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novafarma/docs/MASTER_DEVELOPMENT_ROADMAP.md
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🗺️ 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:

  1. Visual Sound Cue System
  2. Input Remapping System
  3. Screen Reader System
  4. Dyslexia Support System
  5. ADHD/Autism Support System
  6. Motor Accessibility System
  7. Visual Enhancement System
  8. Fog of War System
  9. UI Graphics System
  10. Building Visuals System
  11. Skill Tree System
  12. Crafting Tiers System
  13. Farm Automation System
  14. Subtitle System
  15. 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:

  1. Mutant King - Giant mutant cow (Level 10)
  2. Zombie Horde Leader - Commands zombie army (Level 20)
  3. Ancient Tree - Forest guardian (Level 30)
  4. Ice Titan - Snow biome boss (Level 40)
  5. 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):

  1. Cure Ending - Save humanity
  2. Zombie King Ending - Rule the undead
  3. Escape Ending - Find new settlement
  4. Farmer Ending - Peaceful farm life
  5. 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! 🚀