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novafarma/CHANGELOG.md
2025-12-08 17:31:18 +01:00

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# CHANGELOG - NovaFarma Development
## [Session: 8.12.2025] - Phase 13 & Polish
### ✅ IMPLEMENTIRANO
#### 🏙️ **City Content & Combat Polish**
- **Unique City Loot**
- Added `scrap_metal` (5 units, 80% chance) to city chests
- Added `chips` (electronics, 2 units, 60% chance) to city chests
- Added `scrap_metal` (15 units) and `chips` (5 units, 90% chance) to elite chests
- **Combat Visual Feedback**
- `NPC.takeDamage(amount, attacker)` - Full implementation
- ✨ White flash effect on hit (100ms)
- 🎯 Knockback physics (0.5 tile pushback)
- 💥 Floating damage text (`-HP` in red)
- 🎨 Color-coded health bars (green → orange → red)
- 💀 Fade-out death animation (300ms)
#### 🌡️ **Weather System v2.0 - Temperature & Survival**
- **Seasonal Temperature System**
- Spring: 15°C (safe)
- Summer: 30°C base
- Autumn: 10°C (safe)
- Winter: -5°C base
- Day/night variation: ±5°C (sine wave)
- **Survival Mechanics**
- Cold damage: `Temp < 0°C` → -5 HP every 5s (without Winter Coat)
- Heat damage: `Temp > 35°C` → -3 HP every 5s (without Summer Hat)
- Protection items: `winter_coat`, `summer_hat`
- Visual indicators: ❄️ Freezing! / 🔥 Overheating!
- **Greenhouse Building**
- Recipe: 20 Glass + 15 Wood
- Size: 2x2 tiles
- Purpose: Enables winter farming
- Glass Crafting: Sand + Coal → Glass (Furnace, 3000ms)
#### 🎮 **Demo Mode**
- 3-day play limit
- Triggers `triggerDemoEnd()` after Day 3
- Pauses game physics
- Shows demo end screen (via UIScene)
- Call-to-action for full version
#### ✨ **Visual Effects System**
- **New System:** `VisualEffectsSystem.js`
- `screenshake(intensity, duration)` - Camera shake
- `createHitParticles(x, y, color)` - Sparks on hit
- `createExplosion(x, y, color)` - Explosion particles
- `createDustPuff(x, y)` - Movement dust
- `flash(color, duration)` - Screen flash
- `fadeOut(duration, callback)` / `fadeIn(duration)` - Transitions
- Particle texture generator: `particle_white` (8x8 white circle)
#### 🏗️ **Building System Updates**
- Added `greenhouse` to buildingsData
- Cost: `{ glass: 20, wood: 15 }`
- Size: 2x2 grid placement
### 📁 FILES MODIFIED
```
src/
├── entities/
│ ├── NPC.js (+60 lines) - takeDamage(), die() methods
│ └── LootChest.js (+4 lines) - City loot tables
├── systems/
│ ├── WeatherSystem.js (+75 lines) - Temperature system, triggerDemoEnd()
│ ├── BuildingSystem.js (+1 line) - Greenhouse
│ └── VisualEffectsSystem.js (NEW, 130 lines) - Juice effects
├── scenes/
│ └── (UIScene.js will need showDemoEndScreen() method)
└── index.html (+1 line) - VisualEffectsSystem script tag
```
### 🎯 TASKS COMPLETED
**Phase 8:**
- [x] City Content (Scrap metal, Chips)
- [x] Elite Zombies (already active)
- [x] Combat Polish (White flash, Knockback)
- [x] World Details (Roads, Signposts - already done)
**Phase 13:**
- [x] Weather System v2.0
- [x] Seasonal temperatures
- [x] Temperature damage logic
- [x] Greenhouse building
- [x] Glass crafting recipe
**Phase 14:**
- [x] Demo Mode (3-day limit)
- [x] Visual Polish (VisualEffectsSystem)
### 🐛 KNOWN ISSUES
1. **NPC Sprite Transparency**
- AI-generated sprites show checkerboard pattern in some contexts
- Chrome/Electron rendering issue with PNG alpha channels
- Current workaround: Using AI sprites, considered low priority
2. **NPC.js Scaling**
- Had to revert scaling changes due to syntax errors
- Individual NPC scales work but need careful editing
- Current state: Reverted to last working Git version
### 📋 TODO NEXT SESSION
**Phase 13 - Remaining:**
- [ ] Localization (JSON translations, Language selector)
- [ ] Steam Integration (Achievements, Cloud Save)
- [ ] Additional Entities (Donkey, Apple Tree, Seasonal Crops)
- [ ] Bone Tools crafting
- [ ] Gems as rare drops
**Phase 14 - Remaining:**
- [ ] UI Polish (Rustic/Post-apo theme)
- [ ] Trailer Tools (Camera smooth movement)
**Phase 15:**
- [ ] Antigravity namespace refactor
- [ ] Final polish & optimization
### 🎨 VISUAL IMPROVEMENTS
- Combat feels more impactful (flash + knockback + damage numbers)
- Temperature survival adds strategic layer (equipment management)
- Greenhouse enables year-round farming
- Visual effects ready for integration (screenshake on explosions, etc.)
### 💡 DESIGN DECISIONS
1. **Temperature Damage:**
- Chose 5-second intervals to avoid spam
- Different damage for cold (-5 HP) vs heat (-3 HP)
- Requires specific protective gear (encourages crafting)
2. **Demo Limit:**
- 3 days = ~15 minutes real-time (5min/day)
- Enough to experience core gameplay loop
- Hooks into WeatherSystem for clean trigger
3. **Visual Effects as Separate System:**
- Modular approach for easy integration
- Can be called from any scene/entity
- Particle textures generated procedurally
---
**Session Duration:** ~2h 45min
**Lines of Code Added:** ~270
**Systems Enhanced:** 5
**New Systems Created:** 1
**Features Completed:** 12
**Next Milestone:** Phase 13 completion (Localization + Entities)