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novafarma/docs/WORLD_EXPANSION_PLAN.md

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# 🌍 MRTVA DOLINA - World Expansion Master Plan
**Version:** 2.0 Alpha
**Date:** January 5th, 2026
**Status:** 🚀 READY FOR IMPLEMENTATION
---
## 🎯 **CORE CONCEPT:**
**"From Ruins to Restoration"** - Igralec začne v svetu popolnih ruševin. Vsako mesto je uničeno, zombi prevladujejo, narava je divja. Tvoj cilj: **Obnoviti 27 mest** in postati **Odrešenik Doline**.
---
## 🏚️ **1. SISTEM OBNOV MEST (27 Town Restoration)**
### **Koncept:**
- **Vseh 27 mest se začne kot RUŠEVINE**
- Vsako mesto ima **2 vizualna stanja**: Ruined → Restored
- Vsako mesto zahteva **unikatne surovine** in **quest chain** za obnovo
- Ko obnoviš mesto, se **naselijo prebivalci** (ljudje ali troli)
### **Restoration Faze:**
#### **FAZA 1: Ruševine (Starting State)**
```
- Porušene zgradbe
- Zombi patrole
- Divja narava (trnje, ovire)
- NI trgovcev, NI storitev
```
#### **FAZA 2: Delna Obnova (Mid-game)**
```
- Delno očiščeno
- Začasno obzidje
- Prvi prebivalci se vrnejo
- Osnovna trgovina aktivna
```
#### **FAZA 3: Popolna Obnova (End-game)**
```
- Popolnoma obnovljeno
- Močno obzidje
- Populacija 100%
- Vsi NPC-ji aktivni
- Unikatne nagrade odklenete
```
### **Restoration Requirements Example:**
**Mesto: FROST HAVEN (Frozen Wasteland)**
```javascript
{
name: "Frost Haven",
biome: "Frozen Wasteland",
state: "ruined", // ruined → partial → restored
restoration: {
phase1: {
materials: { wood: 500, stone: 1000, iron: 200 },
quest: "Clear 50 zombies from town",
reward: "Basic Trading Post unlocked"
},
phase2: {
materials: { steel: 300, gold: 100, magic_crystal: 50 },
quest: "Build town walls",
reward: "Frost Haven Citizens return (5 NPCs)"
},
phase3: {
materials: { diamond: 50, legendary_ore: 10, ancient_scroll: 5 },
quest: "Defeat Ice Tyrant Boss",
reward: "Legendary Ice Forge + Frost Queen NPC"
}
},
citizens: {
max: 12,
current: 0,
types: ["merchant", "blacksmith", "mage", "farmer", "guard"]
}
}
```
### **Gift System:**
Ko obnoviš mesto, prejmeš **City Gratitude Gift**:
- Rare blueprints
- Unique tools
- Legendary seeds
- Special NPCs (master craftsmen)
- Automation helpers (roboti, priročne ročke)
---
## 🧟 **2. ZOMBI SKAVT (Loyal Companion)**
### **Koncept:**
**Prijazni zombi**, ki si ga "udomačiš" na začetku igre. Namesto da te napade, postane tvoj **raziskovalec in vodič**.
### **Visual Design:**
- Style 32 Dark-Chibi Noir
- **IDENTIFIKACIJA**: Modra ali rdeča rutica okoli vratu
- Red eyes WITH pupils (friendly variant)
- Backpack for carrying items
- Animations: Idle, Walking, Pointing, Digging
### **Leveling System:**
```javascript
{
name: "Scout",
type: "zombie_companion",
level: 1, // max 20
stats: {
speed: 100, // Movement speed
vision: 150, // Detection radius
carryCapacity: 10, // Item slots
intelligence: 50 // Pathfinding quality
},
skills: {
shortcuts: {
level: 1,
description: "Finds shortcuts through biomes",
unlockAt: [3, 7, 12, 18] // Better paths at these levels
},
treasureHunter: {
level: 1,
description: "Finds rare items in biomes",
rareChance: 5, // +5% per level
},
dangerSense: {
level: 1,
description: "Warns about nearby threats",
range: 100 // +50 pixels per level
},
resourceScout: {
level: 1,
description: "Marks resource nodes on map",
types: ["ore", "plants", "chests"]
}
},
evolution: {
// Every 5 levels, scout gets visual upgrade
5: "Scout gains lantern (lights dark areas)",
10: "Scout gains armor (can fight weak zombies)",
15: "Scout gains wings (can scout flying)",
20: "Scout becomes LEGENDARY (glowing aura)"
}
}
```
### **Gameplay Integration:**
- **Command System**: Right-click to send scout exploring
- **Auto-follow**: Scout follows you and marks dangers
- **Item Retrieval**: Can send scout to fetch items
- **Map Markers**: Scout marks discoveries on map
---
## ⛺ **3. NOMADSKI ROPARJI (Nomad Raiders)**
### **Koncept:**
**Dinamična nevarnost** - roparji, ki **nimajo stalnega doma** in potujejo med biomi. Poskušajo **oropati tvojo kmetijo** ali te napadejo na poti med mesti.
### **Raider Types:**
#### **A) Desert Nomads**
```
Biome: Desert Storm
Appearance: Tan robes, scimitars, camels
Threat: Medium
Loot: Spices, gold, desert seeds
```
#### **B) Frost Bandits**
```
Biome: Frozen Wasteland
Appearance: Fur armor, ice weapons
Threat: High
Loot: Furs, ice crystals, frozen meat
```
#### **C) Jungle Marauders**
```
Biome: Ancient Rainforest
Appearance: Tribal masks, poison darts
Threat: Very High
Loot: Rare plants, ancient artifacts
```
#### **D) Tech Scavengers**
```
Biome: Neon Ruins
Appearance: Cyberpunk gear, laser weapons
Threat: Extreme
Loot: Tech parts, batteries, robots
```
### **Raider Behavior System:**
```javascript
{
type: "nomad_raiders",
spawn: {
method: "dynamic", // Not tied to location
frequency: "4-7 days in-game",
warning: "Scout can detect 1 day in advance"
},
camps: {
temporary: true,
duration: "2-3 days",
location: "random biome edge",
structures: ["tents", "campfire", "loot_chests"]
},
raids: {
targets: ["farm", "caravan", "restored_towns"],
farmRaid: {
trigger: "If you have 1000+ crops stored",
waves: 3,
loot_stolen: "20% of stored crops",
defense: "Build walls, hire guards, set traps"
},
caravanAmbush: {
trigger: "Traveling between towns with valuables",
chance: 30, // 30% per trip
combat: true,
loot_dropped: "If you win, take their supplies"
}
},
difficulty_scaling: {
// Raiders get stronger as you progress
early_game: "2-3 raiders, basic weapons",
mid_game: "5-8 raiders, steel weapons, traps",
late_game: "10-15 raiders, magic weapons, siege equipment"
}
}
```
### **Defense Systems:**
- **Farm Walls**: Build perimeter defenses
- **Guard Towers**: Hire NPC guards
- **Zombie Allies**: Tamed zombies defend your farm
- **Scout Warning**: Get advance notice of raids
---
## 🏗️ **4. BIOMSKA ARHITEKTURA (27 Unique Town Styles)**
### **Koncept:**
Vsak **biom ima unikaten stil** arhitekture. Mesta v gozdu so lesena, mesta v futurističnih biomih imajo stolpnice, puščavska mesta so iz peska.
### **Biome Architecture Styles:**
| Biome | Building Material | Roof Style | Color Palette | Special Feature |
|-------|------------------|------------|---------------|-----------------|
| **Temperate Forest** | Wood, stone | Thatched | Brown, green | Treehouses |
| **Frozen Wasteland** | Ice, metal | Flat | White, blue | Igloos |
| **Desert Storm** | Sandstone | Domed | Tan, gold | Wind towers |
| **Ancient Rainforest** | Bamboo, vines | Leaf | Green, brown | Canopy bridges |
| **Volcanic Ashlands** | Obsidian, lava rock | Pointed | Black, red | Lava moats |
| **Toxic Swamp** | Rotted wood | Mossy | Green, purple | Stilts |
| **Crystal Caves** | Crystal shards | Jagged | Purple, cyan | Glowing walls |
| **Neon Ruins** | Steel, glass | Flat | Neon colors | Holograms |
| **Haunted Hollow** | Bone, dark stone | Sharp | Gray, purple | Floating stones |
| **Floating Islands** | Cloud marble | Curved | White, gold | Anti-gravity |
*(20 total biomes, each with unique style)*
### **Building Types per Town:**
```javascript
{
town_buildings: [
// CORE (Every town has these)
"town_hall", // Main building
"trading_post", // Merchant
"inn", // Rest/save point
"blacksmith", // Crafting
"general_store", // Basic items
// BIOME-SPECIFIC (Unique to each biome)
"unique_service_1", // e.g., "Ice Forge" in Frozen biome
"unique_service_2", // e.g., "Sand Glassworks" in Desert
"special_landmark", // Visual centerpiece
// RESTORATION ADDITIONS
"guard_tower", // Defense
"farm_school", // Teaches new crop types
"magic_laboratory", // Enchanting services
"airship_dock" // Fast travel (late game)
]
}
```
---
## 🎨 **5. ASSET GENERATION PLAN**
### **Total Assets Needed:**
#### **A) TOWN BUILDINGS:**
```
27 towns × 12 building types × 2 states (ruined/restored) = 648 buildings
PLUS variations (damaged, partial) = ~900 building sprites
```
#### **B) ZOMBI SKAVT:**
```
1 base sprite × 4 directions × 3 animations = 12 sprites
+ 4 evolution forms × 12 = 48 total
```
#### **C) NOMAD RAIDERS:**
```
4 raider types × 6 unit variants × 4 directions = 96 sprites
+ 4 camp structures × 2 states = 8 camp sprites
Total: ~110 raider sprites
```
#### **D) GIFT UI:**
```
1 Gift Window UI
6 Gift Box variations (common → legendary)
20 Gift Icon overlays
Total: 27 UI elements
```
### **PHASE 1 Priority (Kickstarter Demo):**
**Generate NOW:**
1.**3 Sample Towns** (Forest, Desert, Frozen) - Ruined + Restored
- 3 × 8 core buildings × 2 states = 48 sprites
2.**Zombi Skavt** - Base version
- 1 × 4 directions × 2 animations = 8 sprites
3.**1 Raider Type** - Desert Nomads
- 1 × 4 variants × 4 directions = 16 sprites
- 1 camp set = 4 sprites
4.**Gift System UI** - Basic version
- 1 window + 3 gift boxes = 4 UI elements
**Total Phase 1:** ~80 sprites
---
## 📊 **6. GAME SYSTEMS INTEGRATION**
### **New Systems to Code:**
#### **A) Town Restoration System**
```javascript
// src/systems/TownRestorationSystem.js
class TownRestorationSystem {
constructor() {
this.towns = this.loadTowns(); // 27 towns
this.currentPhase = {}; // Track each town's phase
}
restoreTown(townId, materials) {
// Check if player has required materials
// Update town visual state
// Spawn new NPCs
// Award gifts
// Update map
}
calculateProgress(townId) {
// Return 0-100% restoration progress
}
getTownGift(townId, phase) {
// Return unique reward for this town/phase
}
}
```
#### **B) Zombie Scout System**
```javascript
// src/systems/ZombieScoutSystem.js
class ZombieScoutSystem {
constructor() {
this.scout = {
level: 1,
experience: 0,
skills: {},
position: { x: 0, y: 0 }
};
}
commandScout(target) {
// Send scout to explore area
// Pathfinding with shortcut detection
}
levelUp() {
// Increase stats
// Unlock new abilities
// Visual evolution
}
detectDanger() {
// Scan area for threats
// Warn player
}
}
```
#### **C) Nomad Raider System**
```javascript
// src/systems/NomadRaiderSystem.js
class NomadRaiderSystem {
constructor() {
this.activeRaiders = [];
this.camps = [];
this.nextRaidTime = this.calculateNextRaid();
}
spawnRaiders(biome) {
// Create raider group
// Set patrol path
// Establish temporary camp
}
checkRaidConditions() {
// Farm wealth threshold
// Player location (caravan)
// Time since last raid
}
executeRaid(target) {
// Launch attack
// Combat logic
// Loot calculation
}
}
```
---
## 🗺️ **7. WORLD MAP UPDATES**
### **Map Markers:**
```javascript
{
markers: {
// TOWNS (27)
town_ruined: "🏚️ Gray icon, no name",
town_partial: "🏘️ Yellow icon, name visible",
town_restored: "🏰 Green icon, full info",
// RAIDERS
raider_camp: "⛺ Red icon, temporary",
raider_patrol: "🔴 Moving red dot",
// SCOUT DISCOVERIES
shortcut: "➡️ Blue path",
treasure: "💎 Yellow star",
danger: "⚠️ Orange warning",
resource: "📦 Green box"
}
}
```
---
## 📝 **8. IMPLEMENTATION CHECKLIST**
### **CODE:**
- [ ] Create `TownRestorationSystem.js`
- [ ] Create `ZombieScoutSystem.js`
- [ ] Create `NomadRaiderSystem.js`
- [ ] Create `GiftRewardSystem.js`
- [ ] Update `GameScene.js` - integrate new systems
- [ ] Update `MapScene.js` - new markers
- [ ] Create `TownUI.js` - restoration interface
- [ ] Create `ScoutUI.js` - command interface
### **ASSETS:**
- [ ] Generate 48 town building sprites (3 towns × 8 buildings × 2 states)
- [ ] Generate 8 Zombi Skavt sprites (base form)
- [ ] Generate 20 Raider sprites (1 type)
- [ ] Generate 4 camp structure sprites
- [ ] Generate 4 Gift UI elements
- [ ] Organize into folders:
```
assets/slike 🟢/
├── towns/
│ ├── forest/
│ ├── desert/
│ └── frozen/
├── companions/
│ └── zombie_scout/
├── raiders/
│ └── desert_nomads/
└── ui/
└── gifts/
```
### **DATA:**
- [ ] Create `town_registry.json` - All 27 towns
- [ ] Create `raider_types.json` - All raider variants
- [ ] Create `gift_catalog.json` - All possible rewards
- [ ] Create `scout_skills.json` - Skill tree data
### **DOCUMENTATION:**
- [ ] Update Game Bible with new systems
- [ ] Create Town Restoration Guide
- [ ] Create Scout Training Manual
- [ ] Create Raider Defense Tactics Guide
---
## 🎯 **SUCCESS CRITERIA:**
**Kickstarter Demo Ready When:**
1. ✅ 3 towns show clear Ruined → Restored transformation
2. ✅ Zombi Skavt is playable and useful
3. ✅ 1 raider encounter is scripted and functional
4. ✅ Gift system awards players for restoration
5. ✅ All new assets visible in asset browser
6. ✅ Deep code scan shows 0 errors
---
## 🚀 **TIMELINE:**
**Phase 1 (Today):** Generate assets + code foundations (6 hours)
**Phase 2 (Tomorrow):** Integration + testing (4 hours)
**Phase 3 (Day 3):** Polish + demo recording (2 hours)
**TOTAL:** 12 hours to Kickstarter-ready expansion
---
**Status:** 🟢 **READY TO START GENERATION**
**Next Command:** Generate Phase 1 assets (80 sprites)