Files
novafarma/docs/QUICK_TASK_REFERENCE.md
NovaFarma Dev a4d2d137ec Tiled Map Editor Exploration + Bug Fixes
Tiled Setup:
- Installed Tiled v1.11.2 (winget)
- Created workflow documentation (.agent/workflows/tiled-map-setup.md)
- Generated demo Tiled map files (farm_map.tmx, .json, .tsx)
- Created TILED_INTEGRATION_STATUS.md documentation

 Bug Fixes:
- SaveSystem.js: Fixed compatibility with Flat2DTerrainSystem
- InteractionSystem.js: Added null checks for terrainSystem
- PreloadScene.js: Tiled asset loading (currently not used)

 Documentation:
- Created DNEVNIK.md (development diary)
- Updated QUICK_TASK_REFERENCE.md with recent work

 Note: Tiled integration incomplete (tileset size issues)
- Reverted to procedural Flat2DTerrainSystem (working)
- Future work: Create proper 192x192 tileset PNGs

Session: 2h (20:00-22:00)
Date: 14.12.2024
2025-12-14 22:55:29 +01:00

7.3 KiB

QUICK TASK REFERENCE - All Phases

Quick overview of all tasks across all 6 phases


🆕 RECENT WORK (14.12.2024)

Tiled Map Editor Exploration

  • Install Tiled Map Editor v1.11.2
  • Create workflow documentation (tiled-map-setup.md)
  • Generate demo Tiled map files (.tmx, .json, .tsx)
  • Fix SaveSystem.js compatibility with Flat2DTerrainSystem
  • Fix InteractionSystem.js null checks
  • Future: Complete Tiled integration (tileset size issues)
  • Future: Create proper 192x192 tileset PNG files
  • Future: Test Tiled maps in-game

2D Visual Refinements (Previous Session)

  • Cherry blossom trees (flat 2D style)
  • Vibrant tile colors (grass, water, dirt)
  • Cartoon-style outlines
  • Day/Night cycle (already in WeatherSystem)

🧪 PHASE 1: TESTING & QA (1-2 weeks)

Integration Tests (5)

  • Test all 27 systems together
  • Verify system interactions
  • Test save/load with all systems
  • Verify settings persistence
  • Check for conflicts

Performance Tests (5)

  • Baseline FPS test
  • Full load FPS test
  • Stress test
  • Memory usage test
  • Entity pooling test

Accessibility Tests (13)

  • Screen reader navigation
  • Screen reader announcements
  • Color blind modes (4 types)
  • Keyboard-only navigation
  • Controller support (3 types)
  • One-handed layouts (2)
  • High contrast modes (2)
  • UI scaling (3 sizes)
  • Photosensitivity protection

Platform Tests (4)

  • Windows 10/11
  • Mobile (touch controls)
  • Controllers (Xbox, PS, Switch)
  • Steam Deck

Total: 27 tests


🎨 PHASE 2: ASSET CREATION (2-4 weeks)

Character Sprites

  • Player (112 frames)
  • NPCs (208 frames)
  • Enemies (340 frames)
  • Animals (190 frames)
  • Worker Creatures (384 frames)
  • Bosses (160 frames)

Building & Environment

  • Buildings (225 sprites)
  • Crops (25 sprites)
  • Resources (30 sprites)
  • Items (70 sprites)

UI Graphics

  • Icons (250)
  • Backgrounds (4)
  • Panels (4)
  • Effects (15)

Sound Effects

  • Player sounds (9)
  • Farming sounds (10)
  • Combat sounds (12)
  • Animal sounds (10)
  • Weather sounds (6)
  • UI sounds (7)
  • Special sounds (10)

Music

  • Main menu theme
  • Daytime music
  • Nighttime music
  • Combat music
  • Boss music (5 tracks)
  • Victory music
  • Emotional music

Total: ~2,147 assets


📝 PHASE 3: CONTENT CREATION (2-3 weeks)

Dialogue Writing

  • Jakob (45 nodes, 2,000 words)
  • Lyra (50 nodes, 2,500 words)
  • Grok (38 nodes, 1,500 words)
  • Dr. Chen (45 nodes, 2,000 words)

Quest Design

  • Act 1 quests (4)
  • Act 2 quests (4)
  • Act 3 quests (5)

Cutscene Scripts

  • Arrival (500 words)
  • First Zombie (300 words)
  • City Discovery (400 words)
  • Boss Reveal (600 words)

Ending Narratives

  • Cure Ending (800 words)
  • Zombie King Ending (800 words)
  • Escape Ending (800 words)
  • Farmer Ending (800 words)
  • Mutation Ending (800 words)

Proofreading

  • Proofread all dialogue
  • Check for typos
  • Verify consistency

Game Balance

  • Balance resource costs
  • Balance item prices
  • Balance crafting recipes
  • Balance skill costs
  • Balance automation efficiency
  • Balance enemy difficulty
  • Balance boss difficulty
  • Balance survival mechanics
  • Balance progression speed
  • Test all playstyles

Total: ~13,800 words + balance


🌐 PHASE 4: MARKETING (2-3 weeks)

Trailer

  • Script trailer
  • Record gameplay footage
  • Edit trailer
  • Add music and effects
  • Create versions (30s, 1min, 2min)

Screenshots

  • Capture 20+ gameplay screenshots
  • Capture feature screenshots
  • Capture accessibility screenshots
  • Edit and polish
  • Create gallery

Press Kit

  • Write game description
  • Create fact sheet
  • Compile screenshots
  • Include trailer links
  • Add developer info

Steam Page

  • Write store description
  • Create feature list
  • Upload screenshots
  • Upload trailer
  • Set pricing
  • Configure tags
  • Set release date

Social Media

  • Create Twitter/X account
  • Create Discord server
  • Create Reddit community
  • Create YouTube channel
  • Create TikTok account
  • Post development updates
  • Share screenshots
  • Share gameplay clips
  • Engage with community
  • Build hype

🚢 PHASE 5: RELEASE PREP (1-2 weeks)

Beta Testing

  • Recruit 10-20 beta testers
  • Set up feedback system
  • Collect feedback
  • Fix reported issues
  • Thank beta testers

Final Polish

  • Final bug fixes
  • Final performance optimization
  • Final accessibility check
  • Final content review
  • Final build testing

Documentation

  • Write user manual
  • Create tutorial videos
  • Write FAQ
  • Create troubleshooting guide
  • Translate to other languages (optional)

Launch Day

  • Upload final build to Steam
  • Publish store page
  • Post launch announcement
  • Monitor for issues
  • Respond to community
  • CELEBRATE! 🎉

📊 PHASE 6: POST-LAUNCH (Ongoing)

Week 1

  • Monitor bug reports
  • Fix critical bugs
  • Release first patch
  • Respond to all feedback

Week 2-4

  • Balance updates
  • Fix high-priority bugs
  • Release patches
  • Engage community

Month 2-3

  • Quality of life improvements
  • New features based on feedback
  • Community events

Month 4+

  • Content updates
  • New quests
  • New items
  • New creatures
  • Seasonal events

DLC Planning

  • Plan new story acts
  • Plan new biomes
  • Plan new creatures
  • Plan new automation tiers
  • Plan new multiplayer modes

📊 TOTAL TASK SUMMARY

By Phase

  • Phase 1: 27 tests
  • Phase 2: ~2,147 assets
  • Phase 3: ~13,800 words + 10 balance tasks
  • Phase 4: ~25 marketing tasks
  • Phase 5: ~20 prep tasks
  • Phase 6: Ongoing support

By Category

  • Testing: 27 tasks
  • Visual Assets: ~2,067 items
  • Audio Assets: 80 items
  • Writing: ~13,800 words
  • Balance: 10 tasks
  • Marketing: 25 tasks
  • Release: 20 tasks
  • Post-Launch: Ongoing

🎯 CURRENT PRIORITIES

This Week

  1. Complete Phase 1 testing
  2. Start Phase 2 asset planning
  3. Begin Phase 4 marketing prep

Next 2 Weeks

  1. Phase 2: Create essential assets
  2. Phase 3: Write core dialogue
  3. Phase 4: Create trailer

Next Month

  1. Complete all assets
  2. Complete all content
  3. Finalize marketing

10-12 Weeks

  1. Beta testing
  2. Final polish
  3. 🚀 LAUNCH!

PROGRESS TRACKING

Completed

  • All 27 systems implemented
  • All code written (~15,900 lines)
  • All documentation created
  • Production-ready build

In Progress 🔄

  • Phase 1: Testing (1/27 tests done)

Pending 📋

  • Phase 2: Assets
  • Phase 3: Content
  • Phase 4: Marketing
  • Phase 5: Release
  • Phase 6: Post-Launch

🚀 Ready to execute all phases! 🚀


Quick Task Reference - December 13, 2025

Use this for quick overview, see individual phase plans for details