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novafarma/nova farma TRAE/MASTER_GAME_BIBLE.md

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# 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.
- **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.
## 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 in `electron-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.