2.3 KiB
2.3 KiB
Master Game Bible - Nova Farma
1. Game Overview
Title: Nova Farma
Genre: Survival / Farming Simulation / Isometric RPG
Platform: Desktop (Electron/Phaser 3)
Visual Style: Pixel Art (Isometric/Top-Down Hybrid)
2. Core World System: The Island
The game world has been refactored from a continuous map to an Island System.
- Playable Area: A central island (20x20 tiles) defined by coordinate bounds.
- Boundaries: Hard collision limits prevent the player from walking off into the ocean.
- Ocean:
- Code-drawn deep blue rectangle (
0x004488) surrounds the island. - No external image assets are used for the water background to keep it clean and procedural.
- Code-drawn deep blue rectangle (
- Elevation:
- A visual "cliff" effect is created using a dark brown (
0x5C4033) tileSprite (ground_base) shifted 15px down. - A shadow rectangle (
0x000000, alpha 0.3) simulates height above the water.
- A visual "cliff" effect is created using a dark brown (
3. Characters
- Kai: Main protagonist. Uses a spritesheet for animations.
- Gronk: Secondary character/NPC. Uses a dedicated spritesheet.
4. UI & UX
- HUD:
- Health Bar (Top Left)
- Weather Widget (Top Right)
- Minimap (Bottom Right)
- Hotbar (Bottom Center)
- Visibility: All UI elements have increased padding (60px) and scale (1.0) for better readability on desktop screens.
5. Technical Stack
- Engine: Phaser 3
- Wrapper: Electron (v28.3.3)
- Build System: electron-builder
- Critical Configurations:
disableHardwareAcceleration: Enabled to prevent black screen issues on macOS.no-sandbox&disable-gpu: Added for stability.asar: false: Disabled to prevent file loading issues with local assets.- File Loading: Uses
file://protocol with absolute paths inelectron-main.cjs.
6. Asset Management
- Vegetation: Realistic trees and dense grass have been disabled/removed per "Clean Slate" approach.
- Water: Ponds and puddles removed. Only the surrounding ocean exists.
- Ground: Uses
ground_base(dirt/grass hybrid) as the primary floor tile.
7. Future Expansion (Planned)
- Bridge Hook: Coordinates reserved on the right edge of the island for a future bridge to "The City" or other islands.
- Interaction: "Look at Ocean" idle animation to be implemented when approaching the edge.