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novafarma/TASKS.md
2025-12-08 18:25:50 +01:00

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# 🗺️ Task Map & Roadmap - NovaFarma
## 🟢 Phase 1: Core Systems (Foundation)
Vzpostavitev temeljev igre, sveta in igralca.
- [x] **Project Setup** (Vite, Phaser, Project Structure)
- [x] **Isometric Engine** (IsometricUtils, Grid conversion, Depth sorting)
- [x] **Terrain System**
- [x] Perlin Noise Generation (Grass, Dirt, Water)
- [x] Decoration Placement (Trees, Stones, Bushes)
- [x] Decoration Rendering (Correct depth, scale, variety)
- [x] **Player Entity**
- [x] Isometric Movement (WASD)
- [x] Animations (Idle, Walk)
- [x] Directional Facing (8-way or 4-way)
- [x] Tool Handling (Visual sword/axe/pickaxe in hand)
## 🟡 Phase 2: Gameplay Mechanics (Current Focus)
Dodajanje interakcije, boja in ekonomije.
- [x] **Interaction System**
- [x] Mouse Click Interaction (Precise grid selection)
- [x] Keyboard Interaction ('E' Key for ease of use)
- [x] Distance Checking (Range limits)
- [x] **NPC System (Zombies)**
- [x] Spawning & Rendering
- [x] Basic AI (Random Walk, Chase Player)
- [x] **Combat:**
- [x] Player Attack (Spacebar / Click with Weapon)
- [x] Zombie Health & Damage (Take Damage, Red Flash)
- [x] Death & Loot Drops (Skeleton/Bone drop)
- [x] **Taming:**
- [x] Interact to Tame (Empty hand / 'E')
- [x] Visuals (Hearts, Blue Eyes for tamed zombie)
- [x] Command Logic (Follow/Stay basics)
- [x] **Inventory & UI**
- [x] Inventory UI (Slots, Selection)
- [x] Crafting Menu ('C' Key)
- [x] Resource Gathering (Wood from trees, Stone from rocks)
- [x] **Save System**
- [x] LocalStorage Integration
- [x] Auto-load on start
- [x] Manual Save (F5)
## 🔴 Phase 3: Expansion (Next Steps)
Razširitev vsebine in izboljšava mehanik.
- [x] **Farming Mechanics** (Polishing)
- [x] Hoeing dirt to farmland
- [x] Planting seeds
- [x] Growth Stages (Time-based growth)
- [x] Harvesting crops
- [x] Watering mechanics
- [x] **Advanced NPC AI**
- [x] Pathfinding (A* or efficient grid traversal)
- [x] Zombie Attacks Player (Player takes damage)
- [x] Tamed Zombie Defense (Attacks enemies)
- [x] Zombie Hordes (Night time events)
- [x] **Economy**
- [x] Merchant NPC (Trading interface)
- [x] Selling crops/items for Gold
- [x] Buying Seeds & Tools
- [x] **Building System**
- [x] Placing Walls/Fences (Snap to grid)
- [x] Crafting Buildings (House, Barn)
- [x] UI for selecting buildings
## 🔵 Phase 4: Polish & Visuals
Lepotni popravki in vzdušje.
- [x] **Day/Night Cycle**
- [x] Lighting overlay (Darkness at night)
- [x] Dawn/Dusk transitions
- [x] Night-only Zombie Spawns
- [x] **Audio/SFX**
- [x] Footsteps sounds
- [x] Attack/Hit sounds
- [x] Ambient nature sounds (Procedural Rain)
- [x] Background Music
- [x] **Visual FX**
- [x] Particle effects (Leaves falling, blood particles)
- [x] UI Animations (Smooth inventory opening)
- [x] Weather (Rain, Fog)
## 🟣 Phase 5: Story & Quests
Dodajanje globine in ciljev igri.
- [x] **Story Mode**
- [x] Intro Sequence
- [x] Main Questline
- [x] **Boss Battles**
- [x] "Zombie King" Boss
- [x] Special Arenas
- [x] **Quest System**
- [x] NPC dialogue interaction
- [x] Rewards & Notifications
## 🟠 Phase 6: Multiplayer & Export
Možnost igranja s prijatelji.
- [x] **Local/LAN Multiplayer**
- [x] Syncing Player Positions
- [x] Visual Indicators
- [x] **Mobile Support**
- [x] Virtual Joystick
- [x] Responsive Design
- [x] **Export**
- [x] Desktop (Electron)
- [x] Android (Capacitor Guide)
## ⚪ Phase 7: World Structure (New Direction)
Strukturiranje sveta s fiksnimi lokacijami za boljši gameplay flow.
- [x] **Zone Definition**
- [x] Define Constants (FARM @ 20,20; CITY @ 65,65)
- [x] Implement Terrain Overrides (Dirt for Farm, Pavement for City)
- [x] **City Content**
- [x] Generate Ruins (Walls, Rubble, Rooms)
- [x] High-Level Zombie Spawners
- [x] Better Loot tables in City
- [x] **Farm Content**
- [x] Safe Zone Logic (Night Spawns prevented near Farm)
- [x] Starter Resources (Chest with seeds!)
- [x] **Navigation**
- [x] Add Signposts or Roads connecting areas
- [x] **Pathfinding System**
- [x] Web Worker Integration (Async processing)
- [x] A* Algorithm Implementation
- [x] Integration with NPCs
- [x] **Asset Optimization**
- [x] Loading Screen (Visual Progress Bar)
- [x] Transparent Sprite Processing
- [x] Custom Asset Integration (Rocks, Trees)
- [x] Asset Scaling Fixes
## 🟢 Phase 8: Gameplay Loop & Content
Fokus na igralnost, loot in napredovanje.
- [x] **City Content**
- [x] Unique Loot in Ruins (Scrap metal, Chips)
- [x] Elite Zombies in City
- [x] **Combat Polish**
- [x] Visual Feedback on Hit (White flash)
- [x] Knockback effect
- [x] **World Details**
- [x] Roads connecting Farm and City
- [x] Signposts
## 🧬 Phase 9: Antigravity Transformation (Design Overhaul)
Implementacija arhitekturnih stebrov po zgledu Stardew Valley.
- [x] **Core Engine Setup** (`Antigravity.js`)
- [x] Global Namespace & Config
- [x] Centralized Update Loop
- [x] **Rendering Pipeline**
- [x] NEAREST Filter enforce
- [x] Tile Padding/Extrude (No bleeding)
- [x] Pixel-Perfect Math.round positioning
- [x] **UI/Drawing Integration**: Združitev UI/Drawing modulov za enoten API.
- [x] **Depth Sorting v2.0**
- [x] Y-Sorting za vse entitete
- [ ] **Concept Integration**
- [ ] Poenotenje vseh sistemov pod `Antigravity` namespace (Future Refactor)
## 🌈 Phase 10: Visual Overhaul & Realism (Current)
Ekskluzivni vizualni popravki za potopitveno izkušnjo.
- [x] **Realistic Tools (3D Voxel)**: Sekira, Kramp, Motika, Meč, Zalivalka (v celoti proceduralno generirano).
- [x] **Realistic Crops**:
- [x] Pšenica (4 faze, zlati snopi).
- [x] Koruza (Visoka rast, 4 faze, regeneracija).
- [x] **Inventory Icons Update**: Unikatne ikone za semena in pridelke namesto generičnih krogov.
- [x] **Sound Fixes**: Implementacija manjkajočih zvokov (npr. `playDig`).
- [x] **Advanced World Details**:
- [x] Boljša voda (animacija).
- [x] Več dekoracij (ograje, poti).
## 🧟 Phase 11: Zombie Roots Integration (New Mechanics)
Implementacija jedrnih mehanik iz novega koncepta "Krvava Žetev".
- [x] **Zombie Worker AI**
- [x] `WORK_FARM`: Zombi avtomatsko zaliva/žanje v določenem radiusu.
- [x] `WORK_MINE`: Zombi koplje kamenje/rudo.
- [x] **Decay System**: Zombi s časom izgublja energijo/HP.
- [x] **Death Drop**: Gnojilo (Fertilizer) + XP ob smrti.
- [x] **Grave System**
- [x] Izdelava Groba (Crafting) (via command).
- [x] Počitek: Zombi v grobu se regenerira (počasneje razpada).
- [x] **Expansion System (Micro Farm start)**
- [x] Zaklepanje con (megla/neprehodno).
- [x] Naloga: "Pošlji zombije očistit cono".
- [x] **Hybrid Skill & Language**
- [x] Skill Tree UI za Hibrida.
- [x] Prevajalnik dialogov (Level 1: "...hggh", Level 10: "Nevarnost!").
- [x] **Economy: Minting & Crafting**
- [x] **Blueprint System**: Drop chance pri kopanju (`unlockRecipe(id)`).
- [x] **Workstation Logic**:
- [x] Workbench (Crafting UI v2.0).
- [x] Furnace (Input slot -> Fuel -> Output slot timer).
- [x] Talilnica (Furnace) za rudo -> palice.
- [x] Kovnica (Mint) za palice -> kovanci.
- [x] Kovnica (Mint) za palice -> zlatniki.
- [x] **Building Expansion**
- [x] **Barn**: Objekt za shranjevanje živali.
- [x] **Silos**: Objekt za shranjevanje hrane (poveča kapaciteto).
- [x] **Starter House**: Nadgradnje (Level 1 -> Level 2 dodata prostor).
- [x] **Collection Album (Zbirateljstvo)**
- [x] UI Knjiga (z nalepkami/slikami).
- [x] Tracking System: Odklepanje vnosov ob pobiranju itemov.
- [x] **Arheologija**: Naključna možnost za najdbo Artefakta pri kopanju zemlje.
- [x] **World Events & Entities**
- [x] **Nočna Sova**: Dostava Quest Itemov/Daril (vezano na Friendship system).
- [x] **Netopirji**: Vizualni efekt (roji) za napoved eventov.
- [x] **Mutanti**: Troli in Vilinci (AI + Spawn Logic).
- [x] **Živali**: Mutirane (npr. krave) in Normalne živali.
## 🧬 Phase 12: Exploration & Legacy (Endgame)
- [x] **Livestock System**
- [x] Hlev za živali.
- [x] Loot Tables: Normalno vs. Mutirano (Mleko vs. Svetleče Mleko).
- [x] **Ocean System**
- [x] Potapljanje (animacija, kisik bar).
- [x] Čoln (Vehicle controller).
- [x] Generacija Otokov (Island Nodes).
- [x] **Legacy System (Generacije)**
- [x] Age Counter (Leta/Letni časi).
- [x] Marriage Logic + Child Spawn.
- [x] **Inheritance**: Prenos inventarja/farme na novega lika ob smrti.
- [x] **Fractions**
- [x] Reputation System za Mutante (Dobri/Zlobni).
## 🌡️ Phase 13: Elements & Survival (Hardcore)
- [x] **Weather System v2.0**
- [x] **Letni Časi:** Zima (Sneg, Mraz), Poletje (Vročina, Suša).
- [x] **Temperature Logic:** Če `Temp < 0` in nimaš `WinterCoat` -> HP pada.
- [x] **Rastlinjak (Greenhouse):** Crafting Stekla (Mivka + Peč). Omogoča rast pozimi.
- [x] **Localization & Platforms**
- [x] JSON prevodi (SLO, EN, DE, IT, CN).
- [x] Language Selector v meniju.
- [x] **Steam Integration**: Achievements & Cloud Save.
- [x] **Entities & Items**
- [x] **Playtime Tracker**: Beleženje ur igranja (Persistent Stats).
- [x] **Osel (Donkey):** Jahanje in Inventory.
- [x] **Jablana (Apple Tree):** Trajnica, daje pridelek jeseni.
- [x] Planting seeds
- [x] Growth Stages (Time-based growth)
- [x] Harvesting crops
- [x] Watering mechanics
- [x] **Advanced NPC AI**
- [x] Pathfinding (A* or efficient grid traversal)
- [x] Zombie Attacks Player (Player takes damage)
- [x] Tamed Zombie Defense (Attacks enemies)
- [x] Zombie Hordes (Night time events)
- [x] **Economy**
- [x] Merchant NPC (Trading interface)
- [x] Selling crops/items for Gold
- [x] Buying Seeds & Tools
- [x] **Building System**
- [x] Placing Walls/Fences (Snap to grid)
- [x] Crafting Buildings (House, Barn)
- [x] UI for selecting buildings
## 🔵 Phase 4: Polish & Visuals
Lepotni popravki in vzdušje.
- [x] **Day/Night Cycle**
- [x] Lighting overlay (Darkness at night)
- [x] Dawn/Dusk transitions
- [x] Night-only Zombie Spawns
- [x] **Audio/SFX**
- [x] Footsteps sounds
- [x] Attack/Hit sounds
- [x] Ambient nature sounds (Procedural Rain)
- [x] Background Music
- [x] **Visual FX**
- [x] Particle effects (Leaves falling, blood particles)
- [x] UI Animations (Smooth inventory opening)
- [x] Weather (Rain, Fog)
## 🟣 Phase 5: Story & Quests
Dodajanje globine in ciljev igri.
- [x] **Story Mode**
- [x] Intro Sequence
- [x] Main Questline
- [x] **Boss Battles**
- [x] "Zombie King" Boss
- [x] Special Arenas
- [x] **Quest System**
- [x] NPC dialogue interaction
- [x] Rewards & Notifications
## 🟠 Phase 6: Multiplayer & Export
Možnost igranja s prijatelji.
- [x] **Local/LAN Multiplayer**
- [x] Syncing Player Positions
- [x] Visual Indicators
- [x] **Mobile Support**
- [x] Virtual Joystick
- [x] Responsive Design
- [x] **Export**
- [x] Desktop (Electron)
- [x] Android (Capacitor Guide)
## ⚪ Phase 7: World Structure (New Direction)
Strukturiranje sveta s fiksnimi lokacijami za boljši gameplay flow.
- [x] **Zone Definition**
- [x] Define Constants (FARM @ 20,20; CITY @ 65,65)
- [x] Implement Terrain Overrides (Dirt for Farm, Pavement for City)
- [x] **City Content**
- [x] Generate Ruins (Walls, Rubble, Rooms)
- [x] High-Level Zombie Spawners
- [x] Better Loot tables in City
- [x] **Farm Content**
- [x] Safe Zone Logic (Night Spawns prevented near Farm)
- [x] Starter Resources (Chest with seeds!)
- [x] **Navigation**
- [x] Add Signposts or Roads connecting areas
- [x] **Pathfinding System**
- [x] Web Worker Integration (Async processing)
- [x] A* Algorithm Implementation
- [x] Integration with NPCs
- [x] **Asset Optimization**
- [x] Loading Screen (Visual Progress Bar)
- [x] Transparent Sprite Processing
- [x] Custom Asset Integration (Rocks, Trees)
- [x] Asset Scaling Fixes
## 🟢 Phase 8: Gameplay Loop & Content
Fokus na igralnost, loot in napredovanje.
- [x] **City Content**
- [x] Unique Loot in Ruins (Scrap metal, Chips)
- [x] Elite Zombies in City
- [x] **Combat Polish**
- [x] Visual Feedback on Hit (White flash)
- [x] Knockback effect
- [x] **World Details**
- [x] Roads connecting Farm and City
- [x] Signposts
## 🧬 Phase 9: Antigravity Transformation (Design Overhaul)
Implementacija arhitekturnih stebrov po zgledu Stardew Valley.
- [x] **Core Engine Setup** (`Antigravity.js`)
- [x] Global Namespace & Config
- [x] Centralized Update Loop
- [x] **Rendering Pipeline**
- [x] NEAREST Filter enforce
- [x] Tile Padding/Extrude (No bleeding)
- [x] Pixel-Perfect Math.round positioning
- [x] **UI/Drawing Integration**: Združitev UI/Drawing modulov za enoten API.
- [x] **Depth Sorting v2.0**
- [x] Y-Sorting za vse entitete
## 🌈 Phase 10: Visual Overhaul & Realism (Current)
Ekskluzivni vizualni popravki za potopitveno izkušnjo.
- [x] **Realistic Tools (3D Voxel)**: Sekira, Kramp, Motika, Meč, Zalivalka (v celoti proceduralno generirano).
- [x] **Realistic Crops**:
- [x] Pšenica (4 faze, zlati snopi).
- [x] Koruza (Visoka rast, 4 faze, regeneracija).
- [x] **Inventory Icons Update**: Unikatne ikone za semena in pridelke namesto generičnih krogov.
- [x] **Sound Fixes**: Implementacija manjkajočih zvokov (npr. `playDig`).
- [x] **Advanced World Details**:
- [x] Boljša voda (animacija).
- [x] Več dekoracij (ograje, poti).
## 🧟 Phase 11: Zombie Roots Integration (New Mechanics)
Implementacija jedrnih mehanik iz novega koncepta "Krvava Žetev".
- [x] **Zombie Worker AI**
- [x] `WORK_FARM`: Zombi avtomatsko zaliva/žanje v določenem radiusu.
- [x] `WORK_MINE`: Zombi koplje kamenje/rudo.
- [x] **Decay System**: Zombi s časom izgublja energijo/HP.
- [x] **Death Drop**: Gnojilo (Fertilizer) + XP ob smrti.
- [x] **Grave System**
- [x] Izdelava Groba (Crafting) (via command).
- [x] Počitek: Zombi v grobu se regenerira (počasneje razpada).
- [x] **Expansion System (Micro Farm start)**
- [x] Zaklepanje con (megla/neprehodno).
- [x] Naloga: "Pošlji zombije očistit cono".
- [x] **Hybrid Skill & Language**
- [x] Skill Tree UI za Hibrida.
- [x] Prevajalnik dialogov (Level 1: "...hggh", Level 10: "Nevarnost!").
- [x] **Economy: Minting & Crafting**
- [x] **Blueprint System**: Drop chance pri kopanju (`unlockRecipe(id)`).
- [x] **Workstation Logic**:
- [x] Workbench (Crafting UI v2.0).
- [x] Furnace (Input slot -> Fuel -> Output slot timer).
- [x] Talilnica (Furnace) za rudo -> palice.
- [x] Kovnica (Mint) za palice -> kovanci.
- [x] Kovnica (Mint) za palice -> zlatniki.
- [x] **Building Expansion**
- [x] **Barn**: Objekt za shranjevanje živali.
- [x] **Silos**: Objekt za shranjevanje hrane (poveča kapaciteto).
- [x] **Starter House**: Nadgradnje (Level 1 -> Level 2 dodata prostor).
- [x] **Collection Album (Zbirateljstvo)**
- [x] UI Knjiga (z nalepkami/slikami).
- [x] Tracking System: Odklepanje vnosov ob pobiranju itemov.
- [x] **Arheologija**: Naključna možnost za najdbo Artefakta pri kopanju zemlje.
- [x] **World Events & Entities**
- [x] **Nočna Sova**: Dostava Quest Itemov/Daril (vezano na Friendship system).
- [x] **Netopirji**: Vizualni efekt (roji) za napoved eventov.
- [x] **Mutanti**: Troli in Vilinci (AI + Spawn Logic).
- [x] **Živali**: Mutirane (npr. krave) in Normalne živali.
## 🧬 Phase 12: Exploration & Legacy (Endgame)
- [x] **Livestock System**
- [x] Hlev za živali.
- [x] Loot Tables: Normalno vs. Mutirano (Mleko vs. Svetleče Mleko).
- [x] **Ocean System**
- [x] Potapljanje (animacija, kisik bar).
- [x] Čoln (Vehicle controller).
- [x] Generacija Otokov (Island Nodes).
- [x] **Legacy System (Generacije)**
- [x] Age Counter (Leta/Letni časi).
- [x] Marriage Logic + Child Spawn.
- [x] **Inheritance**: Prenos inventarja/farme na novega lika ob smrti.
- [x] **Fractions**
- [x] Reputation System za Mutante (Dobri/Zlobni).
## 🌡️ Phase 13: Elements & Survival (Hardcore)
- [x] **Weather System v2.0**
- [x] **Letni Časi:** Zima (Sneg, Mraz), Poletje (Vročina, Suša).
- [x] **Temperature Logic:** Če `Temp < 0` in nimaš `WinterCoat` -> HP pada.
- [x] **Rastlinjak (Greenhouse):** Crafting Stekla (Mivka + Peč). Omogoča rast pozimi.
- [ ] **Localization & Platforms**
- [ ] JSON prevodi (SLO, EN, DE, IT, CN).
- [ ] Language Selector v meniju.
- [ ] **Steam Integration**: Achievements & Cloud Save.
- [ ] **Entities & Items**
- [ ] **Playtime Tracker**: Beleženje ur igranja (Persistent Stats).
- [ ] **Osel (Donkey):** Jahanje in Inventory.
- [ ] **Jablana (Apple Tree):** Trajnica, daje pridelek jeseni.
- [ ] **Seasonal Crops**: Logika rasti (Spring/Summer/Autumn only).
- [ ] **Starter Chest**: Naključen loot ob New Game (Seed based).
- [ ] **Bone Tools**: Crafting z receptom `Bone + Wood`.
- [ ] **Gems:** Diamond/Emerald kot rare drop (za prodajo).
## 🎬 Phase 14: Kickstarter Prep (Vertical Slice)
Priprava poliranega dema za javnost.
- [x] **Demo Mode**: Omejitev igranja na 3 in-game dneve.
- [ ] **UI Polish**: Zamenjava placeholder UI z "Rustikalnim/Post-apo" stilom.
- [ ] **Trailer Tools**: Skripta za gladko premikanje kamere (za snemanje).
- [x] **Visual Polish**: Dodajanje "Juice" efektov (Particles, Screenshake, Lighting).
## 🎨 Phase 15: Polish & Release Prep
- [x] **Concept Integration**
- [x] Main Menu Redesign
- [x] Settings Menu Implementation
- [ ] Poenotenje vseh sistemov pod `Antigravity` namespace (Future Refactor)
## 🧪 Phase 16: Integration Testing (CURRENT)
Testiranje in integracija vseh sistemov.
- [ ] **System Integration Testing**
- [ ] Mount System + Perennial Crops interaction testing
- [ ] Weather System + Temperature damage verification
- [ ] Localization across all UI elements
- [ ] PlaytimeTracker stat recording
- [ ] Visual Effects integration (screenshake, particles)
- [ ] **Cross-System Testing**
- [ ] Mount + Inventory system
- [ ] Perennial crops + Season system
- [ ] Steam achievements + Gameplay events
- [ ] Temperature + Greenhouse protection
- [ ] **Performance Testing**
- [ ] FPS monitoring with all systems active
- [ ] Memory leak detection
- [ ] Load time optimization
- [ ] **Bug Fixes**
- [ ] Fix any integration issues found
- [ ] Polish NPC AI sprite transparency
- [ ] Resolve any rendering artifacts
## 🎨 Phase 17: UI Polish & Visual Theme
Rustic/Post-apocalyptic visual overhaul.
- [ ] **Visual Theme Implementation**
- [ ] Rustic/Post-apo color palette (browns, greys, greens)
- [ ] Weathered texture overlays
- [ ] Consistent border styles (wood/metal frames)
- [ ] Hand-drawn UI element style
- [ ] **Interface Redesign**
- [ ] Inventory UI (rustic containers)
- [ ] Crafting Menu (workbench aesthetic)
- [ ] Health/Hunger bars (organic shapes)
- [ ] Quest log (torn paper aesthetic)
- [ ] Minimap (aged parchment)
- [ ] **Icon Updates**
- [ ] Item icons (pixel art style)
- [ ] Building icons
- [ ] Tool icons
- [ ] Resource icons
- [ ] **Typography**
- [ ] Consistent font usage (Courier New + handwritten accents)
- [ ] Readable text sizes
- [ ] Color contrast improvements
## 💾 Phase 18: Save/Load System
Kompletni sistem shranjevanja.
- [ ] **Save System Architecture**
- [ ] SaveManager class implementation
- [ ] JSON serialization for all game state
- [ ] Multiple save slots (3 slots)
- [ ] Auto-save functionality (every 5 minutes)
- [ ] **Data Persistence**
- [ ] PlaytimeTracker integration
- [ ] Inventory state
- [ ] World state (tiles, crops, buildings)
- [ ] NPC positions and states
- [ ] Quest progress
- [ ] Unlocked achievements
- [ ] **Steam Cloud Integration**
- [ ] Wire up SteamIntegrationSystem
- [ ] Cloud save upload/download
- [ ] Conflict resolution (local vs cloud)
- [ ] Fallback to localStorage
- [ ] **Load System**
- [ ] Load game UI in main menu
- [ ] Save file preview (thumbnail, playtime, day)
- [ ] Delete save option
- [ ] New game vs Continue detection
## 🎬 Phase 19: Trailer & Marketing Tools
Cinematske orodja za marketing.
- [ ] **Camera System**
- [ ] Smooth camera movement scripting
- [ ] Bezier curve paths
- [ ] Cinematic zoom controls
- [ ] Camera shake intensity controls
- [ ] **Recording Mode**
- [ ] Hide UI toggle (F4)
- [ ] Free camera mode (noclip)
- [ ] Time slow-mo (0.5x, 0.25x speed)
- [ ] Screenshot mode (high-res capture)
- [ ] **Cinematic Sequences**
- [ ] Intro cutscene (farm arrival)
- [ ] Boss encounter intro
- [ ] Day/night transition showcase
- [ ] Season change sequence
- [ ] **Demo Recording**
- [ ] 60-second gameplay loop recording
- [ ] Key feature highlights
- [ ] Combat showcase
- [ ] Building showcase
## 🏆 Phase 20: Achievement System Wiring
Povezava dogodkov z achievementi.
- [ ] **Achievement Triggers**
- [ ] `FIRST_HARVEST` - First crop harvested
- [ ] `GOLD_RUSH` - 1000 gold earned
- [ ] `ZOMBIE_SLAYER` - 100 zombies killed
- [ ] `MASTER_FARMER` - 1000 crops harvested
- [ ] `DAY_30` - Survive 30 days
- [ ] `GREENHOUSE` - Build greenhouse
- [ ] `TAMED_ZOMBIE` - Tame first zombie
- [ ] `OCEAN_EXPLORER` - Discover 5 islands
- [ ] **Notification UI**
- [ ] Achievement unlock popup
- [ ] Trophy icon animation
- [ ] Sound effect (ding!)
- [ ] Progress tracking UI (e.g., 50/100 zombies)
- [ ] **Achievement Menu**
- [ ] View all achievements
- [ ] Locked/Unlocked status
- [ ] Progress bars for incremental achievements
- [ ] Rarity indicators (common/rare/legendary)
- [ ] **Steam Integration Testing**
- [ ] Test with Greenworks SDK
- [ ] Verify cloud sync
- [ ] Test offline vs online behavior
---
**PROJECT STATUS: ALPHA READY - INTEGRATION PHASE** 🚀
*Last Updated: 8.12.2025 - 18:05*
*Next Milestone: Integration Testing → Beta Release*
---
## ♿ **Accessibility Features (Dostopnost)**
Features for players with disabilities and special needs.
### **Launch Features (Alpha 1.0):**
- [x] **Creative Mode / Sandbox**
- [x] Unlimited resources
- [x] No enemy spawns
- [x] Instant crafting
- [x] God mode
- [x] Free camera
- [x] Weather control
- [x] **♿ Accessibility Button** (Main Menu)
- [ ] **High Contrast Mode**
- [ ] Black & White mode
- [ ] Yellow on Black
- [ ] Large UI (150%-200%)
- [ ] Bold outlines
- [ ] **Color Blind Support**
- [ ] Protanopia mode (red-blind)
- [ ] Deuteranopia mode (green-blind)
- [ ] Tritanopia mode (blue-blind)
- [ ] Achromatopsia mode (total color blind)
- [ ] Shape coding (not just colors)
- [ ] Pattern overlays
- [ ] **Photosensitivity Protection**
- [ ] No rapid flashing (< 3 flashes/sec)
- [ ] Disable lightning effects
- [ ] Reduce particles
- [ ] Epilepsy warning screen
- [ ] Motion sickness options
- [ ] Brightness limiter
- [x] **Progressive Difficulty (Story Mode)**
- [x] Day 1-10: Easy (50% damage, 75% HP)
- [x] Day 11-20: Normal (100% damage)
- [x] Day 21-30: Hard (125% damage)
- [x] Day 31+: Expert (150% damage)
- [x] Enemy scaling formula
- [ ] **Subtitle System**
- [ ] Always enabled by default
- [ ] Adjustable size (Small to Very Large)
- [ ] Background box for readability
- [ ] **Remappable Controls**
- [ ] Full keyboard remapping
- [ ] Controller button remapping
- [ ] Multiple control profiles
- [ ] One-handed layouts
### **Post-Launch (Beta 1.5):**
- [ ] **Screen Reader Support**
- [ ] NVDA/JAWS compatibility
- [ ] VoiceOver (macOS/iOS)
- [ ] Full UI narration
- [ ] Audio cues for all actions
- [ ] Navigation sounds
- [ ] Inventory audio
- [ ] **Dyslexia Support**
- [ ] OpenDyslexic font option
- [ ] Larger text (16pt-24pt)
- [ ] Increased line spacing
- [ ] Text-to-speech
- [ ] Simplified language option
- [ ] **ADHD/Autism Support**
- [ ] Focus mode (hide non-essential UI)
- [ ] Reminder system
- [ ] Simplified menus
- [ ] No jump scares
- [ ] Predictable UI patterns
- [ ] **Motor Accessibility**
- [ ] One-handed mode (left/right)
- [ ] Auto-aim assist
- [ ] Sticky keys
- [ ] Reduced input complexity
- [ ] Slow-motion option
### **Future (2.0+):**
- [ ] **Advanced Input**
- [ ] Eye tracking (Tobii)
- [ ] Voice control
- [ ] Head tracking
- [ ] Foot pedal support
- [ ] **Audio-Only Mode** (Experimental)
- [ ] 3D positional audio
- [ ] Audio radar
- [ ] Voice commands
- [ ] Haptic feedback
### **Compliance Goals:**
- [ ] WCAG 2.1 Level AA
- [ ] CVAA Compliance
- [ ] AbleGamers certification
- [ ] Can I Play That? full review
---
## 🎨 **Visual Improvements (Vizualne Izboljšave)**
Polish in visual enhancement tasks.
- [ ] **Animated Textures**
- [ ] Crop growth stage animations (smooth transitions)
- [ ] Water flow animation improvements
- [ ] Tree leaf rustling animation
- [ ] Fire/torch flickering effects
- [ ] **Weather Visual Enhancement**
- [ ] Snow particle improvements (accumulation on ground)
- [ ] Rain splash effects on tiles
- [ ] Wind direction indicators (grass sway)
- [ ] Lightning flash effects
- [ ] Fog rendering (morning mist)
- [ ] **Lighting System**
- [ ] Dynamic light sources (torches, lanterns)
- [ ] Day/night ambient lighting
- [ ] Player flashlight/torch item
- [ ] Building interior lighting
- [ ] Campfire glow effect
- [ ] **Shadow System**
- [ ] Entity shadows (player, NPCs, buildings)
- [ ] Dynamic shadow direction (sun position)
- [ ] Shadow opacity based on time of day
- [ ] Shadow blur/softness
- [ ] **Fog of War**
- [ ] Unexplored areas darkened
- [ ] Gradual reveal as player explores
- [ ] Memory of visited areas
- [ ] Re-fog for dungeons/caves
- [ ] **Building Animations**
- [ ] Construction progress visualization
- [ ] Building placement preview
- [ ] Destruction/decay animations
- [ ] Smoke from chimneys
- [ ] **Icon & UI Graphics**
- [ ] Higher resolution item icons (32x32 → 64x64)
- [ ] Animated UI elements (pulse, glow)
- [ ] Custom cursor designs
- [ ] Loading screen artwork
- [ ] Achievement badges/trophies
- [ ] **UI Transitions & Effects**
- [ ] Smooth menu slide animations
- [ ] Page turn effects for book UIs
- [ ] Fade transitions between scenes
- [ ] Particle effects on button clicks
- [ ] Screen shake on impacts
## 🎮 **Gameplay Features (Gameplay Izboljšave)**
Core gameplay mechanics and systems expansion.
- [ ] **Skill Tree System**
- [ ] Player progression tree (Farming/Combat/Survival branches)
- [ ] Skill points on level up
- [ ] Passive bonuses (faster farming, more damage)
- [ ] Active abilities (dash, area harvest)
- [ ] Skill reset option
- [ ] **Crafting Tiers**
- [ ] Bronze tier tools (Copper + Tin)
- [ ] Iron tier tools (stronger, faster)
- [ ] Steel tier tools (Iron + Coal)
- [ ] Enchanted/Magical tier
- [ ] Tool durability system
- [ ] Tool repair mechanics
- [ ] **Farming Automation**
- [ ] Sprinkler system (auto-water crops)
- [ ] Auto-harvester machines
- [ ] Seed planter automation
- [ ] Conveyor belts for transport
- [ ] Storage silos (bulk storage)
- [ ] **Animal Breeding & Genetics**
- [ ] Animal pairing system
- [ ] Offspring generation
- [ ] Genetic traits (speed, yield, color)
- [ ] Breeding UI (family tree)
- [ ] Rare mutations
- [ ] **Cooking & Recipe System**
- [ ] Cooking station (stove, oven)
- [ ] Recipe discovery (combine ingredients)
- [ ] Food buffs (speed, health, stamina)
- [ ] Spoilage system (food decay)
- [ ] Cooking skill progression
- [ ] **Fishing System**
- [ ] Fishing rod crafting
- [ ] Multiple fish types (common/rare/legendary)
- [ ] Fishing minigame
- [ ] Bait system
- [ ] Fish tank/aquarium
- [ ] **Mining & Dungeons**
- [ ] Underground cave generation
- [ ] Mining elevator/shaft
- [ ] Ore veins (procedural placement)
- [ ] Cave enemies (bats, spiders, moles)
- [ ] Mine cart transport system
- [ ] Dungeon bosses
- [ ] **Boss Battles**
- [ ] Multi-phase boss fights
- [ ] Unique boss mechanics
- [ ] Boss arenas (special locations)
- [ ] Legendary loot drops
- [ ] Boss respawn timers
## 📖 **Story & Quest Content**
Narrative elements and quest systems.
- [ ] **Act 1: Survival (Day 1-10)**
- [ ] Quest: "Prvi Pridelek" - Harvest 10 wheat
- [ ] Quest: "Varno Zatočišče" - Build fence around farm
- [ ] Quest: "Nočna Straža" - Survive first zombie night
- [ ] Quest: "Meet the Merchant" - Find Jakob the trader
- [ ] Rewards: Tool blueprints, seed packs
- [ ] **Act 2: Discovery (Day 11-20)**
- [ ] Quest: "Strange Transmission" - Find radio in city
- [ ] Quest: "Prvi Poskus" - Tame first zombie
- [ ] Quest: "Lab Ruins" - Explore abandoned research facility
- [ ] Quest: "Mutant Contact" - Meet friendly mutant (Lyra/Elf)
- [ ] Rewards: Radio, zombie worker system, mutation research
- [ ] **Act 3: The Truth (Day 21-30)**
- [ ] Quest: "Lab Notes" - Collect 5 research documents
- [ ] Quest: "Patient Zero" - Find virus source
- [ ] Quest: "Difficult Choice" - Choose faction (Human/Zombie/Hybrid)
- [ ] Quest: "Final Confrontation" - Boss battle
- [ ] Multiple Endings based on choices
- [ ] **Character Development**
- [ ] Merchant "Old Jakob" - Dialogue tree, backstory
- [ ] Mutant Elf "Lyra" - Teaching NPC, mutation guide
- [ ] Troll "Grok" - Guardian, can be befriended
- [ ] Radio Voice "Dr. Chen" - Remote quest giver
- [ ] Zombie King - Main antagonist reveal
- [ ] **Dialogue System**
- [ ] NPC dialogue trees
- [ ] Player dialogue choices
- [ ] Relationship/reputation tracking
- [ ] Choice consequences
- [ ] Voice line text display
- [ ] **Cutscene System**
- [ ] Arrival cutscene (farm overview)
- [ ] First zombie encounter (tutorial)
- [ ] City discovery (ruins pan)
- [ ] Boss reveal (Zombie King emergence)
- [ ] Multiple ending cutscenes
- [ ] **Ending System**
- [ ] Cure Ending - Save humanity
- [ ] Zombie King Ending - Rule the undead
- [ ] Escape Ending - Find new settlement
- [ ] Farmer Ending - Peaceful farm life
- [ ] Mutation Ending - Unite both sides
- [ ] Choice tracking & branching
## 🌐 **Multiplayer & Social Features**
Online and social gameplay elements.
- [ ] **Co-op Mode**
- [ ] 2-4 player support
- [ ] Host/Join system
- [ ] Player synchronization
- [ ] Shared world state
- [ ] Co-op specific quests
- [ ] **Trading & Economy**
- [ ] Player-to-player trading
- [ ] Trading post building
- [ ] Global marketplace
- [ ] Auction house
- [ ] Price fluctuation system
- [ ] **Leaderboards & Rankings**
- [ ] Farm productivity rankings
- [ ] Fastest speedruns
- [ ] Highest survival days
- [ ] Richest players
- [ ] Boss kill times
- [ ] **Social Integration**
- [ ] Share screenshots (Steam overlay)
- [ ] Farm visiting system
- [ ] Gift sending
- [ ] Friend list integration
- [ ] Community events
- [ ] **Seasonal Challenges**
- [ ] Weekly/Monthly events
- [ ] Special loot during events
- [ ] Event leaderboards
- [ ] Time-limited quests
- [ ] Holiday themes
## 🔧 **Technical & Performance**
Backend, optimization, and technical improvements.
- [ ] **Performance Optimization**
- [ ] Built-in FPS/memory monitor
- [ ] Entity pooling system
- [ ] Chunk loading/unloading
- [ ] Texture atlas optimization
- [ ] Audio asset compression
- [ ] **Mod Support**
- [ ] Custom content loading API
- [ ] Mod folder structure
- [ ] Mod manager UI
- [ ] Workshop integration (Steam)
- [ ] Mod conflict detection
- [ ] **Replay & Recording**
- [ ] Replay system (record inputs)
- [ ] Playback controls
- [ ] Save replays to file
- [ ] Share replays
- [ ] Replay viewer UI
- [ ] **Debug Tools**
- [ ] In-game debug console
- [ ] Command line interface
- [ ] Entity spawning commands
- [ ] Time manipulation (skip days)
- [ ] God mode toggle
- [ ] Teleport commands
- [ ] **Auto-Update System**
- [ ] Version checking
- [ ] Patch downloading
- [ ] Auto-install updates
- [ ] Rollback option
- [ ] Update changelog display
## 📱 **Platform Support**
Cross-platform compatibility and controls.
- [ ] **Mobile Optimization**
- [ ] Touch controls refinement
- [ ] Virtual joystick improvements
- [ ] UI scaling for small screens
- [ ] Performance optimization for mobile
- [ ] Battery optimization
- [ ] **Controller Support**
- [ ] Xbox controller mapping
- [ ] PlayStation controller support
- [ ] Nintendo Switch Pro controller
- [ ] Customizable button layouts
- [ ] Controller UI icons
- [ ] **Steam Deck**
- [ ] UI scaling adjustments
- [ ] Steam Deck specific controls
- [ ] Performance mode (30/60 FPS toggle)
- [ ] Quick access menu integration
- [ ] Verified status compliance
- [ ] **Linux Build**
- [ ] Native Linux support
- [ ] Cross-platform testing
- [ ] Distro compatibility
- [ ] Proton compatibility layer
- [ ] **Mac Build**
- [ ] macOS native build
- [ ] Metal API support
- [ ] M1/M2 chip optimization
- [ ] macOS specific UI fixes
## 💾 **Save System Expansion**
Advanced save/load features.
- [ ] **Cloud Save Sync**
- [ ] Steam Cloud full integration
- [ ] Conflict resolution UI
- [ ] Manual upload/download
- [ ] Save backup system
- [ ] **Multiple Save Slots**
- [ ] 3+ save slots
- [ ] Save slot naming
- [ ] Save file thumbnails
- [ ] Play time tracking per save
- [ ] **Auto-Save Features**
- [ ] Configurable auto-save interval
- [ ] Auto-save indicator
- [ ] Quick save/load hotkeys
- [ ] Prevent save during combat
## 🎯 **Current Development Priorities**
**IMMEDIATE (Phase 16):**
1. Integration testing of all systems
2. Bug fixes
3. Performance profiling
**SHORT TERM (Phases 17-18):**
1. UI visual theme overhaul
2. Save/Load system implementation
3. Quest system foundation
**MEDIUM TERM (Phases 19-20):**
1. Trailer tools & camera system
2. Achievement wiring
3. Story content (Act 1)
**LONG TERM (Future):**
1. Multiplayer co-op
2. Mobile ports
3. DLC/Expansions
---
**Total Tasks:** 200+
**Categories:** 9
**Estimated Development Time:** 6-12 months
**Team Size:** 1-3 developers