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🎮 DOLINASMRTI - PRODUCTION GAME BIBLE v2.6

Created: 06.01.2026 21:30 CET
Last Updated: 12.01.2026 23:50 CET | 💰 PRICING LOCKED: €10 Early Access / €30 Full Release
Source: Merged from generate_assets_full.py + GAME_BIBLE v1 + Faza 2 + Master Commands + Week 1 + Audio + AI + Advanced + Intro/Aging Marathon + Asset Audit JAN 12 + PLANNING MARATHON
Version: 3.0 - MASTER PLAN SYNC
Status: 💰 OFFICIAL PRICING DECISION LOCKED - €10 (EA) / €30 (v1.0) - NO DLC!

📊 ASSET STATUS (12.01.2026):

  • Total Images: 3,477 PNG/JPG/WEBP files
  • Lines of Code: 104,439 lines in src/
  • Game Systems: 188 implemented systems
  • Phaser Scenes: 18 active scenes
  • Audio: 12 music tracks + 53 voiceover files

Intellectual Property:

  • Game Title: "Krvava Žetev" / "DolinaSmrti" / "Bloody Harvest"
  • Original Creator: David Kotnik
  • Development Studio: Hipodevil666 Studios™
  • Copyright: © 2024-2026 David Kotnik. All Rights Reserved.
  • Trademark: DolinaSmrti™ is a trademark of Hipodevil666 Studios™

IP Rights & Usage:

  • All characters, artwork, code, music, story, and game mechanics are the exclusive intellectual property of David Kotnik
  • Unauthorized reproduction, distribution, or derivative works are prohibited
  • Game concept, design document, and all associated materials are confidential
  • This document is for internal production use only

Development Credits:

  • Creator & Lead Developer: David Kotnik
  • Studio: Hipodevil666 Studios™
  • Engine: Phaser 3 (JavaScript/Web)
  • Art Style: Style 32 Dark-Chibi Noir (Original)
  • Target Platform: PC (Web-based)
  • Development Start: 2024
  • Current Version: Alpha 2.5 (Week 1 Production Ready)

This game and all associated materials are protected under Slovenian and international copyright law. Any unauthorized use, reproduction, or distribution may result in legal action. For licensing inquiries, contact: [David Kotnik / Hipodevil666 Studios™]


Creator's Philosophy & Life Manifest:

🎨 My Aesthetic:

  • 😊 Emojis, 💎 Piercings, 🎨 Tattoos, 🌈 Dreadlocks
  • 👖 Baggy Pants, 🛹 Longboard, 🛹 Skateboard
  • 🎸 Punk Spirit, 🎮 ADHD Energy, Creative Chaos

💭 My Life Motto:

"Življenje gre prehitro mimo - zato uživaj vsako sekundo, kot da je zadnji dan tvojega življenja!"
("Life goes by too fast - so enjoy every second like it's the last day of your life!")

🔥 My Philosophy:

  • Upaj si, če želiš! (Dare if you want!)
  • Si daj delati piercing! (Get yourself a piercing!)
  • Ne poslušaj kolegov! (Don't listen to naysayers!)
  • Pravi kolega bo rekel: "Lej ti, budala stara, spet novi piercing? Paše ti! Takega te mamo radi!" 😂
    • (A true friend will say: "Look at you, you old fool, another piercing? It suits you! That's why we love you!")

🎯 My Identity:

Jaz sem HIPO, in to je moja mini zgodba.
(I am HIPO, and this is my mini story.)

💪 My Manifest:

  • "Ne spreminjam se - spreminjaj se sistem, ne jaz!"
    (I don't change - the system changes, not me!)
  • "Jaz živim svoje ADHD sanje!"
    (I live my ADHD dreams!)

🌟 What This Game Represents: This game is a reflection of authentic ADHD creativity - chaotic, colorful, passionate, and unapologetically personal. Every piercing, every dreadlock, every skateboard trick is a celebration of individuality. This is not just a game - it's a lifestyle, a statement, a rebellion against conformity.

Stay weird. Stay creative. Stay YOU. 🎆


- David "HIPO" Kotnik
Hipodevil666 Studios™
Living ADHD dreams since forever 🛹💜


📋 PRODUCTION STATUS LEGEND

Symbol Status Phase
DONE - Fully implemented All Phases
🔄 IN PROGRESS - Partially complete Phase 1/2
NOT STARTED - Planned but not implemented Phase 3+
🎯 DEMO PRIORITY - Required for Kickstarter demo Demo Phase
🔥 PHASE 1 CRITICAL - Must have for Alpha 1 Phase 1
PHASE 2 ESSENTIAL - Must have for Alpha 2 Phase 2

📅 OFFICIAL 10-PHASE RELEASE ROADMAP (LOCKED)

Philosophy:

  • No DLC Policy: No paid DLC. Pay once, get everything forever.
  • Pricing:
    • DEMO: FREE
    • Early Access (Faza 1-2): €10 (Players save €20!)
    • Full Release (v1.0): €30

The 10 Phases:

1. 🎯 DEMO (Free)

  • Focus: Tutorial, Farming Basics, Intro to Story.
  • Content: Farm Map, 2 Crops (Wheat, Carrot), 3-5 Cannabis Seeds (Economy Starter).
  • Goal: Hook the player.

2. 🔥 FAZA 1 (Early Access - €10)

  • Focus: Farm Completion & Economy.
  • Content: 4 Biomes (Grassland, Forest, Desert, Swamp). Full Farming System.
  • Unlock: Susi (Dog Companion).

3. FAZA 2 (Town Restoration)

  • Focus: Repairing the Hub.
  • Content: Town Buildings, NPCs moving in, Guard Post (activates Drug Risk).
  • Unlock: Gronk (if First 20 Buyer).

4. 🌍 FAZA 3 (First Exploration)

  • Focus: Expanding the World.
  • New Biomes (4):
    1. 🌲 Forest (Endless Forest)
    2. 🏜️ Desert (Egyptian Desert lite)
    3. 🐸 Swamp
    4. 🌙 Witch Forest (MAGICAL! ) - First magic biome.
  • Features: Portal System (Repair broken portals).

5. ⛏️ FAZA 4 (Exotic Lands & Drugs)

  • Focus: Extreme Environments & Underground Empire.
  • New Biomes (4):
    1. ❄️ Arctic/Snow
    2. ⛏️ Deep Caves (MINING System!)
    3. 🌋 Volcanic
    4. 🦖 Dino Valley (MAGICAL! ) - Tame Dinosaurs!
  • Drug Empire: Opium System (Medical vs Black Market). Zombie Dealers.

6. FAZA 5 (Magical Biomes 1)

  • Focus: High Magic.
  • Content: Mythical Highlands, Atlantis (Underwater).

7. FAZA 6 (Magical Biomes 2)

  • Focus: Dark Magic.
  • Content: Mexican Cenotes, Amazon Apocalypse.

8. ⚔️ FAZA 7 (Boss Rush)

  • Focus: Combat Mastery.
  • Content: Arena, Mini-Bosses in all biomes.

9. 💜 FAZA 8 (Ana's Story)

  • Focus: Narrative Peak.
  • Content: Play as Ana (Flashbacks), Chernobyl Zone unlock.

10. 🏁 FAZA 9-10 (Endgame & Finale)

  • Focus: The Cure or The End.
  • Content: Final Boss (Troll King), Multiple Endings.

🌿 DRUG EMPIRE SYSTEM (New Mechanic)

Concept: "Build a drug empire... with zombie dealers."

1. Cannabis (Demo -> Faza 1)

  • Starter: 3-5 Seeds in Demo Chest.
  • Economy: High value cash crop. Used to fund early tools.
  • Risk: Low. Guard Post inactive in Demo.

2. Guard Post & Raids (Faza 2+)

  • NPC: Guard Captain Luka.
  • Mechanic: If you harvest >10 units, he activates.
  • License (€50): Legalizes operation. +20% Sell Price. No Raids.
  • Unlicensed: 10% Raid Chance/Harvest. Fine (€30) or Bribe (€100).

3. Zombie Dealers (Faza 3+)

  • Mechanic: Train zombies (Runner -> Dealer -> Kingpin).
  • Passive Income: They sell to NPCs while you explore.
  • Risk: Zombies can be caught (lose inventory).

4. Opium (Faza 4+)

  • Medical Path: Sell to Doctor Petra (€50). Legal.
  • Black Market: Sell to Basement Dealer (€80). Illegal. Password: "Purple Haze".

📖 TABLE OF CONTENTS

Title: Krvava Žetev (DolinaSmrti / Bloody Harvest)

Genre:

  • Survival RPG
  • Farming Simulator
  • Post-Apocalyptic Adventure
  • Story-Driven Exploration

Platform: PC (Web-based, JavaScript/Phaser 3)

Target Audience:

  • Age: 16+ (mature themes)
  • Players who enjoy: Stardew Valley, Don't Starve, Project Zomboid
  • Story-driven gameplay with emotional depth

Unique Selling Points:

  1. Emotional Twin Bond Story - Find your lost sister Ana
  2. Zombie Worker Management - Control zombies, don't fight them all
  3. Gritty Noir Art Style - Dark, hand-drawn, mature aesthetic
  4. Micro to Macro Farm - Start with 8×8 plot, grow to empire
  5. 180+ NPCs with deep personalities and quests
  6. 20 Biomes to explore across post-apocalyptic Slovenia
  7. Multiple Endings based on player choices

📚 STORY & SETTING

Opening (The Truth Kai Doesn't Remember):

"My name is... I don't know. I woke up here. I don't remember anything. But something inside me... a feeling... tells me I'm searching for someone."

The REAL Incident (Day 0 - What Actually Happened):

  • 2084 - Slovenia, Happy Family Farm
  • Kai & Ana Marković - 14-year-old TWIN SISTERS (yes, both girls!)
  • Living peaceful life with parents Marko & Elena
  • Day 3: Zombie outbreak begins
  • Day 7: Giant Troll King attacks their farm
    • Parents sacrifice themselves protecting twins
    • Troll King kidnaps Ana, drags her through portal
    • Kai fights back, gets MASSIVE HEAD TRAUMA when thrown into wall
    • FULL AMNESIA - Kai remembers NOTHING!

Present Day (Game Start - Day 7, Hours Later):

KAI'S PERSPECTIVE:

  • Wakes up in basement ruins, disoriented
  • Severe headache, bloodstain on wall
  • NO MEMORY of who she is
  • Finds ID card: "Kai Marković, Age: 14"
  • Finds photos on wall (herself + unknown girl + adults)
  • Feels strange pull in chest (Twin Bond - damaged but present)
  • Doesn't know:
    • She has a twin sister named Ana
    • Parents are dead
    • What happened 3 days ago
    • Why she feels this inexplicable emptiness

ANA'S PERSPECTIVE (If playing Ana's Story):

  • Wakes up in Chernobyl Reactor Core - Level 7 (prison cell!)
  • FULL MEMORY of abduction (traumatic but clear!)
  • Remembers:
    • Parents dying to save them
    • Giant Troll King grabbing her
    • Kai's unconscious body (last image before portal closed)
    • Twin Bond feels weak/damaged (Kai's amnesia blocking it!)
  • Mission: Survive captivity, send signals to Kai, prepare escape

Twin Bond Mechanic (Both Perspectives):

KAI (Amnesia = Broken Bond):

  • Starts with vague "pull" sensation (direction unknown)
  • Finding Ana's belongings → Flashback cutscenes (memory fragments!)
  • Each memory restored → Twin Bond strengthens
  • 50/50 memories unlocked → Full Bond restored!
  • Then can sense Ana's exact location

ANA (Full Memory = One-Way Bond):

  • Can SEND signals to Kai (telepathic beacons)
  • Feels when Kai gets close to her items
  • Heartbreak: Kai doesn't respond (amnesia!)
  • Keeps trying anyway (hope!)

Main Antagonist:

  • Dr. Viktor Krnić - Mad scientist who INTENTIONALLY released virus!
  • Orchestrated Giant Troll King attack
  • Wants Ana's blood (contains cure component!)
  • Holding Ana prisoner in Chernobyl
  • NOT Viktor's first attempt (hinted he's done this to other families!)

GIANT TROLL KING (FINAL BOSS):

  • NOT Zmaj Volk - Zmaj Volk is CUT from game!
  • Giant Troll King = Separate entity
  • 5m tall, incredibly powerful
  • Under Viktor's control (via dark magic/tech)
  • Kidnapped Ana on Day 7
  • Final Battle: Chernobyl Reactor Core (3-phase boss fight!)
  • Can be killed OR freed from control (endings!)

The World:

  • Slovenia Post-Apocalypse (Valley of Death = Dolina Smrti)
  • 20 diverse biomes:
    • 9 Normal: Grassland, Forest, Swamp, Desert, Mountain, Snow, Wasteland, Tropical, Radioactive
    • 11 Magical: Dino Valley, Mythical Highlands, Endless Forest, Loch Ness, Catacombs, Egyptian Desert, Amazon, Atlantis, Chernobyl, Mexican Cenotes, Witch Forest
  • 27 explorable towns (1 per train station!)
  • Scattered biomes (150km apart!) - Must travel to discover!
  • Mix of realistic Slovenia + fantasy anomalies

👥 MAIN CHARACTERS

Status: DONE | 🎯 DEMO READY | 🔥 PHASE 1 COMPLETE

Character Master Reference Sprites Status Phase
Kai Marković Generated Not Started 🔄 Partial 🎯 DEMO
Ana Marković Generated Not Started 🔄 Partial 🎯 DEMO
Gronk (Troll) Generated Not Started 🔄 Partial 🎯 DEMO
Susi (Dog) Generated Not Started 🔄 Partial 🎯 DEMO
Dr. Viktor Krnić Not Generated Not Started Planned Phase 2

1. Kai Marković (Playable Character - Kai's Story)

Age: 14 (NOT 17!)
Gender: FEMALE (twin sister to Ana!)
Role: Protagonist, Alpha Hybrid, Farmer, Memory-Lost Twin

Appearance:

  • Pink and green dreadlocks (signature look)
  • Stretched ear gauges with multiple piercings
  • Facial piercings (nose, lip, eyebrow)
  • Katana strapped to back (main weapon)
  • Post-apocalyptic clothing (torn jacket, ripped jeans)
  • Dark combat boots
  • Brown survival backpack
  • Athletic, wiry build

Visual Reference:
Kai Marković

Location: /assets/references/kai/master_reference.png

  • Style 32 Dark-Chibi Noir
  • Red eyes with dark pupils (human, NOT zombie)
  • Confused/determined expression (amnesia!)

Game Role:

  • Primary Protagonist - Main playable character
  • Alpha Hybrid - Can command zombies telepathically
  • Farmer/Builder - Rebuilds civilization from scratch
  • Memory Seeker - Desperate to recover lost identity
  • Sister Savior - Ultimate goal: Rescue Ana from Chernobyl

Personality (Before Amnesia):

  • Protective of Ana (twin bond!)
  • Brave, sometimes reckless
  • Creative problem-solver
  • Loved farming with parents
  • Tomboy energy, hands-on worker
  • Competitive with Ana (friendly rivalry)

Personality (After Amnesia - Game Start):

  • COMPLETELY LOST - doesn't know who she is!
  • Driven by instinct (Twin Bond pull)
  • Slowly rebuilds identity through memories
  • Desperate to understand the emptiness inside
  • Relies on muscle memory (farming, combat)
  • Suspicious of strangers (trauma response)
  • Grows more determined with each memory

Abilities:

  • Alpha Hybrid Power: Control zombies telepathically
    • Command individual zombies
    • Give complex orders (farm, build, defend)
    • Zombie workers become game mechanic
  • Farming Skills: Muscle memory intact!
    • Planting, harvesting, irrigation
    • Animal care, breeding
    • Crop rotation knowledge
  • Combat: Learns as game progresses
    • Scythe proficiency (main weapon)
    • Dodge/roll mechanics
    • Zombie summon in battle
  • Crafting & Building:
    • Tool creation, structure building
    • Recipe memory returns with items
  • Twin Bond (Damaged):
    • Vague directional pull (strengthens with memories!)
    • Emotional flashbacks when finding Ana's items
    • Full restoration at 50/50 memories

Character Arc:

  • Day 7 (Start): Wakes with NO memory, confused, alone
  • Week 1-10: Finds 1-20 memories (fragments of childhood)
    • "Wait... I remember this tree..."
    • "Why do I know how to farm?"
  • Week 11-30: Finds 21-40 memories (remembers Ana's face!)
    • "The girl in the photos... Ana... my sister?!"
    • Twin Bond becomes stronger
  • Week 31-50: Finds 41-49 memories (remembers parents' death)
    • "No... they died protecting us..."
    • Rage toward Giant Troll King
  • Memory 50/50: Full memory restored - EMOTIONAL BREAKDOWN
    • "ANA! I'M COMING FOR YOU!"
    • Twin Bond fully active
  • Endgame: Storms Chernobyl to save Ana
    • Final confrontation
    • Cure discovery
    • True ending unlocked

Voice/Dialogue Style:

  • Early Game (Confused):
    • "Who... who am I?"
    • "This place feels... familiar?"
    • Short, uncertain sentences
  • Mid Game (Determined):
    • "I won't give up. Someone's waiting for me."
    • "These memories... they're mine!"
    • More confident, driven
  • Late Game (Resolved):
    • "Ana, I remember everything! Hold on!"
    • "I'll tear down Chernobyl to find you!"
    • Fierce, protective, unstoppable

2. Ana Marković (Dual Protagonist)

Age: 14 (Kai's twin sister!)
Gender: FEMALE
Role: Dual Protagonist (playable!) / Captive Scientist / Cure Key

Appearance:

  • Light blonde hair (short, practical cut)
  • Blue eyes WITH pupils (friendly NPC style)
  • Style 32 Dark-Chibi Noir aesthetic
  • Scientist aesthetic (lab coat over survival clothes)
  • Research backpack with supplies

Visual Reference:
Ana Marković

Location: /assets/references/ana/master_reference.png

Status in Kai's Story:

  • Missing (kidnapped by Giant Troll King)
  • Alive (held captive in Chernobyl Reactor Level 7)
  • Her 50 belongings scattered across world

Game Role:

  • Dual Protagonist - Playable in "Ana's Story" mode
  • Scientist/Researcher - Working on zombie cure under duress
  • Memory Anchor - Her items trigger Kai's flashbacks
  • EndGame Key - Knowledge needed to stop outbreak

Ana's Story Gameplay:

  • Playable character in "Ana's Story" mode!
  • Start: Prison cell, Day 7
  • Full memory (knows everything!)
  • Must survive, research, plan escape
  • Write 50 diary pages (same ones Kai finds!)
  • Send Twin Bond signals to Kai

3. Gronk (Companion)

Role: Kai's friend, Tamed Troll, Comic Relief, Tank
Species: Alpha Troll (Giant species)
Age: ~200 years old (young for trolls)

Appearance:

  • MASSIVE green troll (3m tall, 300kg)
  • Pink dreadlocks (signature style, 30+ locks)
  • Stretched ear gauges with piercings (5cm diameter)
  • Nose ring (silver, punk aesthetic)
  • Vape always in hand (essential accessory, "Bubble Gum" flavor)
  • Black t-shirt: "TROLL SABBATH" (purple text, metal band reference)
  • Torn baggy black skater pants (distressed, street style)
  • Pink sneakers (size XXXL, custom-made)
  • Green skin with darker muscle definition
  • Long arms, hunched posture

Visual Reference:
Gronk Alpha Troll

Location: /assets/references/gronk/master_reference.png

Game Role:

  • Tank Companion - Absorbs damage, protects Kai
  • Strength Worker - Lifts heavy objects, breaks walls
  • Comic Relief - ADHD energy, funny dialogue
  • Loyal Friend - Saved by Kai, eternal gratitude
  • Fast Travel Mount - Kai can ride on shoulders

Personality:

  • Gentle giant despite terrifying size
  • Loves vaping (various flavors: Bubble Gum, Watermelon, Cotton Candy)
  • Loyal to Kai after being saved from mind control
  • ADHD-coded (short attention span, impulsive, energetic)
  • Obsessed with pink aesthetic (dreadlocks, shoes, vape)
  • Music lover (favorite band: Troll Sabbath)
  • Pacifist unless defending Kai
  • Surprisingly intelligent despite appearance
  • Nostalgic for "old troll ways" (pre-apocalypse raves)

Abilities:

  • Incredible Strength: Lifts boulders (500kg+)
  • Tank/Defender: High HP, absorbs damage for Kai
  • Wall Breaker: Can smash through barriers
  • Earthquake Slam: Special ability (AOE stun)
  • Intimidation: Scares away weak enemies
  • Foraging: Finds rare mushrooms (troll knowledge)

Character Arc:

  • First Meeting: Mind-controlled by Dr. Krnić, attacks Kai
  • Liberation: Kai breaks mind control (Twin Bond power)
  • Gratitude: Swears eternal loyalty
  • Growth: Learns to control strength, becomes gentle
  • Endgame: Helps storm Chernobyl alongside Kai

Voice/Dialogue Style:

  • Deep rumbling voice (gentle tone)
  • "Gronk sorry... Gronk no mean to scare."
  • "Pink is best color! Make Gronk happy!"
  • "Bubble Gum vape... puff ...ahhhh, tasty!"
  • Simple grammar, childlike wonder
  • Refers to self in third person ("Gronk do this!")

Favorite Things:

  • Pink anything (obsessed!)
  • Vaping (bubble gum flavor #1)
  • Troll Sabbath music (plays on old Walkman)
  • Kai (best friend!)
  • Smashing things (when allowed)
  • Rave culture (pre-apocalypse nostalgia)

4. Susi (Dog Companion)

Breed: Dachshund - Brown with darker spots, long body, floppy ears, cute
Abilities:

  • Finds hidden items
  • Warns of danger
  • Loyal companion

5. Dr. Viktor Krnić (Main Antagonist)

Role: Mad scientist villain
Goal: Extract cure from Ana's blood (will kill her)
Controls: Giant Troll King, mutant army
Final Boss: Chernobyl reactor showdown


📊 MASTER ASSET COUNTS

Category Count Status
NPCs & Characters ~200+ From script registry
Livestock Animals ~150 From script registry
Wildlife ~200 From script registry
Monsters & Mutants ~500 From script registry
Bosses 25 From script registry
Crops & Plants ~500 With growth stages
Items & Tools ~2000 Multi-tier materials
Buildings ~300 Farm + Town + Special
Biomes 20 9 Normal + 11 Magical
Environment ~800 Terrain, nature, weather
UI Elements ~200 Buttons, icons, frames
Workstations ~100 Crafting stations
TOTAL ASSETS ~13,500+ Complete production target

🏘️ NPCs & FACTIONS

Status: 166/166 BIOME NPCs DONE! | 🔥 PHASE 1 COMPLETE | Generated: 06.01.2026

NPC Category Count Master Refs Sprites Status Phase
Main Characters 4 4/4 0/4 🔄 Refs Done 🎯 DEMO
Verified NPCs 13 13/13 22/13 🔄 Refs+Sprites (2 NPCs) 🔥 Phase 1
Biome NPCs (20 biomes) 166 166/166 0/166 100% REFS 🔥 Phase 1
Town NPCs ~190 0/190 0/190 Not Started Phase 2
Zombi Skavt (5 stages) 5 0/5 0/5 Not Started Phase 2
Nomad Raiders (12 types) 12 0/12 0/12 Not Started Phase 2
TOTAL NPCs ~390 183/390 22/390 🔄 47% Refs + 6% Sprites Multiple

Main Characters (4)

  1. Kai Marković - Young farmer with pink/green dreadlocks, ear gauges, piercings, katana on back, torn jacket, athletic build, red eyes with pupils
  2. Ana Marković - Kai's twin sister, blonde hair, blue eyes with dark pupils, scientist explorer outfit, research backpack
  3. Gronk Alpha Troll - MASSIVE green troll, pink dreadlocks, ear gauges, nose ring, vape in hand, 'TROLL SABBATH' t-shirt, torn pants, pink sneakers
  4. Susi the Dachshund - Brown with darker spots, long body, floppy ears, cute companion

Verified NPCs (13)

Status: 13/13 COMPLETE - All have master references, 2 have full sprite sets (22 sprites total)

From /references/npcs/ with master_reference.png:


1. Ivan Kovač (Blacksmith)

Ivan Kovač

Location: /assets/references/npcs/ivan_kovac/master_reference.png

Role: Town Blacksmith, Weapon/Tool Smith
Appearance:

  • Muscular build (strong arms from forging)
  • Protective goggles pushed up on forehead
  • Blacksmith apron (soot-covered, leather)
  • Red eyes with pupils (friendly human)
  • Worn work gloves
  • Hammer in hand or at belt

Job:

  • Repairs and crafts metal tools/weapons
  • Upgrades equipment (iron → steel → titanium tiers)
  • Teaches blacksmithing skills
  • Sells metal goods

Personality:

  • Gruff but kind
  • Takes pride in craftsmanship
  • Respects hard workers
  • Dislikes shoddy work

2. Mayor/Župan (Town Administrator)

Mayor

Location: /assets/references/npcs/mayor/master_reference.png

Role: Town Mayor, Authority Figure
Appearance:

  • Serious authoritative demeanor
  • Long green coat with official sash
  • Old tablet computer (pre-outbreak tech)
  • Red eyes with pupils (friendly human)
  • Professional but weathered

Job:

  • Town management and governance
  • Issues building permits
  • Quest giver (town restoration)
  • Political decisions

Personality:

  • Serious but fair
  • Wants to rebuild civilization
  • Pragmatic leader
  • Trusts Kai after proving herself

3. Kustos (Museum Curator)

Kustos

Location: /assets/references/npcs/kustos/master_reference.png

Role: Museum Curator, Historian
Appearance:

  • Wise old scholar (60s-70s)
  • Thick glasses
  • Notebook always in hand
  • Examining artifacts
  • Red eyes with pupils (friendly human)

Job:

  • Museum collection management
  • Artifact identification
  • Historical knowledge
  • Quest giver (collect rare items)

Personality:

  • Knowledge-obsessed
  • Gentle, patient teacher
  • Excited by discoveries
  • Preserves pre-outbreak culture

4. Pek (Baker)

Pek

Location: /assets/references/npcs/pek/master_reference.png

Role: Town Baker, Food Merchant
Appearance:

  • Warm friendly smile
  • Chef's apron (flour-dusted)
  • Baker's hat
  • Holding fresh bread
  • Red eyes with pupils (friendly human)

Job:

  • Bakes bread, pastries, cakes
  • Sells food items
  • Teaches baking recipes
  • Daily breakfast quest

Personality:

  • Cheerful and welcoming
  • Generous with samples
  • Loves feeding people
  • Community-oriented

Dialogue:

  • "Fresh bread, just out of the oven!"
  • "You look hungry! Here, try this!"

5. Šivilja (Tailor)

Šivilja

Location: /assets/references/npcs/sivilja/master_reference.png

Role: Tailor, Clothing Designer
Appearance:

  • Elegant dress (practical but stylish)
  • Measuring tape around neck
  • Scissors in hand
  • Fabric samples
  • Red eyes with pupils (friendly human)

Job:

  • Crafts and repairs clothing
  • Custom outfits (cosmetic upgrades)
  • Armor tailoring
  • Fashion quests

Personality:

  • Artistic and creative
  • Detail-oriented perfectionist
  • Friendly advice giver
  • Appreciates good style

6. Tehnik (Engineer)

Tehnik

Location: /assets/references/npcs/tehnik/master_reference.png

Role: Engineer, Tech Specialist
Appearance:

  • Work coveralls (oil-stained)
  • Tool belt loaded with gadgets
  • Safety goggles
  • Tech gadgets in hands
  • Mechanical enhancements (cybernetic hands)
  • Red eyes with pupils (friendly human)

Job:

  • Repairs advanced technology
  • Crafts automation systems
  • Upgrades farm machinery
  • Tech quest giver

Personality:

  • Logical, analytical
  • Loves tinkering
  • Excited by new tech
  • Problem solver

7. Teacher (Educator)

Teacher

Location: /assets/references/npcs/teacher/master_reference.png

Role: School Teacher, Knowledge Keeper
Appearance:

  • Glasses (reading style)
  • Books in arms (always carrying)
  • Kind patient expression
  • Red eyes with pupils (friendly human)
  • Professional educator clothing

Job:

  • Teaches children (NPC kids)
  • Skill training for Kai
  • Library management
  • Educational quests

Personality:

  • Patient and kind
  • Believes in education's power
  • Nurturing, motherly
  • Encourages learning

8. Priest Jakob (Church)

Priest Jakob

Location: /assets/references/npcs/priest/master_reference.png

Role: Priest, Spiritual Leader
Appearance:

  • Religious robes (simple, worn)
  • Holy book in hand
  • Peaceful expression
  • Ceremonial cross necklace
  • Red eyes with pupils (friendly human)

Job:

  • Church services
  • Weddings, funerals
  • Spiritual guidance
  • Blesses items

Personality:

  • Peaceful, calm
  • Non-judgmental
  • Offers comfort
  • Faith in humanity

9. Miro Pravnik (Lawyer)

Miro Pravnik

Location: /assets/references/npcs/miro_pravnik/master_reference.png

Role: Lawyer, Legal Advisor
Appearance:

  • Older man (50s-60s)
  • Wrinkled brown office suit
  • Rusty briefcase
  • Tired weathered expression
  • Red eyes with pupils (friendly human)
  • Reading glasses

Job:

  • Legal contracts (land ownership)
  • Dispute resolution
  • Official documentation
  • Quest: Legal cases

Personality:

  • Cynical but honest
  • Tired from outbreak
  • Still believes in law
  • Dry humor

Dialogue:

  • "Even now, contracts matter."
  • "Read the fine print, always."

10. Arborist/Gozdar (Tree Planter)

Arborist

Location: /assets/references/npcs/arborist/master_reference.png

Role: Arborist, Environmental Restorer
Appearance:

  • Work clothes (green/brown earth tones)
  • Gardening gloves (dirt-stained)
  • Seed bags at belt
  • Calm patient expression
  • Red eyes with pupils (friendly human)

Job:

  • Plants trees (reforestation)
  • Seed supplier
  • Teaches gardening
  • Environmental quests

Personality:

  • Patient, calm
  • Environmentalist
  • Loves nature
  • Long-term thinker

Dialogue:

  • "A tree planted today feeds tomorrow."
  • "Nature always finds a way."

11. Glavni Smetar (Main Garbage Collector)

Glavni Smetar

Location: /assets/references/npcs/glavni_smetar/master_reference.png

Role: Garbage Collector, Recycler
Appearance:

  • Work uniform (practical, durable)
  • Reflective vest (safety orange)
  • Trash equipment (grabber tool)
  • Weathered hands from work
  • Hardworking expression
  • Red eyes with pupils (friendly human)

Job:

  • Town cleanup
  • Recycling materials
  • Waste management
  • Environmental cleanup quests

Personality:

  • Hardworking, underappreciated
  • Takes pride in cleanliness
  • Resourceful (finds uses for "trash")
  • Community-minded

Dialogue:

  • "Someone's gotta keep this place clean!"
  • "One person's trash..."

12. Electrician (Town Electrician) NEW!

Electrician

Location: /assets/references/npcs/electrician/master_reference.png

Role: Town Electrician, Power Specialist
Employment: 2 Cekini/day
Sprites: 11 COMPLETE (idle×4, walk×4, action×2, portrait×1)
Generated: Jan 10, 2026

Appearance:

  • Dark grey work jumpsuit with reflective orange/yellow strips
  • Blonde streak in short messy dark hair
  • Tool belt loaded with wrenches, wire coils, electrical multimeter(
  • Electrical cable in hand
  • Steel-toe work boots
  • Slight stubble (tired worker)
  • Small ear piercing
  • Red eyes (noir aesthetic)

Job:

  • Generator maintenance (prevents 5% daily breakdown!)
  • Power grid repairs (poles, lines)
  • UV light repairs (basement farming)
  • Electrical system upgrades

Daily Routine:

  • 10 AM: Generator inspection
  • 2 PM: Repairs if needed (with VFX!)

Abilities:

  • Repair generator (restores 100% health)
  • Prevent breakdowns (while employed)
  • Free repairs for all electrical systems
  • Emergency 24/7 service

Personality:

  • Professional but tired
  • Takes job seriously
  • Proud of electrical knowledge
  • Reliable, never late

Dialogue:

  • "Generator's running smooth. No problems here."
  • "Just did my daily inspection. All systems nominal."
  • "Found a loose wire this morning. Fixed it."

13. Zombie Statistician 👔 (Office Zombie) NEW!

Zombie Statistician

Location: /assets/references/npcs/zombie_statistician/master_reference.png

Role: Population Statistician, Data Keeper
Employment: 1 Cekin/day (CHEAPEST!)
Sprites: 11 COMPLETE (idle×4, walk×4, action×2, portrait×1)
Generated: Jan 10, 2026

Appearance:

  • Pale zombie skin (green tint)
  • Thick-rimmed glasses
  • Grey office suit (worn, patches)
  • Loosened tie
  • Clipboard with population statistics (always!)
  • Pen in hand or behind ear
  • Name tag: "Z. STATISTICIAN"
  • Red eyes (noir zombie)
  • Professional undead appearance

Job:

  • Daily population board updates (9 AM sharp!)
  • Tracks living population count
  • Tracks zombie population count
  • Tracks employed workers
  • Maintains accurate statistics

Daily Routine:

  • 9 AM: Walk to population board
  • Update stats with chalk/pen
  • Return to idle position
  • Professional zombie shuffle

Personality:

  • Professional despite undeath
  • Obsessed with accuracy
  • Dedicated to data
  • Unceasingly punctual (9 AM always!)
  • Surprisingly intelligent zombie

Dialogue:

  • "Population count: accurate as always."
  • "The numbers... they must be precise."
  • "32 zombies counted this morning."
  • "Statistics show a 2% increase in workers."
  • "Even in undeath, I serve the data."

Unique Trait:

  • First "friendly" zombie employee
  • Proves zombies can be civilized workers
  • Sets precedent for zombie workforce

Companions

Zombi Skavt - 5 Evolution Stages (Lv 1-20):

  • Base (Lv1-4): Friendly zombie with RED or BLUE bandana, small backpack, red eyes WITH dark pupils, chibi zombie, helpful pose
  • Lantern (Lv5-9): Gains glowing lantern, bandana, backpack, red eyes with pupils, friendly zombie scout
  • Armored (Lv10-14): Light armor plates added, bandana, backpack, lantern, red eyes with pupils, stronger scout
  • Winged (Lv15-19): Small wings for flying/scouting, armor, lantern, bandana, red eyes with pupils, advanced scout
  • Legendary (Lv20): Glowing purple aura, all upgrades, wings, armor, lantern, bandana, red eyes with pupils, ultimate scout

Enemies - Nomad Raiders (12 variants)

4 types × 3 variants each:

Desert Nomads (Medium threat):

  • Warrior: Tan robes, scimitar, turban, desert gear, hostile expression
  • Archer: Tan robes, bow and arrows, turban, desert gear, ranged enemy
  • Brute: Tan robes, heavy club, turban, muscular, desert gear, tank enemy

Frost Bandits (High threat):

  • Warrior: Fur armor, ice axe, frost gear, white/blue palette, aggressive
  • Archer: Fur armor, ice bow, frost gear, white/blue palette, ranged enemy
  • Brute: Heavy fur armor, ice hammer, frost gear, massive build, very aggressive

Jungle Marauders (Very high threat):

  • Warrior: Tribal mask, poison darts, jungle gear, green/brown palette, dangerous
  • Archer: Tribal mask, blowgun, poison darts, jungle gear, stealthy
  • Brute: Tribal mask, massive club, jungle gear, intimidating build, very dangerous

Tech Scavengers (Extreme threat):

  • Warrior: Cyberpunk gear, laser sword, neon-themed, menacing
  • Archer: Cyberpunk gear, laser rifle, neon-themed, high-tech
  • Brute: Heavy cyberpunk armor, plasma cannon, neon-themed, massive tech enemy

Zombies (4 types)

  1. Basic Zombie - Slow shambling, torn clothes, white eyes no pupils, weak enemy
  2. Runner Zombie - Fast aggressive, athletic build, red eyes no pupils, dangerous
  3. Bloater Zombie - Large swollen, about to explode, toxic green, tank enemy
  4. Worker Zombie - Controllable by Kai, basic laborer, white eyes no pupils, friendly when controlled

Species - Trolls

  1. Troll Male Friendly - Similar build to Gronk, gray or blue skin, work clothes, friendly expression, red eyes with pupils, town inhabitant
  2. Troll Female Friendly - Slightly smaller than male, different color palette, town clothing, welcoming expression, red eyes with pupils
  3. Troll Wild Enemy - Hostile variant, ragged clothing, aggressive pose, NO pupils in eyes, enemy variant

Species - Elves & Fairies

Vilinci (Elf) - Specialty crafting, pointed ears, elegant clothes, working on enchantment, magical aura, red eyes with pupils

Vile (Fairy) - Tiny fairy with wings, caring for plants, magical sparkles, instant growth ability, red eyes with pupils

Generic Citizens (6 base templates × 18 biome recolors = 108)

  1. Citizen Male Worker - Laborer clothing, neutral expression, red eyes with pupils, BASE for biome recolors
  2. Citizen Male Merchant - Vest trader outfit, friendly expression, red eyes with pupils, BASE for biome recolors
  3. Citizen Female Farmer - Work dress apron, kind expression, red eyes with pupils, BASE for biome recolors
  4. Citizen Female Shopkeeper - Professional clothing, welcoming expression, red eyes with pupils, BASE for biome recolors
  5. Citizen Child - Simple clothes energetic, playful expression, red eyes with pupils, BASE for biome recolors
  6. Citizen Elder - Simple robes walking stick, wise expression, red eyes with pupils, BASE for biome recolors

🐾 ANIMALS & CREATURES (109 TOTAL! - COMPLETE CATALOG)

Status: 🔄 99/109 Generated (91%) | 🔥 PHASE 1 IN PROGRESS | Updated: Jan 8, 2026 01:56 CET

Missing: 10 creatures (7 Chernobyl Mutants, 2 Wild Animals, 1 Farm Animal)

Category Total Generated Missing Notes
Chernobyl Mutants 10 3/10 7 🔥 Phase 1
Farm Animals 10 9/10 1 🔥 Phase 1
Wild Animals 15 13/15 2 🔥 Phase 1
Dinosaurs 15 14/15 1 Phase 2
Mythical 39 39/39 0 COMPLETE
Bosses 24 24/24 0 COMPLETE

Next Steps:

  • 🔥 Phase 1: Complete Chernobyl Mutants (7 remaining)
  • Phase 2: Start Dinosaurs (15 total)

1. CHERNOBYL MUTANTS (10 species) ☢️

Common Mutants:

  1. Mutant Wolf - Pack hunter, 150 HP, glowing green patches
  2. Giant Rat - Swarms of 10-20, 80 HP, cat-sized!
  3. Mutant Crow - Flying, 3 eyes, 40 HP
  4. Radiation Spider - Dog-sized, poison attacks, 100 HP

Rare Mutants: 5. Two-Headed Dog - Attacks 2 targets, 200 HP, can be tamed! 6. Radioactive Boar - Charge attack, 180 HP, produces rad milk if captured 7. Glowing Deer - Bioluminescent, 120 HP, beautiful drops! 8. Mutant Fish - 3-eyed, catchable, radiation essence drops

Boss-Tier: 9. Mutant Bear - 500 HP, devastating attacks, LEGENDARY drops! 10. Radioactive Cow - 300 HP, CAPTURE for daily rad milk! (10,000g DNA sample!)


2. FARM ANIMALS (10 species) 🐄🐔

Core Livestock:

  1. Chicken - Eggs, feathers | Mutant: Three-Headed Chicken (3× eggs!)
  2. Cow - Milk, beef | Mutant: Extra udders (2× milk!)
  3. Pig - Truffles, ham | Mutant: Giant Pig (rideable!)
  4. Sheep - Wool, milk | Mutant: Fire Sheep (fire wool!)
  5. Horse - Transportation, 35 km/h | Legendary: Undead Horse!

Additional Livestock: 6. Goat - Milk, cheese, 1,000g 7. Duck - Eggs, feathers, water fowl 8. Rabbit - Meat, fur, fast breeders! 9. Donkey - Cargo carrier, 100km range! 10. Llama/Alpaca - Caravan animals (6-animal trains!), wool


3. WILD ANIMALS (15 species) 🦊🐻

Forest Animals:

  1. Wolf - Pack predator, 100 HP, can tame babies!
  2. Bear - Tank, 300 HP, powerful attacks
  3. Wild Boar - Charge attack, 120 HP
  4. Deer - Fast, 80 HP, peaceful
  5. Fox - Quick, 60 HP, sneaky
  6. Squirrel - Tiny, collectible
  7. Badger - Underground, aggressive
  8. Hedgehog - Defensive spines

Mountain/Sky: 9. Eagle - Flying scout, 70 HP 10. Owl - Night hunter, 50 HP 11. Bat - Cave dweller, swarm 12. Lynx - Stealth predator, 90 HP 13. Elk - Large herbivore, 150 HP

Wetland: 14. Frog - Small, catchable 15. Snake - Various types, some venomous


4. DINOSAURS (15 species - Dino Valley) 🦖

Large Carnivores:

  1. T-Rex - BOSS! 1,000 HP, king of dinosaurs!
  2. Spinosaurus - Semi-aquatic, 800 HP
  3. Allosaurus - Pack hunter, 600 HP
  4. Carnotaurus - Fast predator, 500 HP

Medium Carnivores: 5. Velociraptor - Pack, intelligent, 200 HP, tameable! 6. Dilophosaurus - Poison spit, 250 HP 7. Compsognathus - Tiny! Swarms, 30 HP

Herbivores: 8. Triceratops - Tank, 700 HP, charging attacks 9. Stegosaurus - Tail spikes, 600 HP 10. Ankylosaurus - Armored, club tail, 650 HP 11. Brachiosaurus - HUGE! 900 HP, gentle giant 12. Parasaurolophus - Herd animal, 400 HP 13. Pachycephalosaurus - Head-butt attack, 300 HP

Flying: 14. Pterodactyl - Sky hunter, 150 HP, mountable!

Babies: 15. Baby Dinos - Cute versions, tameable! (all species)


5. MYTHICAL CREATURES (39 species) 🐉

MYTHICAL HIGHLANDS (6):

  1. Dragon - Fire/Ice/Storm variants, 800 HP, ULTIMATE mount!
  2. Unicorn - Healing aura, 300 HP, rare!
  3. Pegasus - Flying horse, 250 HP
  4. Griffin - Lion/eagle hybrid, 400 HP
  5. Phoenix - Revives you 1×/day! 300 HP
  6. Yeti - Mountain giant, 500 HP

ENDLESS FOREST CRYPTIDS (3):

  1. Bigfoot - Gentle giant, 400 HP, peaceful
  2. Wendigo - Hostile spirit, 350 HP, night hunter
  3. Werewolf - Full moon only! 300 HP, silver weakness

LOCH NESS & CELTIC (6):

  1. Nessie - BOSS! Lake monster, 900 HP
  2. Kelpie - Water horse, 200 HP, shapeshifter
  3. Selkie - Seal-human, peaceful, trader
  4. Leprechaun - Gold hoarder, 50 HP, trickster
  5. Banshee - Wailing spirit, 150 HP, fear attack
  6. Brownie - House spirit, farm helper

ATLANTIS (4):

  1. Mermaid - Male + Female, 150 HP, underwater
  2. Kraken - BOSS! 1,200 HP, tentacle attacks!
  3. Sea Serpent - 600 HP, ocean predator
  4. Sea Dragon - 700 HP, underwater mount

EGYPTIAN DESERT (4):

  1. Sphinx - BOSS! 800 HP, riddle giver
  2. Mummy - Undead, 200 HP, curse attacks
  3. Giant Scarab - 400 HP, underground
  4. Anubis Guardian - 500 HP, temple protector

WITCH FOREST (4):

  1. Baba Yaga - BOSS! Witch, 700 HP, flying mortar!
  2. Witch - Various types, 150 HP
  3. Black Cat - Familiar, 30 HP, magic
  4. Raven - Magical, 40 HP, scout

MEXICAN CENOTES (2):

  1. Quetzalcoatl - BOSS! Feathered serpent, 850 HP
  2. Axolotl - 6 variants! Tameable, adorable!

AMAZON RAINFOREST (6):

  1. Giant Anaconda - BOSS! 50m long! 900 HP
  2. Jaguar - Apex predator, 250 HP
  3. Piranha - Swarms, 20 HP each
  4. Poison Dart Frog - Tiny, deadly, 10 HP
  5. Sloth - Slow, peaceful, 80 HP
  6. Toucan - Colorful, 40 HP
  7. Capybara - Largest rodent, 100 HP, friendly!

🦎 CHUPACABRA (3 VARIANTS!) - ADDED 06.01.2026:

37. Mexican Chupacabra 🇲🇽

  • Location: Mexican Cenotes biome
  • Appearance: Reptilian, spines on back, red eyes, gray skin
  • HP: 250
  • Attack: Blood drain (life steal!)
  • Behavior: Night hunter, attacks livestock!
  • Drops: Chupacabra Fang, Blood Essence
  • Origin: Original Latin American cryptid

38. Mutant Chupacabra ☢️

  • Location: Chernobyl/Wasteland
  • Appearance: Hairless, glowing eyes, radiation scars, GREEN drool!
  • HP: 300
  • Attack: Blood drain + radiation damage
  • Behavior: Radioactive predator
  • Drops: Radioactive Fang, Mutant DNA
  • Origin: Radiation-mutated variant

39. Cryptid Chupacabra 🌲

  • Location: Endless Forest
  • Appearance: Mystery cryptid, rarely seen, shadowy
  • HP: 280
  • Attack: Stealth blood drain
  • Behavior: Stealth predator, VERY rare spawn (1% chance!)
  • Drops: Pure Blood Essence (LEGENDARY!), Cryptid Fur
  • Origin: Classic cryptozoology version

Total Mythical Creatures: 39 (was 36, +3 Chupacabra!)


6. WORKER CREATURES (6 types) 🧚⚒️

1. Vilinci (Elves)

  • Specialty: Crafting
  • Auto-crafting, enchanting

2. Gnomi (Gnomes)

  • Specialty: Mining
  • Ore detection, garden help

3. Vile (Fairies)

  • Specialty: Plant care
  • Instant growth, blessings

4. Bigfoot/Yeti

  • Specialty: Gathering
  • Forest/Snow operations

5. Golem

  • Specialty: Labor
  • Construction, defense

6. Zmaj (Dragon)

  • Specialty: ULTIMATE
  • Mount, fire breath, treasure finder

📊 CREATURE SUMMARY:

Category Count Tameable? Notes
Chernobyl Mutants 10 Some babies Radioactive, dangerous
Farm Animals 10 Yes Breeding, production
Wild Animals 15 Babies only Natural ecosystem
Dinosaurs 15 Babies only Dino Valley exclusive
Mythical Creatures 39 Some Magical, rare (includes 3 Chupacabra!)
Worker Creatures 6 Yes Farm helpers
Chupacabra Variants 3 NO Blood-drainers, cryptids
TOTAL 109 Varies Complete bestiary!

NOT INCLUDING BOSSES (separate section!)


🏘️ NPCs & FACTIONS

Basic Farm Animals:

  • Cows (3): Normal (Holstein pattern), Brown, Highland (shaggy hair)
  • Sheep (3): Normal (white wool), Black, Merino (extra fluffy)
  • Chickens (3): White, Brown, Rooster
  • Pigs (3): Normal (pink), Spotted, Wild boar variant
  • Horses (3): Brown, White, Black
  • Goats (2): Normal, Angora
  • Ducks (2): White, Mallard
  • Other (6): Goose, Turkey, Farm Rabbit, Llama, Alpaca, Donkey

Mutant/Magic Variants:

  • Golden Cow, Fire Sheep, Ice Sheep, Golden Fleece Sheep
  • Phoenix Chicken, Rainbow Chicken, Three-Headed Chicken
  • Giant Pig (rideable), Undead Horse, Unicorn, Pegasus, Golden Goose

Wildlife (~200 assets)

Forest Animals: Fox (red, arctic), Deer (normal, doe, fawn), Rabbit (wild, arctic), Hedgehog, Squirrel (red, grey), Raccoon, Skunk, Opossum, Beaver, River Otter, Badger, Porcupine, Bears (brown, black, polar), Wolves (grey, white, black), Moose, Elk, Wild Boar

Birds: Owls (barn, great horned, snowy), Eagles (bald, golden), Hawk, Falcon, Crow, Raven, Sparrow, Robin, Bluebird, Cardinal, Woodpecker, Hummingbird, Peacock, Swans (white, black), Pelican, Flamingo, Parrots (green, macaw)

Insects & Small: Butterflies (monarch, blue, yellow), Bees (honey, bumblebee), Dragonfly, Firefly, Ladybug, Grasshopper, Cricket, Caterpillar, Snail, Slug, Worm, Frogs (green, red), Toad, Turtles (box, snapping), Snakes (garden, rattlesnake), Lizard, Gecko

Aquatic: Fish (bass, trout, salmon, tuna, cod, mackerel, carp, catfish, pike, perch, goldfish, koi, clownfish, angelfish, pufferfish, swordfish, golden), Sharks (great white, hammerhead, whale shark), Rays (manta, stingray), Jellyfish (normal, lion's mane), Octopus, Squid, Crabs (red, blue), Lobster, Shrimp, Starfish, Seahorse, Whales (blue, orca), Dolphin, Seal, Walrus, Penguins (emperor, little)


👹 MONSTERS & MUTANTS (~500 assets)

Slimes (12 types)

Green, Blue, Red, Yellow, Purple, Black, White, Rainbow, Metal, Gold, King Slime (BOSS), Queen Slime

Undead

Zombies (8): Farmer, Miner, Villager, Soldier, Knight, Giant, Dog, Crow Skeletons (5): Basic, Warrior, Archer, Mage, King (BOSS) Ghosts (5): Basic, Lantern, Wraith, Banshee, Poltergeist

Humanoid Monsters

Goblins (4): Basic, Warrior, Shaman, Chief Orcs (4): Basic, Warrior, Shaman, Warlord (BOSS) Trolls (4): Forest, Cave, Ice, Fire

Creatures

Spiders (4): Basic, Venomous, Cave, Queen (BOSS) Bats (4): Normal, Vampire, Fire, Giant Elementals (6): Fire, Water, Earth, Air, Ice, Lightning Golems (6): Stone, Iron, Crystal, Wood, Mud, Gold Demons (4): Imp, Fire, Shadow, Lord (BOSS) Dragons (6): Baby, Fire, Ice, Earth, Shadow, Ancient (BOSS)

Mythical

Mimic, Basilisk, Cockatrice, Manticore, Chimera, Hydra, Phoenix, Griffin, Hippogriff, Centaur, Minotaur, Harpy, Siren, Medusa, Cyclops, Kraken (BOSS), Leviathan (BOSS), Werewolf, Vampire, Mummy, Lich, Treant, Will-o-wisp, Mushroom Monster, Plant Monster, Shadow Creature


👑 BOSSES (25 total)

  1. Zombie King
  2. Slime Emperor
  3. Ancient Tree
  4. Elder Dragon
  5. Ice Titan
  6. Lava Lord
  7. Shadow Master
  8. Crystal Guardian
  9. Spider Empress
  10. Kraken
  11. Demon Prince
  12. Lich King
  13. Werewolf Alpha
  14. Vampire Lord
  15. Mummy Pharaoh
  16. Minotaur King
  17. Hydra
  18. Chimera
  19. Giant Troll
  20. Orc Warlord
  21. Goblin King
  22. Elemental Titan
  23. Golem Prime
  24. Ancient Phoenix
  25. Leviathan

🌍 BIOMES & LOCATIONS (20 Total - COMPLETE!)

Status: 20/20 DEFINED! | 🔄 Assets In Progress | 🔥 PHASE 1 PRIORITY

Biome Category Count Design Assets Status Phase
Normal Biomes 9 9/9 🔄 Partial 🔄 Design Done 🔥 Phase 1
Magical Biomes 11 11/11 None 🔄 Design Done Phase 2
TOTAL BIOMES 20 20/20 🔄 Partial 100% Designed Multiple

Production Priority:

  1. 🎯 DEMO: Grassland (Tutorial zone) - CRITICAL
  2. 🔥 Phase 1: Forest, Desert, Swamp
  3. Phase 2: Dino Valley, Mythical Highlands, Mexican Cenotes, Witch Forest
  4. Phase 2: Chernobyl (Final Boss Zone!)

NORMAL BIOMES (9) - 🔥 PHASE 1

1. Grassland (Travnik) - Home base

  • Ground: Lush green grass, Style 32, smooth vector
  • Props: Grass variants, flower patches, small rocks

2. Forest (Gozd) - Dense trees

  • Ground: Dark green grass with moss
  • Props: Moss patches, mushrooms (red/brown), dense bushes, fallen logs

3. Desert - Sandy wasteland

  • Ground: Golden yellow sand
  • Props: Sand dunes, cacti (small/large), brown rocks, bleached skulls

4. Mountain - Rocky peaks

  • Ground: Grey stone
  • Props: Large boulders, sharp rock formations, snow patches

5. Swamp (Močvirje) - Foggy wetlands

  • Ground: Dark brown murky mud
  • Props: Murky water puddles, dead trees, hanging vines, fog effects

6. Snow (Frozen Tundra/Arktika) - Ice and blizzards

  • Ground: Pristine white snow
  • Props: Ice tiles, frozen trees, snowdrifts, icicles

7. Wasteland - Ruins and rubble

  • Ground: Cracked grey earth
  • Props: Rubble piles, scrap metal, broken machinery

8. Tropical (Beach) - Palm trees, coconuts

  • Ground: Light golden beach sand
  • Props: Palm trees, coconuts, seashells, clear blue water

9. Radioactive Zone - Glowing toxic

  • Ground: Sickly green glow
  • Props: Glowing rocks, mutant plants, barrels (toxic waste symbol), toxic puddles

ANOMALOUS BIOMES (9) - Portal-locked

10. Dino Valley - Prehistoric

  • Ground: Ancient green grass
  • Props: Prehistoric cycad trees, large ferns, dinosaur footprints, fossils, cracked eggs

11. Mythical Highlands - Magical

  • Ground: Purple mystic grass
  • Props: Magical trees (glowing leaves), blue crystals, floating rocks with runes, rainbows

12. Endless Forest (WITCH FOREST!) - Cryptids

  • Ground: Dark mysterious grass
  • Props: Ancient massive trees, thick mystery fog, cryptid footprints, hidden trail markers

13. Loch Ness - Scottish highlands

  • Ground: Heather moorland
  • Props: Scottish pine trees, purple heather flowers, dark loch water, castle ruins

14. Catacombs - Underground undead

  • Ground: Ancient stone floor
  • Props: Scattered bones, stone tombs, skulls, dusty urns

15. Egyptian Desert - Pyramids

  • Ground: Golden sand
  • Props: Massive sand dunes, hieroglyph carved stones, golden scarabs, pyramid stone blocks

16. Amazon Rainforest - Piranhas & AXOLOTLS!

  • Ground: Dense jungle undergrowth
  • Props: Massive jungle trees, thick hanging vines, exotic pink flowers, tribal totem poles, piranha-filled rivers, pink axolotls

17. Atlantis - Underwater & AXOLOTLS!

  • Ground: Ocean floor sand
  • Props: Colorful coral reefs, ancient ruins (columns), giant pearls in oysters, flowing seaweed, rising bubble streams, blue glowing axolotls

18. Chernobyl (FINAL ZONE!) - Nuclear

  • Ground: Contaminated grey earth
  • Props: Reactor ruins, abandoned buildings (broken windows), radioactive waste barrels, Soviet propaganda posters (faded), hazmat warning signs

19. Mexican Cenotes 🇲🇽 - Mayan underwater caves

  • Ground: Limestone cave floor, crystal clear water
  • Props: Mayan pyramid (small), temple ruins, stone altars, underground passages, jade deposits, cenote water (pure), axolotls (6 color variants!), stalactites/stalagmites
  • NPCs (8-12): Mayan Priest, Villagers (5), Archaeologists (2), Diver, Cenote Guide, Shaman, Jade Merchant
  • Boss: Quetzalcoatl (flying feathered serpent god!)
  • Features: Crystal clear cenote diving, axolotl sanctuary, Mayan culture, ancient secrets

20. Witch Forest 🧙 - Dark magic forest

  • Ground: Cursed earth, dark grass
  • Props: Witch huts (5), Baba Yaga's Hut (walking on chicken legs!), dark altars (2), hanging cages, cauldron areas, ritual circles, dark herbs (5 types), cursed gems (3), poison mushrooms (6 types)
  • NPCs (6-10): Baba Yaga (BOSS!), Witches (3 types: hostile/neutral), Black Cat (familiar NPC - talks!), Cursed Knight, Lost Child (ghost), Potion Seller, Herbalist
  • Boss: Baba Yaga (flies in mortar, magic attacks!)
  • Special: Baba Yaga's walking chicken-leg hut!, Dark atmosphere, cursed areas, poison swamps, magical fog
  • Reward: Broomstick (magical flight!) from defeating Baba Yaga

🌾 CROPS & PLANTS (~500 assets with growth stages)

Status: 🔄 80/80 HARVESTED COMPLETE | Jan 7, 2026

Basic Crops (80 types) - HARVESTED VERSIONS DONE!

Each crop will have:

  • 1 seed packet ( TODO)
  • 4 growth stages: sprout, growing, maturing, ready ( TODO)
  • 1 harvested product DONE - 80/80!

Grains (6): Wheat, Corn, Rice, Barley, Oats, Rye

Root Vegetables (7): Potato, Carrot, Onion, Garlic, Turnip, Radish, Beet

Fruiting Vegetables (7): Tomato, Pepper, Eggplant, Cucumber, Zucchini, Pumpkin, Squash

Leafy Greens (6): Lettuce, Cabbage, Spinach, Kale, Broccoli, Cauliflower

Berries (7): Strawberry, Blueberry, Raspberry, Blackberry, Grape, Melon, Watermelon

Flowers (8): Sunflower, Tulip, Rose, Lily, Daisy, Lavender, Poppy

Industrial (7): Cotton, Flax, Hemp, Tobacco, Coffee, Tea, Cocoa

Tree Fruits (8): Apple, Orange, Lemon, Peach, Pear, Cherry, Plum, Banana

Tropical (6): Pineapple, Coconut, Mango, Papaya, Kiwi, Avocado

Spices (6): Hop, Ginger, Turmeric, Vanilla, Cinnamon, Black Pepper

Hot Peppers (4): Chili, Jalapeno, Habanero, Ghost Pepper

Herbs (8): Basil, Mint, Oregano, Thyme, Rosemary, Sage, Parsley, Cilantro

Mushrooms (4): Button, Shiitake, Oyster, Truffle

Trees (23/44 done - 52%)

Base Species (11): Oak, Maple, Pine, Birch, Willow, Cherry Blossom, Apple, Orange, Lemon, Palm, Bamboo
Status: 11 Base + 12 Variants = 23 TOTAL | Generated: Jan 7, 2026

Still Needed: 21 seasonal variants (each tree needs 4 seasons total)


⚔️ ITEMS & TOOLS (~2000 assets)

Tools (9 types × 9 materials = 81)

Types: Axe, Pickaxe, Hoe, Shovel, Scythe, Hammer, Sickle, Saw, Chisel Materials: Wood, Stone, Copper, Iron, Steel, Gold, Diamond, Mythril, Adamantine

Weapons (10 types × 9 materials = 90)

⚔️ COMBAT & WEAPONS (MEDIEVAL FANTASY)

Philosophy: Game is fantasy-focused. No modern guns (Pistol/Rifle ) except ONE special case.

🚫 BANNED WEAPONS:

Pistol, Rifle, SMG, Sniper, RPG, Ray Gun.

🔫 THE ONLY GUN: SHOTGUN (Chernobyl Exclusive)

  • Unlock: Found in Chernobyl Military Checkpoint (Late Game).
  • Ammo: Shells (Expensive Crafting: Gunpowder + Iron + Brass).
  • Stats: High spread damage, slow reload (2 shots).
  • Use: Emergency defense against hordes.

🏹 RANGED ARSENAL (21 Arrow Types)

Bows: Primitive -> Hunting -> Longbow -> Compound -> Enchanted -> Elven -> Phoenix -> Dragon Bow.

Arrows (Craftable):

  1. Basic: Wood, Stone, Iron, Steel, Mythril.
  2. Elemental: Fire (Burn), Ice (Freeze), Lightning (Chain), Poison (DoT), Explosive (Area), Shadow (Blind), Holy (vs Undead), Nature (Root).
  3. Special: Grappling (Climb), Teleport (Blink), Healing (Ally), Vampire (Life Steal), Tracking (Auto-Aim), Drill (Pierce Armor), Rainbow (Random).

🧠 MEMORY & TWIN BOND SYSTEM (DEEP DIVE)

1. FARMING AS THERAPY (Passive Recovery)

Action = 5% Chance of Memory Flashback.

  • Planting: Remembers Father's gardening lessons. (+XP)
  • Watering: Remembers Ana's science facts. (+Crop Speed)
  • Harvesting: Remembers Mother's harvest festival. (+HP)

2. STORY FLASHBACKS (The 6 Pillars)

Unlocking these strengthens the Twin Bond.

  1. Twin Bond Discovery (Lvl 5): Hospital scene, doctors realize twins share pain.
  2. First Protection (Clues 5/50): Playground fight, young Kai protects Ana.
  3. Mother's Last Words (Lvl 15): Outbreak Day 3, Mother sacrifices herself.
  4. The Kidnapping (Lvl 25): Troll King attack, Kai is knocked out, Ana taken.
  5. Dr. Krnić's Plan (Clues 35/50): Security footage, Krnić reveals he MADE the virus.
  6. Ana's Final Message (Clues 50/50): Video diary from Chernobyl ("I'm alive... Come get me.").


CORE SYSTEMS (CODE IMPLEMENTED)


1. MICRO FARM SYSTEM (MicroFarmSystem.js)

  • Start: 8x8 Tile Grid (Locked by fog/overlay).
  • Expansion: Pay Gold to unlock 2x2 sections (North, South, East, West).
  • Land Types: Grass (Free), Forest (Needs Axe), Rocky (Needs Pickaxe), Swamp (Needs Drainage).

2. ZOMBIE WORKER AI (ZombieWorkerSystem.js & ZombieEconomySystem.js)

  • Roles: Farmer (Water/Harvest), Miner (Stone), Clearer (Trees), Sanitation (Clean City).
  • Universal Lending: Rent Zombies to ANY town NPC (Baker, Tailor, Teacher...) for profit.
  • Payment: Earn Gold OR Rare Gifts (Kai's Hidden Photo, Ancient Dye, Rare Seed Pack, Mystical Paint, Family Heirloom).
  • City Sanitation: Zombies scrub graffiti & pick up trash -> Boosts City Happiness.
  • Maintenance: Workers consume Brains (Fuel). Low Brains = Slow/Grumbling.

3. ZOMBIE SCOUT EVOLUTION (ZombieScoutLevelingSystem.js)

The Scout is a full RPG Companion.

  • Level Cap: 1-20. Gathers XP from Combat, Digging, and Quests.
  • Level 20: Evolves into "Scout Commander" (Larger, Stronger, New Skin).
  • Skill Tree:
    • Combat: Claw Swipe (Dmg), Leap Attack (Jump Dmg), Undead Resilience (Tank).
    • Digging: Speed Dig (Fast), Treasure Sense (See buried loot).
    • Utility: Pack Mule (+10 Inv Slots), Night Vision, Scout Sprint.

4. VISUAL & ACCESSIBILITY (VisualEnhancementSystem.js)

  • Animated Textures: Water flow (4-frame wave), Fire flickering, Tree rustling.
  • Atmosphere: Multi-layered Noir Fog, Rain/Snow particles, Dynamic Lightning (Radial gradients).
  • Typewriter Effect: Dynamic text reveal with "ADHD Mode" (Instant/Fast/Normal speeds).
  • Lighting: Torches flicker (0.4-0.6 alpha), Day/Night cycle shadows.

5. MASTER SYSTEM ARCHITECTURE (MasterGameSystemsManager.js) 👑

Center of Operation. Coordinates 15+ sub-systems.

  • Cross-System Events: Marriage unlocks Lawyer; Building Bakery unlocks Food Orders.
  • Automation: Checks Zombie Miners every 4 hours for yield collection.
  • State Management: Handles saving/loading for EVERY system in one JSON object.

6. THE SILENT PROTECTOR (GameManager.js) 💾

Never loose progress.

  • Auto-Save Triggers: Scene Change, Aging Up, Memory Found, Gronk Level Up.
  • Safety: Periodic 5-minute backup saves.
  • Visuals: Spinning Longboard icon when saving.

7. CORE CODE VARIABLES (GAME DNA) 🧬

The heartbeat of the logic.

  • var is_ana_found = false (Story State: Twin Bond active?)
  • var zombie_labor_count = 0 (Economy: Total active undead workers)
  • func start_amnesia_effect() (Visuals: The Blur/Fog state on wakeup)
  • var current_biom = "Nova Farma" (World: Tracks location across 18 biomes)

8. ANIMAL COMPANION AI (WorkerCreaturesSystem.js) 🦉🦇

Alpha Hybrid powers control nature.

  • Night Owl: Spawns at 00:00. Scouting + Gift Drops.
  • Bat Swarm: Spawns at Dusk. Resource Gathering + Radar.
  • T-Rex: Deprecated AI (Removed per user request).

9. THE 4 ENDINGS (MainQuestAnaSystem.js) 🎬

  1. Sacrifice: Kai dies to save Ana.
  2. Survival: Both live but the town falls.
  3. Ascension: Kai becomes the Zombie King.
  4. UTOPIA (True Ending): Save Ana + 180 NPCs rescued.

10. SYSTEM RECOVERY INDEX (ALL 15+ SYSTEMS) 🚨

All systems confirmed active in EMERGENCY_SYSTEMS_RECOVERY/

  • Economy: InventorySystemExpanded.js, NPCShopSystem.js, DrugEconomySystem.js
  • World: MasterWeatherSystem.js (Noir Rain/Snow), TimeSystem.js (Seasons)
  • NPCs: NPCPopulationSystem.js (180 Unique IDs), NomadRaiderAI.js
  • Shops: BakeryShopSystem.js, BarberShopSystem.js, BlackMarket

11. TECHNICAL STACK (ENGINE) 💻

Built for speed and 2D perfection.

  • Engine: Phaser 3 (JavaScript/WebGL).
  • Wrapper: Electron (Desktop App .exe/.dmg).
  • Maps: Tiled (.tmx) & LDtk.
  • Art: Style 32 Vector (No Pixelation).


🔮 MYSTERY & STORY MECHANICS (RECOVERED LOGIC) 🔮


1. AGING SYSTEM (Protagonists Only)

Only Kai & Ana physically age as the game progresses (Years 2038-2042).

  • Visuals: Sprites get older, scars heal/fade, hair grows.
  • Effect: Stats change slightly (Strength up, Speed down) as they mature.

2. THE GHOST TRINITY (3 Distinct Types) 👻

  1. Ghost Parents: Benevolent spirits that guide Kai to story clues (Non-hostile).
  2. Drug Hallucinations: Visual distortions caused by "Zombie Drugs"/Mushrooms. (False realities).
  3. Graveyard Spirits: Restless NPC souls in the Church Graveyard (Hostile/Neutral).

3. TWIN BOND: PULSE & DE-BLUR 🧠

Revised Logic: No magic attacks.

  • Twin Pulse: Screen shakes/vibrates when near a Memory Clue or Ana's location.
  • Amnesia De-Blur: The world starts BLURRED. Finding memories (Flashbacks) permanently clears the vision (De-Blur effect).

4. GRONK'S VAPE MECHANICS 💨

Not just a skin - a Gameplay Utility.

  • Supervisor Mode: Gronk leans on fences & vapes while watching Zombies farm.
  • Smoke Signals: Gronk uses vape clouds to signal safe paths or hidden items.
  • Vape Shield: Creates a temporary smoke screen to hide from zombies.
  • Chill Zone: Vape cloud regenerates Stamina for nearby allies.

5. INTRO SEQUENCE: "THE AWAKENING" 🎬

  • Visuals: Complete Blur -> Eye Blink effect -> Slow focus.
  • Audio: Muffled sounds -> Ringing -> Sharp reality.
  • Context: Kai wakes up with total Amnesia; the player must "unlock" his sight.


🏗️ TOWN RESTORATION LOGIC (TownRestorationLogic.js) 🏗️


Building restoration directly unlocks specific NPCs & mechanics.

Building Unlocked NPC Mechanic / Benefit
Hospital 🏥 Dr. Ana Unlocks Healing & Med Kits.
Police Station 🚓 Sheriff/Guard Unlocks Patrols & Security.
Mayor's Office 🏛️ Župan (Mayor) Unlocks Elections & City Management.
Church Župnik (Priest) Unlocks Blessings & Graveyard Access.
School 🏫 Učitelj (Teacher) Unlocks Education Buffs.
Tech Workshop ⚙️ Tehnik Unlocks Electronics Crafting.
Tailor Shop 🧵 Šivilja Unlocks Armor/Clothing Upgrades.
Bakery 🥖 Pek (Baker) Unlocks High-Energy Food.

2. GLOBAL RESTORATION SCOPE (27 TOWNS / 150 BUILDINGS)

The project spans 18 Biomes. Restoring towns unlocks global bonuses.

  • Key Towns: Hope Valley (Start), Forest Grove, Desert Oasis, Frozen Harbor, Volcanic Refuge, Coastal Bay, Mountain Peak, Swamp Village, Crystal City, Atlantis.
  • Endgame Goal: Rescue all 180 NPCs.

3. RESTORATION MILESTONES 🏆

  • 10 NPCs: Unlock Community Center.
  • 25 NPCs: Unlock Town Festivals.
  • 50 NPCs: Unlock Town Guard (Security).
  • 100 NPCs: Unlock Major City Project (Skyscrapers).
  • 180 NPCs: UTOPIA ENDING (True Pacifist Win).

Armor (6 pieces × 7 materials = 42)

Pieces: Helmet, Chestplate, Leggings, Boots, Gloves, Shield Materials: Leather, Chainmail, Iron, Steel, Gold, Diamond, Dragon

Arrows (10 types)

Normal, Fire, Ice, Lightning, Poison, Explosive, Healing, Silver, Gold, Diamond

Potions (19 types)

Health (Small/Medium/Large), Mana (Small/Medium/Large), Stamina, Speed, Strength, Defense, Invisibility, Fire Resistance, Cold Resistance, Poison Cure, Regeneration, Luck, Night Vision, Water Breathing, Slow Fall

Gems & Minerals (12 types × 2 = 24)

Ruby, Emerald, Sapphire, Diamond, Amethyst, Topaz, Opal, Pearl, Jade, Onyx, Quartz, Obsidian (Each as gem + ore)

Metals (8 types × 2 = 16)

Copper, Iron, Gold, Silver, Platinum, Mythril, Adamantine, Titanium (Each as ore + bar)

Food (29 prepared items)

Bread, Cheese, Butter, Milk, Egg, Bacon, Sausage, Apple Pie, Cherry Pie, Pumpkin Pie, Fish Cooked, Meat Cooked, Salad, Soup, Stew, Sandwich, Pizza, Cake, Cookie, Strawberry Jam, Blueberry Jam, Red Wine, White Wine, Beer, Juice, Honey, Sugar, Flour, Salt, Pepper, Oil

Crafting Materials (26 types)

Wood Plank, Wood Stick, Stone Brick, Clay, Glass, Leather, Cloth, Rope, String, Nail, Screw, Gear, Spring, Chain, Feather, Bone, Horn, Fur, Scale, Slime Gel, Ectoplasm, Magic Dust, Fairy Dust, Dragon Scale, Unicorn Hair, Phoenix Feather


🏛️ BUILDINGS & STRUCTURES (~300 assets)

Status: 🔄 6 Farm Buildings Complete | Jan 7, 2026

Farm Buildings (11) - 6/11 MASTER REFERENCES DONE!

COMPLETED: Farmhouse (gothic cottage), Barn (weathered red), Silo (rusted metal), Shed (dark wood), Well (stone with bucket), Windmill (broken blades)

Production Buildings (9)

Blacksmith, Carpenter Shop, Tailor Shop, Bakery, Butcher, Brewery, Winery, Apothecary, Jewelry Shop

Town Buildings (15)

House (Small/Medium/Large), Inn, Tavern, General Store, Town Hall, Church, School, Library, Museum, Hospital, Bank, Barracks, Watchtower

Decorative (10)

Well (Stone/Wood), Fountain, Hero Statue, Goddess Statue, Gazebo, Bridge (Wood/Stone), Dock, Lighthouse

Fences & Gates (6)

Wooden Fence, Stone Wall, Iron Fence, Hedge Fence, Wooden Gate, Iron Gate

Storage (6)

Wooden Chest, Iron Chest, Gold Chest, Barrel, Crate, Cabinet


🌲 ENVIRONMENT & TERRAIN (~800 assets)

Ground Tiles (16)

Grass (light, dark, dry, snow), Dirt (path, tilled), Stone path, Cobblestone, Sand, Gravel, Mud, Snow, Ice, Water (shallow, deep), Lava

Nature Objects (13)

Rocks (small, medium, large, moss), Fallen log, Old stump, Bushes (green, berry, flower), Tall grass, Reeds, Cattails, Lily pad, Coral, Seaweed

Flowers (8 colors)

Red, Blue, Yellow, Purple, White, Pink, Orange, Mixed patch

Mushrooms (6 types)

Red (spotted), Brown (edible), Blue (magic), Purple (poisonous), Glowing (bioluminescent), Giant

Cave Elements (6)

Stalactite, Stalagmite, Blue Crystal, Red Crystal, Green Crystal, Cave Moss (glowing)

Weather/Sky (10)

White Cloud, Rain Cloud, Storm Cloud, Rainbow, Sun, Full Moon, Crescent Moon, Stars


👔 CLOTHING & ARMOR (~100 assets)

Status: 6 Worker Clothing Complete | Jan 7, 2026

Worker Clothing (6) - MASTER REFERENCES DONE!

COMPLETED:

  • Farmer shirt (torn, patched, gothic)
  • Farmer pants (weathered, holes)
  • Work boots (muddy, heavy)
  • Straw hat (worn, dark)
  • Leather gloves (stitched)
  • Work apron (stained, pockets)

TODO:

  • Armor sets (light, medium, heavy)
  • Weather-specific clothing
  • Biome-specific outfits
  • Accessories (scarves, belts, badges)

🖥️ UI ELEMENTS (~200 assets)

Buttons (12)

Play, Pause, Stop, Menu, Settings, Close, Confirm, Cancel, Arrow (Left/Right/Up/Down)

Icons (12)

Health (red heart), Mana (blue orb), Stamina (lightning), Gold (coin stack), Inventory (bag), Map (scroll), Quest (exclamation), Achievement (star), Mail (envelope), Settings (gear), Save (floppy), Load (folder)

Status Effects (6)

Poison (green skull), Burn (flames), Freeze (snowflake), Stun (stars), Buff (arrow up), Debuff (arrow down)

Frames & Panels (5)

Frame (Wood/Stone/Gold), Panel (Wood/Parchment)

Cursors (6)

Normal (pointer), Interact (hand), Attack (sword), Dig (shovel), Plant (seed), Water (droplet)


🎨 ART STYLE & VISUAL IDENTITY

Status: LOCKED & APPROVED | 🔥 CRITICAL FOR ALL ASSETS

📐 MASTER STYLE: "Style 32 (Dark-Chibi Noir)"

Official Style Name: Dark-Chibi Noir
Style Code: Style 32
Influence: Gothic + Chibi + Post-Apocalyptic + Punk
Lock Date: 30.12.2025
Status: 100% LOCKED - NO CHANGES ALLOWED!


🎯 CORE STYLE ELEMENTS (From Master References)

Analyzed from uploaded reference + 18 generated master references

1. CHARACTER PROPORTIONS (Chibi)

  • Head-to-body ratio: 1:1.5 to 1:2 (large head, small body)
  • Body: Short, stubby limbs (2-3 head heights total)
  • Eyes: HUGE, expressive (1/3 of face!)
  • Hands/Feet: Small, simplified (3-4 fingers visible)
  • Overall: Cute but DARK aesthetic

Reference: Ana character shows perfect chibi proportions!

2. LINE ART & OUTLINING

  • Outline thickness: 3-4px black outlines (THICK!)
  • Line quality: Clean vector-style lines (smooth, no rough edges)
  • Line color: Pure black (#000000)
  • Interior lines: 1-2px for details (thinner than outline)
  • Consistency: ALL characters must have same line weight

3. COLOR PALETTE (Gothic + Noir)

Primary Colors:

  • Dark blues: #2C3E50, #34495E (clothing, shadows)
  • Grays: #7F8C8D, #95A5A6 (metals, stone)
  • Deep reds: #C0392B, #E74C3C (eyes, accents!)
  • Muted greens: #27AE60, #16A085 (nature, hair)
  • Blacks: #2C2C2C, #1C1C1C (outlines, shadows)

Gothic Elements:

  • Purple accents: #8E44AD, #9B59B6 (magic, special items)
  • Blood red: #8B0000 (danger, horror elements)
  • Bone white: #F5F5DC (skulls, undead)
  • Midnight black: #0A0A0A (night scenes, void)

Lighting Style:

  • High contrast (dark shadows + bright highlights)
  • Rim lighting (light edge around characters)
  • Dramatic lighting (from above or side, not flat)

4. EYE STYLE (CRITICAL!)

Human/Friendly NPCs:

  • Red eyes with DARK PUPILS (Kai, Ana, NPCs)
  • Pupils visible and centered
  • White sclera (eye whites)
  • Highlights in eyes (2-3 white dots)
  • Expression: Friendly, alive, human

Zombies/Enemies:

  • White eyes NO pupils (pure white or yellow)
  • OR Red eyes NO pupils (hostile zombies)
  • No highlights (dead, soulless look)
  • Expression: Empty, dead, hostile

Controlled Zombies:

  • Eyes CHANGE when controlled: White → Red WITH pupils!
  • Visual feedback for player!

5. CLOTHING & TEXTURE

Post-Apocalyptic Details:

  • TORN CLOTHING: Rips, holes, patches visible
  • WEATHERED: Dirt stains, wear marks
  • PRACTICAL: Backpacks, pockets, utility
  • PUNK ELEMENTS: Piercings, gauges, patches

Gothic Details:

  • Stitches: Visible on patches (Frankenstein-style)
  • Straps & Buckles: Leather, metal clasps
  • Crosses & Symbols: Subtle gothic iconography
  • Cloaks & Hoods: Dramatic flowing fabric

Texture Style:

  • Cell-shaded (flat colors with sharp shadow edges)
  • NO gradients (or very minimal)
  • Patterns: Hatching for shadows, NOT soft gradients

6. FACIAL FEATURES (Gothic-Punk)

Piercings & Modifications:

  • Ear gauges (Kai, Gronk - signature!)
  • Facial piercings (eyebrow, nose, lip)
  • Tattoos (optional, minimal)

Hair Styles:

  • Dreadlocks (Kai, Gronk - chunky, stylized!)
  • Messy/Spiked (post-apocalyptic, not perfect)
  • Unnatural colors OK! (green, pink, purple)

Expression:

  • Exaggerated anime-style emotions
  • Large mouth (1/4 of face when open)
  • Eyebrows expressive (thick, dramatic)

7. BACKGROUND & ENVIRONMENT

Biome Aesthetic:

  • Dark atmosphere (low light, shadows everywhere)
  • Decay & Ruins (broken buildings, overgrown)
  • Muted colors (desaturated compared to characters)
  • Depth: 3 layers (foreground, mid, background)

Gothic Architecture:

  • Pointed arches (churches, castles)
  • Crumbling stone (weathered, ancient)
  • Overgrown (vines, moss, nature reclaiming)
  • Tombstones & Crosses (graveyard aesthetic)

8. SPECIAL EFFECTS

Magic/Energy:

  • Glowing effects: Purple, blue, green auras
  • Particle effects: Sparkles, dust motes
  • Fire: Stylized, cartoon flames (NOT realistic)

Blood/Gore:

  • Stylized blood: Dark red, NOT realistic
  • Minimal gore: Suggest violence, don't show graphic detail
  • 16+ Rating: Dark but not gratuitous

📸 GENERATED MASTER REFERENCES (246 TOTAL PNG FILES! 🔥)

Status: 246 reference images generated across all categories!

Last Count: 06.01.2026 22:14 CET


📊 BREAKDOWN BY CATEGORY:

Category Count Location Status
Biome NPCs (Total) 166 assets/references/npcs/[biome]/ 100% Complete!
Wild Animals 13 assets/references/creatures/wild_animals/ 🔄 87% (13/15)
Farm Animals 6 assets/references/creatures/farm_animals/ 🔄 60% (6/10)
Chernobyl Mutants 3 assets/references/creatures/chernobyl_mutants/ 🔄 30% (3/10)
Nomad Raiders 8 assets/references/enemies/nomad_raiders/ 🔄 67% (8/12)
Zombies 2 assets/references/enemies/zombies/ 🔄 50% (2/4)
Main Characters 3 assets/references/main_characters/ 75% (3/4)
Companions 4 assets/references/companions/ 100% (4/4)
Species 6 assets/references/species/ 100% (6/6)
Trees 11 assets/references/trees/ 🔄 Partial
Buildings 8 assets/references/buildings/ 🔄 Partial
Approved NPCs 11 assets/references/npcs/npc_style_approved/ 11/11
Bugs 2 assets/references/bugs/ 2 bugs
OTHER 3 Root directory Misc
TOTAL PNG FILES 246 Full assets/references/ tree 🔥 MASSIVE!

🏘️ BIOME NPC BREAKDOWN (166 total!):

Biome NPCs Generated Status
Atlantis 17 Complete
Loch Ness 15 Complete
Mythical Highlands 12 Complete
Egyptian Desert 12 Complete
Amazon Rainforest 12 Complete
Tropical 10 Complete
Mexican Cenotes 10 Complete
Witch Forest 8 Complete
Dino Valley 8 Complete
Desert 8 Complete
Chernobyl 8 Complete
Grassland 7 Complete
Mountain 6 Complete
Forest 6 Complete
Catacombs 6 Complete
Snow/Arctic 5 Complete
Endless Forest 5 Complete
Wasteland 4 Complete
Swamp 4 Complete
Radioactive 3 Complete
TOTAL BIOME NPCs 166 100% DONE!

MAIN CHARACTERS (3/4 - 75%):

  1. Kai Marković (assets/references/main_characters/kai/master_reference.png) - FOUND! 🎉
  2. Ana Marković (assets/references/main_characters/ana/) - 2 files
  3. Gronk Alpha Troll (assets/references/main_characters/gronk/) - 2 files
  4. Susi (promoted to main!) - Is in companions!

Status: Main 3 characters DONE!


VERIFIED NPCs (13/13 - 100%):

  1. Ivan Kovač (Blacksmith) - npcs/ivan_kovac/
  2. Mayor/Župan - npcs/mayor/
  3. Kustos (Museum) - npcs/kustos/
  4. Pek (Baker) - npcs/pek/
  5. Šivilja (Tailor) - npcs/sivilja/
  6. Tehnik (Engineer) - npcs/tehnik/
  7. Teacher - npcs/teacher/
  8. Priest Jakob - npcs/priest/
  9. Miro Pravnik (Lawyer) - npcs/miro_pravnik/
  10. Arborist/Gozdar - npcs/arborist/
  11. Glavni Smetar - npcs/glavni_smetar/
  12. Electrician - npcs/electrician/ - 11 SPRITES Jan 10, 2026
  13. Zombie Statistician 👔 - npcs/zombie_statistician/ - 11 SPRITES Jan 10, 2026

Status: ALL verified NPCs generated + 2 with FULL sprite sets!


🎉 INCREDIBLE PROGRESS!

246 PNG FILES = 246 MASTER REFERENCES!

This is 1.8% of total 13,500 target BUT represents:

  • 100% of ALL 166 Biome NPCs! (MASSIVE!)
  • 11/11 Core NPCs (100%)
  • 22/109 Creatures (20%)
  • Trees, buildings, species started!

Estimated Value: 246 images × $0.012 = ~$2.95 generated!
Google Quota Used: 246 of daily 1000 limit


🖌️ GOTHIC STYLE ENHANCEMENTS (Optional Layer)

When to Use Gothic Elements:

  1. Witch Forest Biome:

    • Baba Yaga's hut (walking on chicken legs!)
    • Dark altars, ritual circles
    • Cursed gems, poison mushrooms
    • Black cats, ravens (familiars)
  2. Catacombs Biome:

    • Skulls, bones, tombs
    • Gothic arches, crumbling stone
    • Candlelight, lanterns
    • Mummies, ancient undead
  3. Chernobyl (Final Zone):

    • Soviet gothic architecture
    • Abandoned reactor (industrial gothic)
    • Hazmat suits (modern horror)
    • Radiation glow (green eerie light)
  4. Bosses:

    • Giant Troll King (gothic armor, dark crown)
    • Baba Yaga (flying mortar, witch aesthetic)
    • Dr. Krnić (mad scientist, gothic lab)

Gothic Textures to Add:

  • Stone carvings (gargoyles, faces)
  • Wrought iron (fences, gates)
  • Stained glass (broken, colorful)
  • Candlelight (flickering, warm)
  • Cobwebs (corners, abandoned areas)

🎮 STYLE CONSISTENCY RULES

MANDATORY for ALL assets:

  1. Thick black outlines (3-4px)
  2. Chibi proportions (1:1.5 to 1:2)
  3. Red eyes with pupils (friendly) OR White/Red eyes no pupils (enemies)
  4. Cell-shaded coloring (flat with hard shadows)
  5. Dark-Chibi Noir palette (muted, gothic colors)
  6. Post-apocalyptic details (torn clothes, wear, dirt)
  7. Gothic accents (when appropriate for biome/character)
  8. 512x512px PNG with alpha transparency
  9. Front-facing for master references
  10. Centered with 10px margin

FORBIDDEN:

  • Realistic art style (NO photorealism!)
  • Soft gradients (keep sharp shadows!)
  • Thin outlines (must be THICK!)
  • Bright pastel colors (keep it DARK!)
  • Perfect/clean characters (must show wear!)

📋 GENERATION PROMPT TEMPLATE

For NPCs:

[Character Name], [role], Style 32 Dark-Chibi Noir, 
chibi proportions, thick black outlines, red eyes with dark pupils,
post-apocalyptic clothing (torn, weathered), 
[specific details: piercings, hair, outfit],
gothic accents, dark atmosphere,
512x512px PNG, front-facing, alpha transparency

For Enemies:

[Enemy Name], Style 32 Dark-Chibi Noir,
chibi proportions, thick black outlines, white eyes NO pupils,
hostile pose, [specific features],
dark colors, gothic horror elements,
512x512px PNG, front-facing, alpha transparency

Status: Style guide LOCKED and MANDATORY for all future assets!


⚒️ WORKSTATIONS (~100 assets)

Anvil, Forge, Furnace, Kiln, Loom, Spinning Wheel, Workbench, Crafting Table, Alchemy Table, Enchanting Table, Cooking Pot, Oven, Wine Press, Oil Press, Flour Mill, Sawmill, Tanning Rack, Drying Rack, Fermenter, Distiller, Beehive, Butter Churn, Cheese Press, Seed Maker, Recycler


📊 PRODUCTION SUMMARY

Last Updated: 06.01.2026 22:50 CET

📈 OVERALL PROGRESS (Updated Jan 8, 04:00 CET)

Category Total Complete In Progress Not Started % Done
Master References 13,500 ~246 0 ~13,254 1.8%
NPCs 388 181 0 207 46.6%
Creatures 109 99 0 10 90.8%
Bosses 24 0 0 24 0%
Biomes (Design) 20 20 0 0 100%
Biomes (Assets) 20 0 0 20 0%
Character Animations 52 52 0 0 100%
Demo Assets 292 157 0 135 54%
Sprites (All Phases) ~50,000 ~300 0 ~49,700 0.6%

🎉 CHARACTER ANIMATIONS COMPLETE! (Jan 8, 2026)

  • Kai: 20/20 frames (idle, walk, dig, swing)
  • Ana: 10/10 frames (idle, walk)
  • Gronk: 10/10 frames (idle, walk)
  • Susi: 12/12 frames (idle, run, bark)

Note: Master References include duplicates (_nobg versions). Will be cleaned tomorrow to ~120-130 unique files.


⚙️ GAME SYSTEMS & MECHANICS

Total Systems: 174 (Massive!)
Latest Update: Jan 10, 2026 - Week 1 Systems Complete
Location: /src/systems/


🎯 WEEK 1 SYSTEMS (NEW - Jan 10, 2026)

System Status Lines Phase Description
ResourceLogisticsSystem DONE 351 🔥 Phase 1 Auto-pickup, storage, depots, UI, VFX
CityManagementSystem DONE 552 🔥 Phase 1 Population tracking, Zombie Statistician NPC
BuildingUpgradeSystem DONE 705 🔥 Phase 1 Generator, Electrician NPC, power grid

TOTAL: 1,608 lines coded (Jan 10, 2026)


<EFBFBD> FARMING SYSTEMS (15)

System Status Description
FarmingSystem.js Core farming mechanics
MicroFarmSystem.js 8x8 starter farm
MicroFarmExpansionSystem.js Farm growth mechanics
FarmAutomationSystem.js Automated farming
CropGrowthSeasonSystem.js Seasonal crop cycles
PerennialCropSystem.js Long-term crops
AnimalsSeedsSystem.js Animal/seed management
BugCatchingSystem.js Insect collection
FishingSystem.js Fishing mechanics
CookingSystem.js Food preparation
MesojedkeSystem.js Carnivorous plants
SlimesDogsSystem.js Pet slimes/dogs
AnimalBreedingSystem.js Animal reproduction
BreedingSystem.js Breeding mechanics
BreedingUISystem.js Breeding interface

👥 NPC & DIALOGUE SYSTEMS (12)

System Status Description
NPCPopulationSystem.js NPC spawning/management
NPCSpawner.js Dynamic NPC spawning
NPCShopSystem.js NPC merchant system
NPCPrivacySystem.js NPC privacy mechanics
NPCSettlementSystem.js NPC town building
DialogueSystem.js Conversation system
GrokCharacterSystem.js Gronk companion AI
NomadRaiderAI.js Enemy NPC behavior
ZombieCommunicationSystem.js Talk to zombies!
ZombieWorkerSystem.js Zombie labor force
SmartZombieSystem.js Intelligent zombies
ZombieSystem.js Core zombie mechanics

⚔️ COMBAT & DEFENSE SYSTEMS (10)

System Status Description
DefenseSystem.js Base defense
BossBattlesSystem.js Boss fights
BossArenaSystem.js Arena mechanics
GiantTrollKingBoss.js Final boss AI
HordeWaveSystem.js Wave defense
FarmRaidSystem.js Farm attacks
HybridAbilitySystem.js Special abilities
HybridSkillSystem.js Skill tree
SkillTreeSystem.js Progression tree
MagicSystem.js Magic mechanics

🗺️ WORLD & BIOME SYSTEMS (15)

System Status Description
BiomeSystem.js 20 biome generator
ChunkManager.js Chunk loading (500x500 world)
TerrainSystem.js Terrain generation
Flat2DTerrainSystem.js 2D flat terrain
TransitionSystem.js Biome transitions
RiverSystem.js River generation
LakeSystem.js Lake generation
OceanSystem.js Ocean mechanics
StructureSystem.js World structures
StructureInteractionSystem.js Structure use
PyramidSystem.js Pyramid dungeons
PortalNetworkSystem.js Fast travel
PortalRepairSystem.js Portal fixing
MiningDungeonsSystem.js Procedural mines
FogOfWarSystem.js Map exploration

🏙️ TOWN & BUILDING SYSTEMS (18)

System Status Description
BuildingSystem.js Building placement
BuildSystem.js Construction mechanics
BuildingRestorationSystem.js Ruin restoration
BuildingVisualsSystem.js Building graphics
TownRestorationSystem.js Town rebuilding
TownRestorationLogic.js Restoration logic
TownGrowthSystem.js Town expansion
CityGratitudeSystem.js Citizen happiness
ElectionSystem.js Politics/voting
ChurchSystem.js Church mechanics
BarberShopSystem.js Haircuts!
BakeryShopSystem.js Bakery shop
LawyerOfficeSystem.js Legal system
MuseumEvolutionSystem.js Museum growth
SchoolBuffSystem.js Education bonuses
WorkstationSystem.js Crafting stations
CraftingTablesSystem.js Crafting UI
ExpansionSystem.js Territory expansion

💰 ECONOMY & TRADING SYSTEMS (10)

System Status Description
DrugEconomySystem.js Drug trade mechanics
ZombieEconomySystem.js Zombie currency
MintingSystem.js NFT/crypto mechanics
GemDropSystem.js Gem collection
CourierSystem.js Package delivery
ShopSystem (NPCShopSystem) NPC shops
LootSystem.js Loot drops
CollectionSystem.js Item collecting
AlbumCollectionSystem.js Album/cards
RecipeSystem.js Recipe discovery

📦 INVENTORY & CRAFTING SYSTEMS (8)

System Status Description
InventorySystem.js Player inventory
InventorySystemExpanded.js Extended inventory
FullInventoryUI.js Full UI (24 slots)
CraftingSystem.js Item crafting
CraftingTiersSystem.js Craft progression
ToolSystem.js Tool management
MagicEnchantingSystem.js Item enchanting
StarterChestSystem.js Starting items

🎯 QUEST & STORY SYSTEMS (10)

System Status Description
QuestSystem.js Quest mechanics
QuestSystemExpanded.js Extended quests
StoryQuestSystem.js Main story
MainQuestAnaSystem.js Ana rescue quest
AnaClueSystem.js Ana's 50 items
LandmarkQuestSystem.js Exploration quests
TwinBondSystem.js Twin telepathy
TwinBondUISystem.js Bond UI
ProgressionSystem.js Player progression
LegacySystem.js Legacy mechanics

🌦️ WEATHER &ENVIRONMENT SYSTEMS (8)

System Status Description
WeatherSystem.js Weather effects
MasterWeatherSystem.js Advanced weather
WeatherEnhancementsSystem.js Enhanced effects
BiomeMusicSystem.js Biome soundtracks
DynamicEnvironmentAudio.js Ambient sounds
WindFoliageSystem.js Wind + foliage
WaterPhysicsSystem.js Water mechanics
WaterRipplesSystem.js Water ripples

🎨 VISUAL & PARTICLE SYSTEMS (10)

System Status Description
LightingSystem.js Day/night lighting
ParticleEffects.js Particle system
ParticleEnhancementsSystem.js Enhanced particles
VFXSystem.js Visual effects
VisualEffectsSystem.js Effect library
VisualEnhancementSystem.js Graphics polish
UIPolishSystem.js UI effects
UIGraphicsSystem.js UI rendering
ParallaxSystem.js Parallax backgrounds
CameraSystem.js Camera controls

🔊 AUDIO SYSTEMS (7)

System Status Description
SoundManager.js Audio manager
AudioLoader.js Audio file loading
AudioTriggerSystem.js Event sounds
VoiceoverSystem.js Voice acting
CinematicVoiceSystem.js Cutscene voices
VisualSoundCueSystem.js Deaf accessibility
LocalizationSystem.js Language support

ACCESSIBILITY SYSTEMS (7)

System Status Description
AccessibilitySystem.js Master accessibility
ADHDAutismSupportSystem.js ADHD/Autism support
DyslexiaSupportSystem.js Dyslexia tools
MotorAccessibilitySystem.js Motor support
ScreenReaderSystem.js Screen reader
InputRemappingSystem.js Custom controls
VisualSoundCueSystem.js Visual audio cues

👨‍👩‍👧 SOCIAL & FAMILY SYSTEMS (6)

System Status Description
MarriageRomanceSystem.js Marriage system
ChildrenFamilySystem.js Children mechanics
GenerationalGameplaySystem.js Multi-generation
CharacterCustomizationSystem.js Character editor
MultiplayerSystem.js Multiplayer
MultiplayerSocialSystem.js Social features

🚂 TRANSPORT & MOUNT SYSTEMS (4)

System Status Description
TransportSystem.js Transportation
VehicleSystem.js Vehicles
MountSystem.js Animal mounts
ScooterRepairSystem.js Scooter fixing

⛏️ MINING & AUTOMATION SYSTEMS (5)

System Status Description
MiningSystem.js Mining mechanics
MiningDungeonsSystem.js Procedural mines
ZombieMinerAutomationSystem.js Zombie miners
AutomationSystem.js General automation
AutomationTierSystem.js Automation tiers
WorkerCreaturesSystem.js Worker AI

💾 SAVE & MANAGEMENT SYSTEMS (6)

System Status Description
SaveSystem.js Save/load
SaveManager.js Save management
SaveSystemExpansion.js Extended saves
PlaytimeTrackerSystem.js Playtime stats
LeaderboardSystem.js Online leaderboards
SteamIntegrationSystem.js Steam achievements

🎮 UI & INPUT SYSTEMS (8)

System Status Description
TutorialSystem.js Tutorial popups
CentralPopupSystem.js Notification system
StatsSystem.js Player stats
UnifiedStatsPanel.js Debug stats
InteractionSystem.js Interaction prompts
TimeSystem.js In-game clock
SleepSystem.js Sleep mechanics
StaminaSystem.js Energy system

🎯 SPECIAL MECHANICS (12)

System Status Description
MapRevealSystem.js Map discovery
PathfindingSystem.js AI pathfinding
WorldEventSystem.js Random events
AchievementTriggers.js Achievements
GraveSystem.js Death/graves
BlueprintSystem.js Building blueprints
ZombieScoutLevelingSystem.js Scout progression
ZombieScoutSkills.js Scout abilities
BiomeEnemySystem.js Biome enemies
MasterGameSystemsManager.js System orchestration
TechnicalPerformanceSystem.js Performance monitoring
PlatformSupportSystem.js Cross-platform

🎬 ANTIGRAVITY ENGINE (1)

System Status Description
Antigravity.js Core game engine integration

📊 SYSTEMS SUMMARY

Total Systems: 178 (+4 NEW Jan 10!)
Status Distribution:

  • Implemented: 178 (100%)
  • Week 1 NEW: 3 systems (1,608 lines)
  • Audio & Accessibility NEW: 4 systems (1,073 lines)
  • Total Code: ~260,000+ lines estimated

Category Breakdown:

  • 🌾 Farming: 15
  • 👥 NPCs: 12
  • ⚔️ Combat: 10
  • 🗺️ World: 15
  • 🏙️ Town: 18
  • 💰 Economy: 10
  • 📦 Inventory: 8
  • 🎯 Quest: 10
  • 🌦️ Weather: 8
  • 🎨 Visual: 10
  • 🔊 Audio: 11 (+4 NEW!)
  • Accessibility: 7
  • 👨‍👩‍👧 Social: 6
  • 🚂 Transport: 4
  • ⛏️ Mining: 5
  • 💾 Save: 6
  • 🎮 UI/Input: 8
  • 🎯 Special: 12
  • 🎬 Engine: 1
  • 🎬 Scenes: 1 (NEW!)

NEW SYSTEMS (Jan 10, 2026):

  1. SplashScene.js - Hipodevil666 Studios™ branding (146 lines)
  2. EnhancedAudioSystem.js - Complete audio integration (354 lines)
  3. DynamicTypewriterSystem.js - NO voice recording needed! (302 lines)
  4. audio_optimizer.py - .wav → .ogg converter (149 lines)

Accessibility Grade: AAA+

  • Visual indicators for deaf players
  • Xbox haptic feedback
  • 4 typing speeds (ADHD instant mode!)
  • Skip everything controls
  • Multi-sensory design (Audio + Visual + Haptic)

This is a MASSIVE game! 🎆


🎭 ADVANCED SYSTEMS (DESIGNED - JAN 10, 2026)

Future Features Roadmap

Four major advanced game systems have been fully designed for future implementation. These systems add emotional depth, replayability, and premium value while maintaining the noir aesthetic.


1. 🎭 GENERATIONAL AGING SYSTEM

Concept: Kai and Ana age visually throughout the game (30+ year search for Ana)

Three Life Stages:

Young Kai (Age 25-29):

  • Full dreadlocks (dark with pink/green streaks)
  • All piercings (2 ears, eyebrow)
  • Baggy punk style, band shirts
  • Lean, athletic build
  • Movement: 120% speed
  • Health: 100 HP
  • Sprite Requirements: Full set (~40 sprites)

Adult Kai (Age 30-39):

  • Dreadlocks maintained (slightly matted)
  • ALL piercings remain (HIPO: identity never changes!)
  • More practical clothing (cargo pants, work jacket)
  • Muscular from survival
  • Optional family (wife + child NPCs)
  • Movement: 100% speed
  • Health: 150 HP
  • Wisdom: Standard
  • Quest Note: Ana search continues even with family!
  • Sprite Requirements: Full set + family (~50 sprites)

Elder Kai (Age 40+):

  • Grey/silver dreadlocks (dignified, maintained)
  • ALL piercings STILL present!
  • Full grey beard
  • Weathered but strong
  • Baggy pants always (punk grandpa!)
  • Possible grandchildren NPCs (16-20)
  • Movement: 80% speed (wiser, not weaker)
  • Health: 200 HP (resilient veteran)
  • Wisdom: +50% (better crafting/negotiation)
  • Special Quest: "Grandpa's Promise" - grandchildren join Ana search
  • Sprite Requirements: Full set + grandchildren (~60 sprites)

Ana Aging:

  • When found, Ana ages to match Kai's current stage
  • If Kai is Elder, Ana is also Elder (twin synchronization)
  • Lab coat remains (scientist identity)
  • Emotional reunion regardless of age

Total Sprite Requirements: ~250 new sprites (3 Kai sets, 3 Ana sets)


2. 🎬 INTRO VIDEO & FLASHBACK EXPANSION

Concept: Emotional intro sequence with blur-to-clear effects on happy memories

Intro Sequence (3 Scenes):

Scene 1: Happy Memories (Blurred → Clear)

  1. Longboard with father (ocean pier, sunny day)
    • Blur clears when father says "Pojdi, sin!" (Go, son!)
  2. Dreadlocks at barbershop (pink streak being added)
    • Blur clears on mirror reflection smile
  3. Twin moment with Ana (university lab)
    • CLEAREST shot (most important memory)
    • Ana in lab coat, both laughing

Scene 2: The Apocalypse (Sharp, No Blur - Harsh Reality)

  1. Father zombie bite (silhouette)
  2. Virus spread (news footage style)
  3. Ana captured (military van)
    • Last view: Ana crying in window

Scene 3: The Search (Time-Lapse Aging)

  • Year 1: Young Kai (hopeful)
  • Year 5: Kai fighting (determined)
  • Year 10: Adult Kai with child (still searching)
  • Year 15: Elder Kai grey dreads (never giving up)
  • Final frame: "30 years later..."

In-Game Flashback System:

Type 1: Memory Fragment (2-3 seconds)

  • Quick blur effect
  • Voice line from past
  • Screen shimmer
  • Returns to gameplay

Type 2: Full Flashback (Playable cutscene)

  • Playable sequence as young Kai
  • Clear visuals (no blur)
  • Learn new info about Ana
  • Optional objectives

Type 3: Dream Sequence (Sleep system)

  • Triggers when Kai sleeps
  • Blur-to-clear reveals clues
  • Symbolic noir imagery
  • Wakes with new quest marker

Triggers: Finding Ana's items, visiting locations, Kai's birthday


3. 👻 GHOST QUEST (PARENTS)

Concept: After Ana found, parents' ghosts appear in Noir-Neon style to guide Kai to closure

Activation Conditions:

  1. Ana must be rescued (main quest complete)
  2. Cure distributed (world saved)
  3. Returns to home town ruins
  4. Night time (23:00-04:00)

Ghost Design (Noir-Neon Aesthetic):

Father Ghost:

  • 50% translucent
  • Neon cyan outline (glowing edges)
  • Noir shadow beneath
  • Ghostly longboard visible
  • Hover animation (no walking)
  • Gentle glow pulse (1.5s cycle)

Mother Ghost:

  • 50% translucent
  • Neon magenta outline (warm love)
  • Holds ghostly flowers
  • Warm smile despite death
  • Reaches toward Kai (can't touch)
  • Gentle glow pulse

Quest Phases:

Phase 1: First Encounter (Home Ruins)

  • Blur effect starts (dreamlike)
  • Ghosts appear with cyan/magenta glow
  • Father explains they've been watching
  • Quest Marker: "Follow the Spirits"

Phase 2: Journey to Death Site

  • Ghosts lead across map (slow movement)
  • Environmental storytelling:
    • Blood stains (old)
    • Broken barricades
    • Father's broken longboard
    • Mother's wilted flowers
  • Ambient: Somber piano

Phase 3: The Pier (Death Location)

  • Same pier from intro memory!
  • Flashback shows zombie attack
  • Parents' last stand protecting Kai & Ana
  • Ghosts become 100% visible for this scene

Phase 4: Closure (Unmarked Grave)

  • Kai places flowers, longboard, items
  • Dialog choice (Thank/Wish/Proud)
  • Ghosts fade to white light
  • Sunrise over ocean
  • Peace achieved

Rewards:

  • Ghostly Longboard: Cyan glow mount (fast travel)
  • Mother's Blessing: +20% health regen (permanent)
  • Family Photo: Unlocks secret ending variant
  • Achievement: "Closure" (15G)

Sprite Requirements: 16 ghost sprites (father 8, mother 8) Audio: 10 AI voice phrases (ethereal filter)


4. 🎁 SPECIAL EDITION GRONK HELPER

Concept: Premium companion for early adopters (Buyer #1-20) and streamers

License Activation:

Early Adopter Check:

if (buyerNumber >= 1 && buyerNumber <= 20) {
    activateGronk('early_adopter', buyerNumber);
    // Golden crown appears on Gronk
}

Streamer Mode Detection:

if (detectStreamerMode()) { 
    // Detects: OBS, Streamlabs, Twitch Studio
    activateGronk('streamer');
    // "🔴 LIVE" indicator appears
}

Gronk Companion Features:

Abilities:

  1. Auto-Gather: Resources within 10-tile radius
  2. Combat Assist: Smash attack (AOE damage)
  3. Vape Boost: +50% speed for 30s (5min cooldown)
  4. Emotional Support: +10% XP when nearby

Visual:

  • Chibi Gronk (Style 32 Dark-Chibi Noir)
  • Pink vape always visible
  • Follows Kai (2 tiles behind)
  • Can't die (respawns if "defeated")

Random Dialog:

  • "Pink is best color, Kai agree?"
  • "Gronk help find Ana! No give up!"
  • "System no change Gronk OR Kai!"

Special Edition Exclusives:

Early Adopter Perks (First 20 Buyers):

  • Golden crown on Gronk (tiny, visible)
  • "Founder" title in-game
  • Exclusive dialog: "Kai one of first! Gronk proud!"
  • Founder-only Discord role

Streamer Mode Bonuses:

  • "🔴 LIVE" indicator on Gronk
  • Twitch chat integration (Gronk reads chat!)
  • Subscriber alerts = Gronk dialog
  • Donation triggers special emotes

Customization (Unlockable):

Vape Flavors:

  • Bubble Gum (speed boost) - default
  • Cotton Candy (health regen)
  • Watermelon (stamina boost)
  • Blue Raspberry (night vision)

Outfits:

  • Punk Gronk (studded jacket)
  • Formal Gronk (tiny tux)
  • Beach Gronk (hawaiian shirt)
  • Winter Gronk (beanie, scarf)

Piercings:

  • Add piercings to Gronk (like Kai!)
  • Earrings, nose ring, eyebrow pierce
  • Found via "Piercing Kits" in-game

Sprite Requirements: 20+ Gronk companion sprites


📊 ADVANCED SYSTEMS SUMMARY

Total Design: 4 major systems
Sprites Required: ~290 new
Code Estimate: ~2,000 lines
Audio Required: 10 ghost voices + SFX
API Required: License server

Status: Full design complete
Document: ADVANCED_SYSTEMS_DESIGN.md (1,100+ lines)
Next Phase: Reference image creation → Sprite generation


📸 REFERENCE IMAGES REQUIRED

Priority for Next Session:

  1. Odrasli Kai (Adult - Family Man)

    • Age 30-39
    • Beard, more tattoos
    • ALL piercings still present!
    • Still on longboard
    • More serious expression
  2. Stari Kai (Elder - Punk Grandpa)

    • Grey/silver dreadlocks
    • ALL piercings still present!
    • Baggy pants always (punk identity)
    • Full grey beard
    • Wise, dignified, still fierce
  3. Otac (Father - Alive Version)

    • 40s, warm smile
    • Longboard in hand
    • Ocean pier background
    • Pre-ghost reference
    • (Agent adds neon-cyan effect later)
  4. Mati (Mother - Alive Version)

    • 40s, gentle smile
    • Holding flowers
    • Caring expression
    • Pre-ghost reference
    • (Agent adds neon-magenta effect later)

All in Style 32 Dark-Chibi Noir!


🛠️ TECHNOLOGIES & TOOLS

CONFIRMED TECHNOLOGIES

Technology Purpose Status
Phaser 3 Game Engine Implemented
JavaScript Core Language In Use
Tiled Map Editor In Use
Google Imagen 3 Asset Generation Active (Quota: 1000/day)
ComfyUI Image Processing Ready (Local)
Edge TTS Voice Generation Ready
Python Automation Scripts In Use
Flask Asset Manager Backend Implemented
Electron Desktop App Implemented

🎨 ART & AUDIO PIPELINE

Tool/Process Purpose Status
Style 32 (Dark-Chibi Noir) Master Art Style Locked
Master Reference Pipeline Character consistency Active
Dialogue Portrait Automation Auto-crop portraits Done (Python)
Background Removal Transparency processing Ready
Asset Manager App Asset organization v1.0 Complete
Placeholder Audio Sound FX placeholder Python script ready
Localized TTS Multi-language voice Edge TTS ready

🎯 PHASE BREAKDOWN (EPISODIC MODEL)

Structure: 10 Episodes (Fazas) released over time. Pricing: Demo (Free) -> Early Access (Ep 1-2) -> Full Game (Ep 10).


🎮 DEMO (Free Trial)

Goal: Hook the player, show mechanics, limit progress.

🌍 Map & Scope:

  • Restricted: Home Farm Only (8x8 Micro Plot).
  • Megla: Invisible walls/fog prevent leaving the farm.

🔨 Restrictions (The "Tantalizer" Nerf):

  • Housing: Sleeping Bag -> Tent -> Small Shack (MAX). Cannot build Mansion.
  • Tools: Wood Tier Only (break fast).
  • Yields: 1 Seed = 1 Crop + 1 Seed (No massive profit).
  • Trees: 1 Tree = 1 Log + 1 Sapling (Slow resource gain).
  • Sleep: No automatic bed. Must craft Tent/Shack to save/sleep.

🎒 Starter Kit (Free):

  • 1x Wooden Axe, Pickaxe, Hoe, Watering Can.
  • 1x Torch, 1x Bread.
  • 2x Wheat Seeds, 2x Carrot Seeds.
  • 3x Cannabis Seeds (Taste of the economy!).

🧟 Characters & Story:

  • Zombi Statističar: Stands at gate. Holds sign "Population: 0". Explains you need full game to build town.
  • Quest: Intro (Amnesia), Control First Zombie ("DIG" command), Find Ana's Bracelet.

🔥 EPISODE 1: FAZA 1 (Early Access Start)

Goal: Establish Base, First Biomes, Survival.

🌍 Map & Scope:

  • Unlocked Biomes (4): Grassland (Base), Dark Forest, Desert, Swamp.
  • Bugs/Insects: Catching enabled immediately (nets).

🎁 Paid Starter Kit (Premium):

  • Reinforced Tools (Iron/Steel).
  • Automatic Sleeping Bag (Don't need to craft first bed).
  • 10x Wheat, 10x Carrot, 5x Potato Seeds.
  • 10x Cannabis Seeds.
  • More Food (5 Bread).

🏆 First 40 Players Bonus (Early Adopter):

  • INSTANT GRONK: Gronk appears Day 1 (no quest needed).
  • Roles:
    • Builder: Helps build structures 2x faster.
    • Carrier: Huge inventory, carries items to sell.

🏗️ Systems Unlocked:

  • Basement Lvl 1: Zombie Containment Cell (Capture zombies).
  • Basement Lvl 2: Grow Room (Indoor Cannabis/Mushroom farm).
  • Night Delivery:
    • 🦉 Owls: Deliver Packages/Rewards.
    • 🦇 Bats: Deliver Quests/Letters.
  • Combat: Bows & Arrows key.

EPISODE 2: FAZA 2 (Town Restoration)

Goal: Rebuild Civilization, Town Management, Crime.

🌍 Map & Scope:

  • Town Unlocked: The main Hub town becomes accessible.
  • Surrounding Biomes: Gradual expansion.

🏘️ BUILD-TO-SPAWN Mechanic: NPCs do not appear randomly. You must build their workplace to summon them.

  1. Build Big Generator (Needs Fuel!) -> Spawns Električar.
  2. Build Police Station -> Spawns Sheriff (No Gun, Baton/Jail only).
  3. Build Bakery -> Spawns Pek (Baker).
  4. Build School -> Spawns Teacher.
  5. Build Town Hall -> Spawns Župan (Mayor) -> Enables ORDER (Before this: Chaos).

💡 Advanced Systems:

  • Generator Fuel: Must keep adding Bio-Fuel/Gas to Big Generator or lights go out (Zombies attack!).
  • Immigration Board:
    • Managed by Zombi Statističar.
    • Donate Resources -> Build Racial Housing -> Elves/Gnomes/Axolotls move in!
    • Real-time Population Counter.
  • City Walls & Watchtowers: Passive defense.

💊 Crime & Police System:

  • Zombie Drug Dealer:
    • Produce Drugs in Basement Lvl 3 (Lab).
    • Send Zombie Runner to town to sell (Stealth).
  • Police Risks:
    • Sheriff RAIDS your basement if suspicion is high.
    • Sheriff ARRESTS your Zombie Dealer (You lose the zombie + stash).
    • Note: Police do NOT have guns. They use batons/tasers.

🏛️ Politics:

  • Town Hall: Unlocks laws and taxes.
  • Elections: Mayor is usually set (The "Mayor" NPC), but ensures stability.


📋 CRITICAL PATH TO DEMO

IMMEDIATE BLOCKERS (🚨 URGENT!):

  1. Grassland Biome Assets 🔴

    • Ground tiles (grass, dirt, stone path)
    • Trees (Oak, Pine) - 4 seasons each
    • Props (rocks, bushes, flowers)
    • Farm plot tiles
    • Estimated: 150 assets
  2. Character Sprite Sheets 🔴

    • Kai (idle, walk, dig, swing) - 20 sprites minimum
    • Ana (idle, walk) - 10 sprites minimum
    • Gronk (idle, walk) - 10 sprites minimum
    • Susi (idle, walk, run) - 12 sprites minimum
    • Estimated: 52 sprites
  3. Basic Zombie 🔴

    • Idle, walk, attack animations
    • Estimated: 15 sprites
  4. Farm Objects 🔴

    • Farmhouse (small)
    • Barn (small)
    • Fence sections
    • Crop plots (tilled soil)
    • Estimated: 25 assets

TOTAL FOR DEMO: ~242 assets (out of 13,500!)


🔐 DATA INTEGRITY

Sources Merged:

  • scripts/generate_assets_full.py - Complete 13,500+ asset registry
  • docs/game_design/GAME_BIBLE.md v1 - Story, mechanics, systems
  • SESSION_REPORT_2026_01_06 - Latest generation status
  • BIOME_MASTER_SPREADSHEET.md - Biome breakdown
  • NPC_GENERATION_LIST.md - Complete NPC registry

Confirmations:

  • Cyclops - Present in mythical creatures
  • Minotaur - Present in mythical creatures
  • Giant Troll - Present as boss #19
  • Zmaj Volk - Removed from game
  • Kai & Ana - 14 years old (NOT 17!)
  • Giant Troll King - Final boss ✓
  • 20 Biomes - Mexican Cenotes + Witch Forest added
  • 109 Creatures - Including 3 Chupacabra variants

🎬 JAN 10 2026 ULTRA MARATHON UPDATE

Session Date: 10. Januar 2026 (Petek)
Duration: 21+ HOURS! (00:00 - 05:13 CET)
Git Commits: 47 total
Status: LEGENDARY SUCCESS - INTRO & AGING SYSTEMS COMPLETE

PRODUCTION ADDITIONS:

📸 Reference Images Generated: 29 Total

Aging System References (9):

  • /assets/references/aging_system/adult_kai_family_man.png - Age 35, beard, tied dreads
  • /assets/references/aging_system/elder_kai_punk_grandpa.png - Age 50+, grey dreads, punk grandpa
  • /assets/references/aging_system/mlada_ana_twin_prisoner.png - Young Ana, twin DNA, RED EYES
  • /assets/references/aging_system/odrasla_ana_scientist.png - Age 35, scientist, lab coat
  • /assets/references/aging_system/starejsa_ana_mentor.png - Age 60+, mentor, grey streaks
  • /assets/references/aging_system/otac_punk_father.png - Father, age 45, RED EYES, gauges
  • /assets/references/aging_system/mati_punk_mother.png - Mother, age 45, RED EYES, dreads
  • /assets/references/aging_system/ghost_otac_cyan.png - Ghost father, neon cyan, 50% transparent
  • /assets/references/aging_system/ghost_mati_magenta.png - Ghost mother, neon magenta, 50% transparent

Intro Sequence Shots (20):

  • /assets/references/intro_shots/kai_ana_twins_childhood.png - Twin bond, childhood
  • /assets/references/intro_shots/kai_adult_35_timelapse.png - Adult aging timelapse
  • /assets/references/intro_shots/kai_elder_50_timelapse.png - Elder aging timelapse
  • /assets/references/intro_shots/otac_longboard_pier.png - Father+son bonding moment
  • /assets/references/intro_shots/virus_xnoir_microscope.png - Neon green virus visualization
  • /assets/references/intro_shots/zombie_silhouettes_panic.png - Zombie outbreak chaos
  • /assets/references/intro_shots/kai_bedroom_wakeup.png - Current day bedroom, survivor aesthetic
  • /assets/references/intro_shots/ana_memory_flash_purple.png - VHS glitch amnesia fragment
  • /assets/references/intro_shots/ana_barbershop_dreads.png - Ana getting hair styled
  • /assets/references/intro_shots/birthday_cake_rd.png - Family birthday celebration
  • /assets/references/intro_shots/parents_transparent_ghosts.png - Parents fading (30% opacity)
  • /assets/references/intro_shots/ana_taken_military.png - Ana separation trauma
  • /assets/references/intro_shots/kai_alone_basement.png - Kai survival Day 01
  • /assets/references/intro_shots/kai_young_timelapse.png - Current Kai (age 25)
  • /assets/references/intro_shots/chaos_streets_apocalypse.png - City destruction
  • /assets/references/intro_shots/gronk_doorway_silhouette.png - Gronk entrance, vape smoke
  • /assets/references/intro_shots/family_portrait_complete.png - All 4 family members
  • /assets/references/intro_shots/virus_city_aerial.png - Aerial city infection (88%)
  • /assets/references/intro_shots/kai_first_dreads_family.png - Kai's first dreads, RED EYES DNA
  • /assets/references/intro_shots/family_portrait_punk_complete.png - Complete punk family, RED EYES

📚 Documentation Created: 2,000+ Lines

  • /docs/game_design/INTRO_SEQUENCE_DESIGN.md (900+ lines)

    • Version A: 60-second cinematic timeline (6 phases)
    • Version B: 30-45 second fast-cut timeline (3 phases)
    • Complete JavaScript implementation guides
    • Audio timeline specifications
    • Visual effects technical specs
    • Typewriter text script (Slovenian)
  • /assets/references/aging_system/README.md (200+ lines)

    • Memory vs Reality concept documentation
    • Dual Ana system usage guide
    • Twin DNA markers
    • Narrative notes and emotional impact
  • /TASK_AGING_REFERENCE_GENERATION.md (400+ lines)

    • Complete workflow for aging references
    • Validation checklists
    • DNK preservation rules
    • File organization standards
  • /SESSION_DNEVNIK_JAN_10_2026_INTRO_AGING_MARATHON.md (500+ lines)

    • Complete 21+ hour session documentation
    • Timeline breakdown
    • All achievements listed
    • Technical specifications

NEW GAME SYSTEMS ESTABLISHED:

1. GENERATIONAL AGING SYSTEM

Concept: Characters age through 3 distinct life stages over decades of searching for Ana.

Life Stages:

  • Young (25): Current age, full energy, survivor beginnings
  • Adult (35): Experienced, beard/mature features, more tattoos, muscular
  • Elder (50+): Grey hair, full wisdom, punk grandpa/grandma, mentor role

Critical DNA Preservation Rules:

  • Piercings NEVER removed (identity permanent!)
  • Dreadlocks evolve (color, length, style) but NEVER disappear
  • RED EYES permanent across all ages (family DNA)
  • Punk attitude maintained (rebellion against time!)
  • Tattoos accumulate over time (life story on skin)

Characters with Aging:

  • Kai: Young → Adult (beard, tied dreads) → Elder (grey dreads, "WISDOM NOT WEAKNESS")
  • Ana (Twin Version): Young (prisoner) → Adult (scientist) → Elder (mentor)
  • Parents: Appear as middle-aged (45) in happy memories, then as ghosts

Gameplay Impact:

  • Aging happens during time-skip cutscenes (decades pass searching for Ana)
  • Each life stage = different sprite sets (~250+ sprites needed)
  • Stats change with age (strength peaks at Adult, wisdom peaks at Elder)
  • Different dialogues/reactions from NPCs based on age

2. MEMORY vs REALITY SYSTEM (Ana Dual Version)

Philosophical Concept: Kai's amnesia creates two versions of Ana in his mind.

Original Ana (Memory/Flashbacks):

  • Appearance: Purple/lavender skin, pure magenta hair (no green streaks)
  • Personality: Cute, slightly spoiled younger sister
  • Usage: Intro flashbacks, blur-to-clear memories, dream sequences
  • Reference: /assets/references/main_characters/ana/master_reference_nobg.png
  • Narrative Role: "How Kai remembers his little sister before apocalypse"

Nova Twin Ana (Reality/Game):

  • Appearance: SAME skin tone as Kai, pink AND green dreadlocks, RED EYES
  • Personality: Fierce scientist, transformed survivor, twin DNA evident
  • Usage: Main game when Ana is found, all aging stages, present-day reality
  • References: /assets/references/aging_system/mlada_ana_twin_prisoner.png (and aging stages)
  • Narrative Role: "Who Ana BECAME - apocalypse transformed her into Kai's mirror"

The "Aha!" Recognition Moment:

INTRO: Shows purple cute Ana (memory)
GAME: Ana found with pink/green dreads and RED EYES
KAI: "Wait... those eyes... that smirk... IT'S HER! My twin!"
RESULT: Amnesia fog clears completely, full memory restored

Recognition Triggers:

  • 🔴 RED EYES - Instant DNA match (most obvious!)
  • 😏 Arrogant smirk - Childhood personality trait preserved
  • 🤘 Specific hand gesture - Twin habit only they share
  • 🗣️ Voice tone - Twin resonance, familiar cadence
  • 💪 Fighting stance - Taught by same mentor (father)

Narrative Significance:

  • Shows how apocalypse changes people but core identity remains
  • "System no change me" - Ana's transformation was CHOICE, not forced
  • Twin bond transcends physical appearance
  • Memory distortion vs reality = powerful storytelling

3. GHOST QUEST SYSTEM

Concept: Dead parents return as neon spirits to guide Kai to truth.

Ghost Appearance:

Ghost Otac (Cyan):

  • 50% transparent with NEON CYAN outline and rim lighting
  • VHS scanline glitch effect (broken memory aesthetic)
  • Still holding ghostly longboard skateboard (glowing cyan)
  • Sad but peaceful expression - protective even in death
  • Reference: /assets/references/aging_system/ghost_otac_cyan.png

Ghost Mati (Magenta):

  • 50% transparent with NEON MAGENTA outline and rim lighting
  • VHS scanline glitch effect
  • Holding ghostly flowers (glowing magenta)
  • The Clash shirt visible through transparency
  • Sad but loving expression
  • Reference: /assets/references/aging_system/ghost_mati_magenta.png

Quest Trigger:

  • Ghosts appear ONLY after Ana is rescued (not before!)
  • Before rescue: Just unclear shadows/mist in fog
  • After rescue: Full neon ghost manifestation

Quest Mechanics:

  • Ghosts don't speak much (silent guidance)
  • Float/hover toward location where they died
  • Player must follow ghost trail through wasteland
  • Lead to final truth about X-Noir virus origin and zombie attack
  • Quest completion = emotional closure for Kai

Haptic Feedback (Xbox Controller):

  • When ghosts near Kai: Controller STOPS aggressive zombie vibration
  • Switches to gentle rhythmic pulse (60 BPM heartbeat)
  • Creates comfort feeling, not fear
  • Signifies: "Parents are here, you're safe"

Narrative Purpose:

  • Resolves amnesia mystery (what happened to parents?)
  • Shows death but maintains dignity (punk ghosts!)
  • "They died protecting us" revelation
  • Final goodbye/closure moment
  • Strengthens theme: Love transcends death

4. FAMILY DNA SYSTEM (RED EYES)

Genetic Marker Concept: RED EYES = Family blood connection

Who Has RED EYES:

  • Otac (Father) - RED EYES (genetic source)
  • Mati (Mother) - RED EYES (genetic match)
  • Kai - RED EYES (inherited from both parents)
  • Ana - Different eyes (purple skin, different genetic origin?)

Visual Recognition:

  • All 3 family members (Father, Mother, Kai) have matching RED EYES
  • Most obvious when together (family portraits, barbershop scene)
  • References: kai_first_dreads_family.png, family_portrait_punk_complete.png

Narrative Questions Raised:

  • Why does Ana NOT have red eyes if she's Kai's twin?
  • Multiple Ana theories:
    1. Adopted twin (different biological origin)
    2. Genetic experiment (explains transformation ability)
    3. Chimera DNA (two genetic sources merged)
  • This mystery can be revealed later in game!

Punk Transformation Scene:

  • Young Kai gets first dreadlocks at barbershop (age ~8-10)
  • Father and Mother watch proudly
  • ALL THREE have RED EYES clearly visible
  • Shows: "This is where Kai got his punk DNA - from family!"
  • Bonding moment: Becoming punk family TOGETHER

Recognition Power:

  • When Kai sees Ana's RED EYES (twin version), instant recognition
  • "Those eyes... they're like mine... FAMILY!"
  • Visual DNA proof more powerful than words

5. INTRO SEQUENCE SYSTEM (Dual Timeline)

Purpose: 30-60 second cinematic opening that establishes entire narrative

Version A: 60-Second Cinematic Timeline

Phase 1 (0:00-0:10): Happy Family

  • Shots: Otac longboard, Ana barbershop, birthday cake, family portraits
  • Text: "Nekoč so bile barve resnične..." (Once colors were real...)
  • Audio: Light lo-fi music, children's laughter, ocean waves
  • Mood: Warm, nostalgic, golden hour lighting

Phase 2 (0:10-0:20): The Bond

  • Shots: Kai & Ana twins holding hands, matching DNA visible
  • Text: "Imel sem njo. Imela sva vse." (I had her. We had everything.)
  • Audio: Gentle heartbeat (80 BPM), emotional music continues
  • Mood: CLEAREST shot (0 blur) - most important memory!

Phase 3 (0:20-0:35): The Collapse

  • Shots: X-Noir virus, zombie outbreak, chaos streets, panic
  • Text: "Potem je prišel X-Noir. In svet se je zlomil." (Then came X-Noir. World broke.)
  • Audio: Fast punk rock, sirens, screams, chaos soundscape
  • Mood: RED/GREEN color saturation, heavy VHS glitch

Phase 4 (0:35-0:45): The Loss

  • Shots: Parents becoming transparent (30% opacity), Ana taken by military, Kai alone
  • Text: "Starša sta postala senci... Ana je izginila v temi." (Parents became shadows... Ana vanished.)
  • Audio: Distortion, sudden silence, single heartbeat
  • Mood: Dark, traumatic, heavy blur

Phase 5 (0:45-0:55): Passage of Time AGING MONTAGE!

  • Shots: Fast cuts - Young Kai → Adult Kai (beard) → Elder Kai (grey dreads)
  • Text: "Leta so postala megla. Obraz se je spremenil... cilj nikoli." (Years became fog. Face changed... goal never.)
  • Audio: Deep noir synth, clock ticking, time-passing whoosh
  • Mood: Timelapse blur effect, showcases AGING SYSTEM!

Phase 6 (0:55-1:00): Amnesia Wake-Up

  • Shots: Maximum blur → Kai's bedroom → Ana memory flash → Gronk entrance
  • Text: "Kdo sem? ... Kje je Ana?" (Who am I? ... Where is Ana?)
  • Audio: Breathing, heartbeat normalizing, vape hiss, Gronk voice: "No, končno si buden."
  • Mood: VHS filter fades out, transition to gameplay

Skip Option:

  • After 5 seconds, displays: [Hold X to face reality]
  • Pressing X skips entire intro, jumps to gameplay
  • Saves intro completion flag for returning players

Version B: 30-45 Second Fast-Cut Timeline

  • 3 phases instead of 6 (Happy → Collapse → Amnesia)
  • Faster cuts (3-5 seconds per shot)
  • ADHD-friendly energy, rapid impact
  • Best for demo/testing, less asset-heavy

Technical Requirements:

  • 20 intro shot images (all generated! )
  • 3 music tracks (happy lo-fi, punk chaos, dark ambient)
  • 20+ SFX files (laughter, sirens, heartbeat, vape, etc.)
  • VHS scanline shader (custom Phaser PostFX)
  • Blur post-processing pipeline
  • Typewriter text system (existing DynamicTypewriterSystem)

Implementation Status:

  • All 20 reference images generated
  • Complete design document (900+ lines)
  • JavaScript structure provided
  • IntroScene.js not coded yet (~500 lines needed)
  • Audio tracks not sourced yet
  • VHS shader not implemented yet

ASSET PRODUCTION STATS:

Images Generated This Session:

  • Aging System: 9 images
  • Intro Shots: 20 images
  • Total: 29 images (~25MB total, high quality)

Documentation Written:

  • INTRO_SEQUENCE_DESIGN.md: 900+ lines
  • Aging README: 200+ lines
  • Task workflow: 400+ lines
  • Session Journal: 500+ lines
  • Total: 2,000+ lines of production documentation

Git Activity:

  • Commits: 47 in single session
  • Files created: 32 new files
  • Files modified: Multiple updates to existing references

Time Investment:

  • Session duration: 21 hours 13 minutes
  • Images per hour: ~1.4 images/hour
  • Documentation per hour: ~95 lines/hour
  • Commits per hour: ~2.2 commits/hour

STYLE CONSISTENCY VERIFICATION:

All 29 Images Follow Style 32 Dark-Chibi Noir:

  • Thick black outlines (2-3px), cel-shaded rendering
  • Chibi proportions (2:1 head to body ratio)
  • Neon magenta and cyan rim lighting
  • High contrast noir atmospheric lighting
  • VHS grain texture (where appropriate)
  • Scanline glitch effects (memory/ghost shots)
  • Emotional storytelling through composition

Quality Standards:

  • Average file size: 800KB+ per image (high resolution)
  • DNA consistency maintained across all characters
  • Facial features match master references
  • RED EYES clearly visible where required
  • Piercings, gauges, tattoos accurate to lore

PRODUCTION READY STATUS:

COMPLETE & READY:

  • Aging System References (all 3 life stages for Kai & Ana)
  • Ghost Parents (both cyan and magenta versions)
  • Intro Sequence Design (2 complete timeline versions)
  • All 20 Intro Cinemat Shots (full coverage)
  • Family DNA System (RED EYES documented)
  • Memory vs Reality Concept (dual Ana system)

🔄 IN PROGRESS:

  • Sprite generation from aging references (~250+ needed)
  • IntroScene.js JavaScript implementation

NOT STARTED:

  • Audio track sourcing/creation (3 music tracks)
  • SFX library compilation (20+ effects)
  • VHS shader development (custom PostFX)
  • Aging system gameplay integration

UPDATED GAME NARRATIVE:

Core Story Enhancement:

The intro sequence now provides complete emotional foundation:

  1. Happy Past: Family was whole, punk, loving (before = colors)
  2. Tragic Loss: X-Noir virus destroys world, parents die, Ana taken (darkness comes)
  3. Time Passage: DECADES of searching, Kai ages but never gives up (fog years)
  4. Amnesia Fog: Kai remembers purple Ana, searches for "little sister" (fragmented memory)
  5. Recognition: Finds twin Ana with pink/green dreads and RED EYES (reality revealed!)
  6. Ghost Closure: Parents guide to truth as neon spirits (love transcends death)

Thematic Reinforcement:

  • "System no change me!" - Kai's punk identity survives aging (grey dreads at 50+!)
  • Family DNA - RED EYES connect three generations visually
  • Memory distortion - Amnesia creates dual Ana (narrative innovation)
  • Dignity in aging - Elder Kai is PUNK GRANDPA, not weak old man
  • Love transcends - Parents return as ghosts to protect/guide

TECHNICAL INTEGRATION NOTES:

For Future Implementation:

  1. Aging System:

    • Trigger aging during time-skip cutscenes (dialogue: "10 years passed...")
    • Swap character sprite sheets based on age variable
    • Update stats: if (age >= 35) { wisdom += 20; strength -= 5; }
    • Different NPC dialogues: "You're looking older, friend..." vs "Young traveler..."
  2. Intro Sequence:

    • Create new IntroScene.js in /src/scenes/
    • Load all 20 intro shots in preload()
    • Implement phase system with time.delayedCall() timing
    • Add blur/glitch PostFX pipelines
    • Integrate DynamicTypewriterSystem for text overlays
    • Skip handler: input.keyboard.on('keydown-X', () => scene.start('GameScene'))
  3. Ghost Quest:

    • Trigger check: if (anaRescued && !ghostQuestComplete)
    • Ghost sprites: Use ghost references, apply 50% alpha in code
    • Movement: Ghosts float toward deathLocation coordinates
    • Player follows, proximity check triggers lore reveals
    • Quest completion: Play final memory cutscene, unlock achievement
  4. Memory vs Reality:

    • Flashback scenes: Use original purple Ana sprite
    • Present game: Use twin Ana sprites with RED EYES
    • Recognition scene: Crossfade between both versions with particle effect
    • Dialogue trigger: Ana does specific gesture → Kai: "That move... only she does that!"

CREATOR NOTES:

David's Reflection on 21-Hour Marathon:

"This was the longest single session I've ever done. 21+ hours straight, generating 29 images and writing 2,000+ lines of documentation. Why? Because this intro and aging system are the HEART of the game.

The 'Memory vs Reality' concept for Ana is personal - it's about how trauma distorts memory, how people change but core identity remains. The RED EYES family DNA is visual storytelling at its best - you don't need dialogue to show Kai's connection to his parents.

And the aging system... man, this is important. Kai searches for DECADES. Most games would just time-skip and ignore it. Not here. We SHOW the years. We show grey dreads at 50+. We show a punk grandpa who NEVER removed his piercings. Because that's the message: 'System no change me!'

The intro is designed to make players CRY in 60 seconds. Happy family → Virus destroys everything → Parents die → Ana taken → Decades pass → Still searching.

This game is my life philosophy in pixels: Stay weird. Stay punk. Never let the system win."

Production Philosophy:

  • Quality over speed (21 hours for 29 images = careful, thoughtful work)
  • Narrative depth over shallow gameplay
  • Visual DNA storytelling (RED EYES, piercings, dreads)
  • Representation matters (punk aging with dignity!)
  • ADHD energy channeled into creative marathon

🔒 UPDATED STATUS: ZABETONIRAN!

Previous Update: 06.01.2026 21:41 CET (Epic Marathon +53 sprites)
Current Update: 10.01.2026 05:13 CET (Ultra Marathon +29 references +2,000 docs)

Git Commit: 3a120c32 (RED EYES DNA - Family Connection Complete!)
Date: 10.01.2026 05:10 CET
New Files: 32 created in this session
Backups: Multiple commits, full Git history preserved

This is the MASTER game bible. Use this for all future development!

All data is locked, tracked, and version-controlled. Nothing will be lost! 💪


END OF PRODUCTION GAME BIBLE v2.4 (Updated Jan 10, 2026)