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🌍 MRTVA DOLINA - World Expansion Master Plan

Version: 2.0 Alpha
Date: January 5th, 2026
Status: 🚀 READY FOR IMPLEMENTATION


🎯 CORE CONCEPT:

"From Ruins to Restoration" - Igralec začne v svetu popolnih ruševin. Vsako mesto je uničeno, zombi prevladujejo, narava je divja. Tvoj cilj: Obnoviti 27 mest in postati Odrešenik Doline.


🏚️ 1. SISTEM OBNOV MEST (27 Town Restoration)

Koncept:

  • Vseh 27 mest se začne kot RUŠEVINE
  • Vsako mesto ima 2 vizualna stanja: Ruined → Restored
  • Vsako mesto zahteva unikatne surovine in quest chain za obnovo
  • Ko obnoviš mesto, se naselijo prebivalci (ljudje ali troli)

Restoration Faze:

FAZA 1: Ruševine (Starting State)

- Porušene zgradbe
- Zombi patrole
- Divja narava (trnje, ovire)
- NI trgovcev, NI storitev

FAZA 2: Delna Obnova (Mid-game)

- Delno očiščeno
- Začasno obzidje
- Prvi prebivalci se vrnejo
- Osnovna trgovina aktivna

FAZA 3: Popolna Obnova (End-game)

- Popolnoma obnovljeno
- Močno obzidje
- Populacija 100%
- Vsi NPC-ji aktivni
- Unikatne nagrade odklenete

Restoration Requirements Example:

Mesto: FROST HAVEN (Frozen Wasteland)

{
  name: "Frost Haven",
  biome: "Frozen Wasteland",
  state: "ruined", // ruined → partial → restored
  
  restoration: {
    phase1: {
      materials: { wood: 500, stone: 1000, iron: 200 },
      quest: "Clear 50 zombies from town",
      reward: "Basic Trading Post unlocked"
    },
    phase2: {
      materials: { steel: 300, gold: 100, magic_crystal: 50 },
      quest: "Build town walls",
      reward: "Frost Haven Citizens return (5 NPCs)"
    },
    phase3: {
      materials: { diamond: 50, legendary_ore: 10, ancient_scroll: 5 },
      quest: "Defeat Ice Tyrant Boss",
      reward: "Legendary Ice Forge + Frost Queen NPC"
    }
  },
  
  citizens: {
    max: 12,
    current: 0,
    types: ["merchant", "blacksmith", "mage", "farmer", "guard"]
  }
}

Gift System:

Ko obnoviš mesto, prejmeš City Gratitude Gift:

  • Rare blueprints
  • Unique tools
  • Legendary seeds
  • Special NPCs (master craftsmen)
  • Automation helpers (roboti, priročne ročke)

🧟 2. ZOMBI SKAVT (Loyal Companion)

Koncept:

Prijazni zombi, ki si ga "udomačiš" na začetku igre. Namesto da te napade, postane tvoj raziskovalec in vodič.

Visual Design:

  • Style 32 Dark-Chibi Noir
  • IDENTIFIKACIJA: Modra ali rdeča rutica okoli vratu
  • Red eyes WITH pupils (friendly variant)
  • Backpack for carrying items
  • Animations: Idle, Walking, Pointing, Digging

Leveling System:

{
  name: "Scout",
  type: "zombie_companion",
  level: 1, // max 20
  
  stats: {
    speed: 100,           // Movement speed
    vision: 150,          // Detection radius
    carryCapacity: 10,    // Item slots
    intelligence: 50      // Pathfinding quality
  },
  
  skills: {
    shortcuts: {
      level: 1,
      description: "Finds shortcuts through biomes",
      unlockAt: [3, 7, 12, 18] // Better paths at these levels
    },
    
    treasureHunter: {
      level: 1,
      description: "Finds rare items in biomes",
      rareChance: 5, // +5% per level
    },
    
    dangerSense: {
      level: 1,
      description: "Warns about nearby threats",
      range: 100 // +50 pixels per level
    },
    
    resourceScout: {
      level: 1,
      description: "Marks resource nodes on map",
      types: ["ore", "plants", "chests"]
    }
  },
  
  evolution: {
    // Every 5 levels, scout gets visual upgrade
    5: "Scout gains lantern (lights dark areas)",
    10: "Scout gains armor (can fight weak zombies)",
    15: "Scout gains wings (can scout flying)",
    20: "Scout becomes LEGENDARY (glowing aura)"
  }
}

Gameplay Integration:

  • Command System: Right-click to send scout exploring
  • Auto-follow: Scout follows you and marks dangers
  • Item Retrieval: Can send scout to fetch items
  • Map Markers: Scout marks discoveries on map

3. NOMADSKI ROPARJI (Nomad Raiders)

Koncept:

Dinamična nevarnost - roparji, ki nimajo stalnega doma in potujejo med biomi. Poskušajo oropati tvojo kmetijo ali te napadejo na poti med mesti.

Raider Types:

A) Desert Nomads

Biome: Desert Storm
Appearance: Tan robes, scimitars, camels
Threat: Medium
Loot: Spices, gold, desert seeds

B) Frost Bandits

Biome: Frozen Wasteland
Appearance: Fur armor, ice weapons
Threat: High
Loot: Furs, ice crystals, frozen meat

C) Jungle Marauders

Biome: Ancient Rainforest
Appearance: Tribal masks, poison darts
Threat: Very High
Loot: Rare plants, ancient artifacts

D) Tech Scavengers

Biome: Neon Ruins
Appearance: Cyberpunk gear, laser weapons
Threat: Extreme
Loot: Tech parts, batteries, robots

Raider Behavior System:

{
  type: "nomad_raiders",
  
  spawn: {
    method: "dynamic", // Not tied to location
    frequency: "4-7 days in-game",
    warning: "Scout can detect 1 day in advance"
  },
  
  camps: {
    temporary: true,
    duration: "2-3 days",
    location: "random biome edge",
    structures: ["tents", "campfire", "loot_chests"]
  },
  
  raids: {
    targets: ["farm", "caravan", "restored_towns"],
    
    farmRaid: {
      trigger: "If you have 1000+ crops stored",
      waves: 3,
      loot_stolen: "20% of stored crops",
      defense: "Build walls, hire guards, set traps"
    },
    
    caravanAmbush: {
      trigger: "Traveling between towns with valuables",
      chance: 30, // 30% per trip
      combat: true,
      loot_dropped: "If you win, take their supplies"
    }
  },
  
  difficulty_scaling: {
    // Raiders get stronger as you progress
    early_game: "2-3 raiders, basic weapons",
    mid_game: "5-8 raiders, steel weapons, traps",
    late_game: "10-15 raiders, magic weapons, siege equipment"
  }
}

Defense Systems:

  • Farm Walls: Build perimeter defenses
  • Guard Towers: Hire NPC guards
  • Zombie Allies: Tamed zombies defend your farm
  • Scout Warning: Get advance notice of raids

🏗️ 4. BIOMSKA ARHITEKTURA (27 Unique Town Styles)

Koncept:

Vsak biom ima unikaten stil arhitekture. Mesta v gozdu so lesena, mesta v futurističnih biomih imajo stolpnice, puščavska mesta so iz peska.

Biome Architecture Styles:

Biome Building Material Roof Style Color Palette Special Feature
Temperate Forest Wood, stone Thatched Brown, green Treehouses
Frozen Wasteland Ice, metal Flat White, blue Igloos
Desert Storm Sandstone Domed Tan, gold Wind towers
Ancient Rainforest Bamboo, vines Leaf Green, brown Canopy bridges
Volcanic Ashlands Obsidian, lava rock Pointed Black, red Lava moats
Toxic Swamp Rotted wood Mossy Green, purple Stilts
Crystal Caves Crystal shards Jagged Purple, cyan Glowing walls
Neon Ruins Steel, glass Flat Neon colors Holograms
Haunted Hollow Bone, dark stone Sharp Gray, purple Floating stones
Floating Islands Cloud marble Curved White, gold Anti-gravity

(20 total biomes, each with unique style)

Building Types per Town:

{
  town_buildings: [
    // CORE (Every town has these)
    "town_hall",          // Main building
    "trading_post",       // Merchant
    "inn",                // Rest/save point
    "blacksmith",         // Crafting
    "general_store",      // Basic items
    
    // BIOME-SPECIFIC (Unique to each biome)
    "unique_service_1",   // e.g., "Ice Forge" in Frozen biome
    "unique_service_2",   // e.g., "Sand Glassworks" in Desert
    "special_landmark",   // Visual centerpiece
    
    // RESTORATION ADDITIONS
    "guard_tower",        // Defense
    "farm_school",        // Teaches new crop types
    "magic_laboratory",   // Enchanting services
    "airship_dock"        // Fast travel (late game)
  ]
}

🎨 5. ASSET GENERATION PLAN

Total Assets Needed:

A) TOWN BUILDINGS:

27 towns × 12 building types × 2 states (ruined/restored) = 648 buildings
PLUS variations (damaged, partial) = ~900 building sprites

B) ZOMBI SKAVT:

1 base sprite × 4 directions × 3 animations = 12 sprites
+ 4 evolution forms × 12 = 48 total

C) NOMAD RAIDERS:

4 raider types × 6 unit variants × 4 directions = 96 sprites
+ 4 camp structures × 2 states = 8 camp sprites
Total: ~110 raider sprites

D) GIFT UI:

1 Gift Window UI
6 Gift Box variations (common → legendary)
20 Gift Icon overlays
Total: 27 UI elements

PHASE 1 Priority (Kickstarter Demo):

Generate NOW:

  1. 3 Sample Towns (Forest, Desert, Frozen) - Ruined + Restored

    • 3 × 8 core buildings × 2 states = 48 sprites
  2. Zombi Skavt - Base version

    • 1 × 4 directions × 2 animations = 8 sprites
  3. 1 Raider Type - Desert Nomads

    • 1 × 4 variants × 4 directions = 16 sprites
    • 1 camp set = 4 sprites
  4. Gift System UI - Basic version

    • 1 window + 3 gift boxes = 4 UI elements

Total Phase 1: ~80 sprites


📊 6. GAME SYSTEMS INTEGRATION

New Systems to Code:

A) Town Restoration System

// src/systems/TownRestorationSystem.js

class TownRestorationSystem {
  constructor() {
    this.towns = this.loadTowns(); // 27 towns
    this.currentPhase = {}; // Track each town's phase
  }
  
  restoreTown(townId, materials) {
    // Check if player has required materials
    // Update town visual state
    // Spawn new NPCs
    // Award gifts
    // Update map
  }
  
  calculateProgress(townId) {
    // Return 0-100% restoration progress
  }
  
  getTownGift(townId, phase) {
    // Return unique reward for this town/phase
  }
}

B) Zombie Scout System

// src/systems/ZombieScoutSystem.js

class ZombieScoutSystem {
  constructor() {
    this.scout = {
      level: 1,
      experience: 0,
      skills: {},
      position: { x: 0, y: 0 }
    };
  }
  
  commandScout(target) {
    // Send scout to explore area
    // Pathfinding with shortcut detection
  }
  
  levelUp() {
    // Increase stats
    // Unlock new abilities
    // Visual evolution
  }
  
  detectDanger() {
    // Scan area for threats
    // Warn player
  }
}

C) Nomad Raider System

// src/systems/NomadRaiderSystem.js

class NomadRaiderSystem {
  constructor() {
    this.activeRaiders = [];
    this.camps = [];
    this.nextRaidTime = this.calculateNextRaid();
  }
  
  spawnRaiders(biome) {
    // Create raider group
    // Set patrol path
    // Establish temporary camp
  }
  
  checkRaidConditions() {
    // Farm wealth threshold
    // Player location (caravan)
    // Time since last raid
  }
  
  executeRaid(target) {
    // Launch attack
    // Combat logic
    // Loot calculation
  }
}

🗺️ 7. WORLD MAP UPDATES

Map Markers:

{
  markers: {
    // TOWNS (27)
    town_ruined: "🏚️ Gray icon, no name",
    town_partial: "🏘️ Yellow icon, name visible",
    town_restored: "🏰 Green icon, full info",
    
    // RAIDERS
    raider_camp: "⛺ Red icon, temporary",
    raider_patrol: "🔴 Moving red dot",
    
    // SCOUT DISCOVERIES
    shortcut: "➡️ Blue path",
    treasure: "💎 Yellow star",
    danger: "⚠️ Orange warning",
    resource: "📦 Green box"
  }
}

📝 8. IMPLEMENTATION CHECKLIST

CODE:

  • Create TownRestorationSystem.js
  • Create ZombieScoutSystem.js
  • Create NomadRaiderSystem.js
  • Create GiftRewardSystem.js
  • Update GameScene.js - integrate new systems
  • Update MapScene.js - new markers
  • Create TownUI.js - restoration interface
  • Create ScoutUI.js - command interface

ASSETS:

  • Generate 48 town building sprites (3 towns × 8 buildings × 2 states)
  • Generate 8 Zombi Skavt sprites (base form)
  • Generate 20 Raider sprites (1 type)
  • Generate 4 camp structure sprites
  • Generate 4 Gift UI elements
  • Organize into folders:
    assets/slike 🟢/
      ├── towns/
      │   ├── forest/
      │   ├── desert/
      │   └── frozen/
      ├── companions/
      │   └── zombie_scout/
      ├── raiders/
      │   └── desert_nomads/
      └── ui/
          └── gifts/
    

DATA:

  • Create town_registry.json - All 27 towns
  • Create raider_types.json - All raider variants
  • Create gift_catalog.json - All possible rewards
  • Create scout_skills.json - Skill tree data

DOCUMENTATION:

  • Update Game Bible with new systems
  • Create Town Restoration Guide
  • Create Scout Training Manual
  • Create Raider Defense Tactics Guide

🎯 SUCCESS CRITERIA:

Kickstarter Demo Ready When:

  1. 3 towns show clear Ruined → Restored transformation
  2. Zombi Skavt is playable and useful
  3. 1 raider encounter is scripted and functional
  4. Gift system awards players for restoration
  5. All new assets visible in asset browser
  6. Deep code scan shows 0 errors

🚀 TIMELINE:

Phase 1 (Today): Generate assets + code foundations (6 hours)
Phase 2 (Tomorrow): Integration + testing (4 hours)
Phase 3 (Day 3): Polish + demo recording (2 hours)

TOTAL: 12 hours to Kickstarter-ready expansion


Status: 🟢 READY TO START GENERATION

Next Command: Generate Phase 1 assets (80 sprites)