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novafarma/docs/KRVAVA_ZETEV_DESIGN.md
2025-12-11 22:44:38 +01:00

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🧟 KRVAVA ŽETEV - GAME DESIGN DOCUMENT

Genre: Post-Apocalyptic Farm/Life-Sim RPG
Style: 2.5D Isometric (Stardew Valley meets Graveyard Keeper)
Platform: PC (Windows/Mac/Linux), Mobile (future)


🎮 CORE CONCEPT:

"Stardew Valley, ampak z zombiji kot delavci."

Najstnik z dreadlocksi (Hybrid/Alpha) išče svojo sestro v post-apokaliptičnem svetu. Uporablja zombije kot delavce za kmetovanje, rudarjenje in obnovo porušenega mesta.


🎨 ART STYLE: 2.5D ISOMETRIC

Izbira Perspektive:

2.5D Isometric (PRIPOROČENO)

  • Similar to: Stardew Valley, Graveyard Keeper
  • Allows depth (zombies walking behind objects)
  • Easier to implement farming (tile-based)
  • Proven successful in farm sims
  • Perfect for procedural world generation

Alternative (Pure 2D Side-Scrolling):

  • ⚠️ Harder to show farm layout
  • ⚠️ Less suitable for top-down farming

DECISION: 2.5D Isometric


🌈 COLOR PALETTE:

Post-Apocalyptic Farming:

Primary Colors:

  • 🟢 Faded Green: #4A7C59 (grass, crops)
  • 🟤 Brown/Rust: #8B4513 (dirt, wood)
  • Dark Gray: #3C3C3C (ruins, stone)
  • 🔴 Dried Blood: #8B0000 (danger, mutants)

Accent Colors:

  • 🟡 Hope Yellow: #F4E04D (crops ready, sun)
  • 🔵 Calm Blue: #4A7C8B (water, night)
  • 💜 Virus Purple: #6A0DAD (player aura, hybrid powers)
  • 🧟 Zombie Green: #556B2F (zombies, decay)

UI Colors:

  • 🟢 UI Green: #00FF41 (health, selected)
  • 🔴 Warning Red: #FF4444 (low health, danger)
  • Text White: #FFFFFF (main text)
  • Panel Dark: #1A1A1A (UI background)

👤 PROTAGONIST DESIGN:

Main Character - "Hybrid Alpha"

Name: (Player chooses, default: "Kai")
Age: 17-18
Appearance:

  • Hair: Green dreadlocks (virus-tinted)
  • Eyes: Purple glow (hybrid mutation)
  • Clothes: Torn hoodie, cargo pants, work boots
  • Tools: Always carries rusty hoe/pickaxe

Sprite Size: 32x32 pixels (base), 64x64 (detailed)
Animation States:

  • Idle (breathing)
  • Walk (8 directions)
  • Farm (swing hoe/plant/harvest)
  • Attack (swing weapon)
  • Tired (hunched, slow)

Pixel Art Reference:

    👤
   /|\\    Dreadlocks flow behind
  / | \\   Purple aura shimmer
 🔧 |  🔧  Tools in hands
   / \\    Work boots

🧟 ZOMBIE WORKERS DESIGN:

Zombie Types:

1. Basic Zombie (Common)

  • Look: Stagger walk, torn clothes, green skin
  • Jobs: Farming, Watering, Harvesting
  • Speed: 50% of player
  • Sprite: 32x32, simple shuffle animation

2. Miner Zombie (Uncommon)

  • Look: Hard hat, pickaxe stuck in hand
  • Jobs: Mining, Digging, Rock breaking
  • Speed: 60% of player (stronger)
  • Sprite: 32x32, swinging pickaxe loop

3. Guard Zombie (Rare)

  • Look: Police uniform, military gear
  • Jobs: Patrolling, Fighting mutants
  • Speed: 70% of player (aggressive)
  • Sprite: 32x32, patrol + attack states

4. Elite Zombie (Legendary)

  • Look: Glowing eyes, intact uniform
  • Jobs: All tasks, can manage others
  • Speed: 90% of player
  • Sprite: 48x48, detailed animations

Sprite Animations:

  • Walk (shuffle)
  • Work (farming/mining)
  • Idle (sway, moan)
  • Decay (falling apart)
  • Rest (in grave, regenerating)

🏠 ENVIRONMENT TILES:

Terrain (32x32 isometric diamonds):

Farm Tiles:

  • Grass (full, half, patchy)
  • Dirt (dry, tilled, watered)
  • Crops (wheat, carrot, potato - 4 growth stages)
  • Water (animated, 4 frames)

Path Tiles:

  • Stone path
  • Dirt path
  • Gravel
  • Broken asphalt (ruins)

Special Tiles:

  • Farm fence (wood, stone, metal)
  • Graves (zombie beds!)
  • Workstations (furnace, crafting table)
  • Mario Plants (piranha flowers - 3 sizes)

🏚️ RUINED CITY DESIGN:

Main Hub - "Cidade Morta" (Dead City)

Districts:

1. Farm District (Starting area)

  • 8x8 Micro Farm (player starts here)
  • Expandable zones (unlock by clearing)
  • Fence perimeter (build to protect)

2. Residential District (NPC homes)

  • 5-10 Ruined houses
  • Each house = 1 NPC questline
  • Repair costs: Wood, Stone, Gold

3. Market Square (Economy)

  • Merchant stalls (repair to unlock)
  • Blacksmith (Kovač) - Tier 1 building
  • Baker (Pekarna) - Tier 2
  • Inventor (Mutant Tech) - Tier 3

4. Lab Ruins (Late game)

  • Underground entrance
  • Where virus started
  • Sister's location (final quest)

5. Forest Edge (Danger zone)

  • Where Zmaj-Volk (Dragon-Wolf) roams
  • High-tier resources
  • Mutant encounters

🛠️ UI DESIGN (2.5D HUD):

Layout (Stardew-inspired):

┌─────────────────────────────────────────────┐
│  ❤️❤️❤️ HP    🍖🍖 Hunger   💰 123 Gold    │
│  Day 7 🌙     Hybrid Lv.3    XP: ████─     │
├─────────────────────────────────────────────┤
│                                             │
│         [ISOMETRIC GAME VIEW]               │
│                                             │
│         Player walking on farm              │
│         Zombies working in background       │
│                                             │
├─────────────────────────────────────────────┤
│ 🔧 Hoe  🌱 Seeds  ⚔️ Sword  🪓 Axe  ⛏️ Pick │  ← Hotbar
│   [1]     [2]      [3]     [4]     [5]     │
└─────────────────────────────────────────────┘

UI Elements:

  • Top Bar: Health, Hunger, Gold, Day/Time, Level
  • Hotbar: 5 quick slots (tools, items)
  • Mini-map: Top-right corner (expandable)
  • Zombie Panel: Left side (shows all workers + status)

🎭 FIRST NPC - KOVAČ (BLACKSMITH)

Character Profile:

Name: Ivan Kovač
Age: 45
Role: Blacksmith, Tool Maker

Appearance:

  • Build: Muscular, bald, burn scars
  • Clothes: Leather apron, thick gloves
  • Personality: Gruff but fair, loves hard work

Sprite: 32x32, hammer swing animation

House State:

  • Ruined: Roof collapsed, forge cold
  • Repaired: New roof, working forge, smoke

Repair Requirements:

  • 100 Wood
  • 50 Stone
  • 10 Gold Coins
  • 1 Iron Bar (from mining)

Unlocks After Repair:

  • Tier 2 Tools (Iron Hoe, Iron Pickaxe)
  • Tool Repair Service
  • Zombie Rental (rent 2 zombies for 5 gold/day)
  • Quest: "Lost Hammer" (find his father's hammer in ruins)

Dialogue:

First Meeting:
"Eh? You're alive? And you smell like... zombie? 
Strange. But if you can fix my forge, I'll make you 
the best tools in this cursed land."

After Repair:
"You did good, kid. Now, what do you need? 
Iron? Steel? Or maybe... a weapon for that 
Dragon-Wolf everyone fears?"

📐 TILE SIZE & RESOLUTION:

Game Resolution: 1280x720 (720p, scalable to 1080p)
Tile Size: 32x32 pixels (base)
Isometric Diamond: 64x32 (width x visual height)
Character Sprite: 32x32 (player), 48x48 (detailed NPCs)
UI Scale: 100% (can scale to 150%, 200% for accessibility)


🎯 VISUAL HIERARCHY:

Depth Layers (Back to Front):

  1. Background: Sky, clouds (parallax)
  2. Far Terrain: Distant ruins, mountains
  3. Mid Terrain: Trees, buildings
  4. Ground: Grass, dirt, paths
  5. Crops: Wheat, carrots (player interacts)
  6. Entities: Player, zombies, NPCs
  7. Effects: Particles, shadows
  8. UI: HUD, menus (always on top)

🌟 UNIQUE VISUAL FEATURES:

1. Hybrid Aura (Player):

  • Purple shimmer around player (subtle pulse)
  • Intensifies when near zombies
  • Glows brighter at night

2. Zombie Decay:

  • Zombies slowly change color (green → gray)
  • Cracks appear on skin
  • Eventually collapse into fertilizer pile

3. Grave Mechanic:

  • Zombies sleep IN graves (not beds)
  • Graves have dirt mound + cross/tombstone
  • Glow effect when zombie is resting

4. Mario Plants (Carnivorous):

  • 3 Growth stages: Sprout → Bud → Full Flower
  • Animated mouth (opens/closes)
  • Particles when fed (drip blood/glow)

📝 NEXT STEPS:

For Visual Development:

  1. Create player sprite (dreadlocks, purple eyes)
  2. Design 3 zombie types (basic, miner, guard)
  3. Draw Kovač (blacksmith) sprite
  4. Create 5 core tiles (grass, dirt, water, stone, wood)
  5. UI mockup (HUD layout)

For Gameplay: 6. [ ] Implement isometric movement 7. [ ] Add zombie pathfinding 8. [ ] Create grave building mechanic 9. [ ] NPC dialogue system 10. [ ] Farm expansion system


VISION SET! Ready for art generation! 🎨

Created: 11.12.2025 - 21:40