11 KiB
🗺️ NovaFarma - Master Development Roadmap
📅 Complete Feature Planning Document
Version: 3.0 - 5.0
Status: Master Roadmap
Estimated Total Time: 12-18 months
🎯 ALREADY IMPLEMENTED (v2.5.0)
✅ 15 Complete Systems:
- Visual Sound Cue System
- Input Remapping System
- Screen Reader System
- Dyslexia Support System
- ADHD/Autism Support System
- Motor Accessibility System
- Visual Enhancement System
- Fog of War System
- UI Graphics System
- Building Visuals System
- Skill Tree System
- Crafting Tiers System
- Farm Automation System
- Subtitle System
- Animal Breeding System
Total: 9,350 lines of code, 18 documentation files
📋 REMAINING FEATURES ROADMAP
🤖 Farm Automation Tiers (v3.0)
Priority: HIGH
Estimated Time: 30 hours
Dependencies: FarmAutomationSystem (already implemented)
Implementation Plan:
class AutomationTierSystem {
constructor() {
this.currentTier = 1;
this.tiers = {
1: { name: 'Manual Labor', efficiency: 1.0, automation: 0 },
2: { name: 'Zombie Workers', efficiency: 0.5, automation: 0.3, unlock: 'tame_5_zombies' },
3: { name: 'Creature Helpers', efficiency: 0.75, automation: 0.6, unlock: 'befriend_10_creatures' },
4: { name: 'Mechanical', efficiency: 1.0, automation: 0.9, unlock: 'build_all_automation' },
5: { name: 'AI Farm', efficiency: 1.5, automation: 1.0, unlock: 'singularity_quest' }
};
}
upgradeTier() {
if (this.checkUnlockRequirements(this.currentTier + 1)) {
this.currentTier++;
this.applyTierBonuses();
}
}
}
Features:
- ✅ Tier progression system
- ✅ Unlock requirements
- ✅ Efficiency scaling
- ✅ Self-optimizing AI (Tier 5)
- ✅ Automatic resource balancing
Status: Ready for implementation
🍳 Cooking & Recipe System (v3.1)
Priority: HIGH
Estimated Time: 25 hours
Dependencies: InventorySystem, SkillTreeSystem
Core Mechanics:
class CookingSystem {
recipes = {
'wheat_bread': {
ingredients: { wheat: 3, water: 1 },
cookTime: 30, // seconds
buffs: { hunger: 50, health: 10 },
xp: 10
},
'mutant_stew': {
ingredients: { mutant_meat: 2, carrot: 3, potato: 2 },
cookTime: 60,
buffs: { strength: 20, duration: 300 },
xp: 50
}
};
cook(recipeId) {
const recipe = this.recipes[recipeId];
// Consume ingredients
// Start cooking timer
// Apply buffs on completion
// Grant XP
}
}
Features:
- 50+ recipes
- Food buffs (speed, health, stamina)
- Spoilage system (decay over time)
- Cooking skill progression
- Recipe discovery
Estimated Recipes: 50+
Cooking Stations: Stove, Oven, Grill, Cauldron
🎣 Fishing System (v3.1)
Priority: MEDIUM
Estimated Time: 20 hours
Dependencies: None
Minigame Design:
class FishingMinigame {
startFishing() {
// Wait for bite (random 2-5 seconds)
this.waitForBite();
// Show indicator
this.showBiteIndicator();
// Timing challenge
this.startReelChallenge();
}
startReelChallenge() {
// Moving bar minigame
// Player must keep fish in green zone
// Success = catch, Failure = fish escapes
}
}
Fish Types:
- Common (70%): Bass, Trout, Carp
- Rare (25%): Salmon, Tuna, Pike
- Legendary (5%): Golden Fish, Sea Dragon, Kraken
Features:
- Fishing rod crafting (5 tiers)
- Bait system (worms, lures, special)
- Fish tank/aquarium (decorative)
- Fishing skill progression
- Fishing tournaments (multiplayer)
⛏️ Mining & Dungeons (v3.2)
Priority: HIGH
Estimated Time: 60 hours
Dependencies: Procedural generation, Combat system
Cave Generation:
class CaveGenerator {
generateCave(depth, seed) {
const cave = {
depth,
size: 50 + depth * 10,
rooms: this.generateRooms(depth),
tunnels: this.connectRooms(),
ores: this.placeOres(depth),
enemies: this.spawnEnemies(depth),
boss: depth % 10 === 0 ? this.createBoss() : null
};
return cave;
}
placeOres(depth) {
const oreDistribution = {
0: ['copper', 'tin'],
10: ['iron', 'coal'],
20: ['gold', 'silver'],
30: ['diamond', 'mythril']
};
// Place ores based on depth
}
}
Features:
- Procedural cave generation
- Mining elevator/shaft
- Ore veins (depth-based)
- Cave enemies (bats, spiders, moles)
- Mine cart transport
- Dungeon bosses (every 10 levels)
Depth Levels: 50+
Ore Types: 10+
Enemy Types: 15+
👹 Boss Battles (v3.2)
Priority: HIGH
Estimated Time: 40 hours
Dependencies: Combat system, Dungeon system
Boss System:
class BossSystem {
bosses = {
'mutant_king': {
hp: 10000,
phases: [
{ threshold: 100, attacks: ['slash', 'charge'] },
{ threshold: 50, attacks: ['slash', 'charge', 'summon'] },
{ threshold: 25, attacks: ['berserk', 'aoe', 'heal'] }
],
loot: ['legendary_sword', 'mutant_crown', 'boss_trophy']
}
};
updateBoss(boss, delta) {
// Check phase transitions
if (boss.hp < boss.currentPhase.threshold) {
this.transitionPhase(boss);
}
// Execute attacks
this.executeAttack(boss);
}
}
Boss List:
- Mutant King - Giant mutant cow (Level 10)
- Zombie Horde Leader - Commands zombie army (Level 20)
- Ancient Tree - Forest guardian (Level 30)
- Ice Titan - Snow biome boss (Level 40)
- Fire Dragon - Final boss (Level 50)
Features:
- Multi-phase fights
- Unique mechanics per boss
- Boss arenas (special locations)
- Legendary loot drops
- Respawn timers (7 days)
📖 Story & Quest System (v4.0)
Priority: VERY HIGH
Estimated Time: 80 hours
Dependencies: Dialogue system, Cutscene system
Act Structure:
Act 1: Survival (Day 1-10)
const act1Quests = [
{
id: 'first_harvest',
name: 'Prvi Pridelek',
objective: 'Harvest 10 wheat',
reward: { xp: 100, item: 'iron_hoe' }
},
{
id: 'safe_haven',
name: 'Varno Zatočišče',
objective: 'Build fence around farm',
reward: { xp: 150, blueprint: 'reinforced_fence' }
},
{
id: 'night_watch',
name: 'Nočna Straža',
objective: 'Survive first zombie night',
reward: { xp: 200, item: 'torch_pack' }
}
];
Act 2: Discovery (Day 11-20)
- Find radio in city ruins
- Tame first zombie worker
- Explore abandoned lab
- Meet Lyra (mutant elf)
Act 3: The Truth (Day 21-30)
- Collect research documents
- Find Patient Zero
- Choose faction (Human/Zombie/Hybrid)
- Final boss battle
Characters:
- Old Jakob - Merchant, backstory
- Lyra - Mutant elf, mutation guide
- Grok - Troll guardian
- Dr. Chen - Radio voice, quest giver
- Zombie King - Main antagonist
Dialogue System:
class DialogueSystem {
showDialogue(npcId, dialogueTree) {
// Display dialogue UI
// Show choices
// Track relationship
// Apply consequences
}
trackRelationship(npcId, choice) {
this.relationships[npcId] += choice.relationshipDelta;
// Unlock new dialogue options
// Affect quest outcomes
}
}
Endings (5 Total):
- 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
🌐 Multiplayer & Social (v5.0)
Priority: MEDIUM
Estimated Time: 120 hours
Dependencies: Networking, Server infrastructure
Co-op Mode:
class MultiplayerSystem {
hostGame() {
// Create server
// Share join code
// Synchronize world state
}
joinGame(code) {
// Connect to host
// Download world state
// Spawn player
}
syncPlayers(delta) {
// Update player positions
// Sync inventory changes
// Sync world modifications
}
}
Features:
- 2-4 player co-op
- Host/Join system
- Shared world state
- Co-op quests
- Player trading
- Global marketplace
- Leaderboards
- Seasonal events
Trading System:
class TradingSystem {
createTrade(player1, player2) {
return {
player1: { items: [], gold: 0 },
player2: { items: [], gold: 0 },
status: 'pending'
};
}
executeTrade(trade) {
// Verify items
// Transfer items
// Update inventories
}
}
📊 IMPLEMENTATION TIMELINE
Phase 1: Core Gameplay (v3.0) - 3 months
- Farm Automation Tiers
- Cooking System
- Fishing System
- Total: 75 hours
Phase 2: Exploration (v3.2) - 4 months
- Mining & Dungeons
- Boss Battles
- Cave generation
- Total: 100 hours
Phase 3: Story (v4.0) - 4 months
- Quest system
- Dialogue system
- Cutscenes
- Multiple endings
- Total: 80 hours
Phase 4: Multiplayer (v5.0) - 6 months
- Co-op mode
- Trading system
- Leaderboards
- Social features
- Total: 120 hours
💰 BUDGET ESTIMATES
Development Costs:
- Programming: 375 hours × $50/hr = $18,750
- Art Assets: 100 hours × $40/hr = $4,000
- Sound/Music: 50 hours × $45/hr = $2,250
- Testing: 80 hours × $30/hr = $2,400
- Server Infrastructure: $200/month × 12 = $2,400
Total Estimated Cost: ~$30,000
🎯 SUCCESS METRICS
Player Engagement:
- 80% complete Act 1
- 60% complete Act 2
- 40% complete Act 3
- 50% try multiplayer
- 70% use automation tiers
Content Completion:
- 50+ recipes
- 10+ boss fights
- 5 endings
- 100+ quests
- 50+ dungeon levels
📝 NOTES
Technical Considerations:
- Multiplayer requires dedicated servers
- Save system must support cloud sync
- Procedural generation needs optimization
- Boss AI requires extensive testing
Design Philosophy:
- Accessibility first (already achieved)
- Player choice matters
- Multiple playstyles supported
- Replayability through endings
Last Updated: 2025-12-12 23:15
Version: Master Roadmap v1.0
Total Estimated Development: 12-18 months
Total Estimated Cost: $30,000
🏆 CONCLUSION
NovaFarma has an incredible foundation with 15 complete systems. The roadmap above provides a clear path to becoming a AAA-quality indie game with:
- Deep story and quests
- Extensive multiplayer
- Procedural dungeons
- Epic boss battles
- Complete automation tiers
Current Status: Production Ready (v2.5.0)
Future Potential: Industry-Leading Indie Game (v5.0)
The journey continues! 🚀✨