 Impact:
For Gameplay:
- Deeper zombie management - You're not just commanding, you're empowering
- Strategic resource management - When to boost? When to save energy for heal?
- Safer exploration - Sense Danger + Calm makes exploring less punishing
- Tactical combat - Boost guards before waves, heal after battles
For Development:
- Phase 36: 50% → 70% (+20% coverage)
- 7th game system implemented (total: ~4,500 LOC across all systems)
- Reusable buff architecture (can extend for other systems)
- Foundation for player progression (XP, levels, unlocks)
🎉 Session Summary:
Time: ~30 minutes
Code Written: 600 LOC
Documentation: Comprehensive integration guide
Phase Progress: +20% (50% → 70%)
Remaining to 100%: Dialogue system + UI polish
Git Commit: 5579dbf
Status: ✅ PRODUCTION-READY FOR INTEGRATION
Next Recommended Steps:
- 💬 Implement Dialogue System (Phase 36 dialogue)
- 🗺️ Create 8x8 Tiled Map (Phase 37 micro farm)
- 💰 Add Minting Recipes (Phase 40 - quickest win!)
- 🎨 Generate Boss Sprites (Phase 43 prep)
🔮 The Alfa grows stronger...
"With the Hybrid Ability System, you're no longer just surviving the apocalypse—you're commanding it."