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novafarma/DEVLOG.md

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DEVLOG - 2026-01-27

Time: 08:46:12 Session Goal: Terrain Setup, Atmospheric Layering, and Basic Interaction (Mowing/Camping).

Achievements

1. Asset Organization & Generation

  • Created structured folders: assets/tiles, assets/environment, assets/vegetation, assets/items.
  • Organized existing assets from DEMO_FAZA1.
  • Generated placeholders for missing environment textures (cesta_svetla.png, voda_umazana.png).
  • Generated camp items: campfire.png (Animated visual style), sleeping_bag.png.
  • Created variations of grass (trava_zelena, trava_suha, trava_divja) for organic variety.

2. Terrain System ("Sandwich Layering")

Implemented a robust depth-handling system in GrassScene_Clean.js:

  • Layer -100: Base Ground (trava_osnova at Scale 0.15) for a massive, spacious world feel.
  • Layer -50: "Decals" (Path, Mud, Ponds). Used BlendModes.MULTIPLY and setAlpha(0.8) for mud and paths to naturally blend with the grass texture beneath.
  • Dynamic Layer: Trees, Kai, and Grass Tufts are strictly Y-Sorted (depth = y) for correct occlusion.

3. Atmospheric Polish

  • Winding Path: Replaced linear paths with a procedural Spline curve generation for organic dirt roads.
  • Edge Integration: Programmatically placed small grass tufts along path edges and pond shores to hide sharp texture transitions.
  • Amnesia Intro: Implemented a cinematic start with heavy blur and a Typewriter effect text ("Kje sta starša...?").

4. Gameplay Mechanics

  • Interaction System:
    • Movement: Standard arrow keys.
    • Mowing (SPACE): Player can clear specific 'wild' grass tufts to make space. Includes visual "cut" tween.
    • Camp Placement (C / V):
      • C: Place Campfire.
      • V: Place Sleeping Bag.
      • Validation: Prevents placement on water, mud, trees, or un-mowed grass. Providing visual feedback (Shake + Text) if placement fails.
  • Sinking Effect: Kai visually sinks (Origin Shift 0.9 -> 0.8) and tints darker when walking through mud or water.

Current State

The "Probna Farma" scene is now a fully interactive, atmospheric prototype ready for the Kickstarter demo showcase. The world feels alive, organic, and responsive.


Signed: Antigravity Agent

DEVLOG - 2026-01-28

Time: 07:44:02 Session Goal: Asset Generation, Clean Slate, UI & Camp Setup.

Achievements

1. Scene Reset

  • Cleaned to a minimal robust state (Z-0 Ground + Player only).
  • Verified , structure for Defold integration.

2. AI Asset Generation (Survival Style)

  • Generated fresh, unified assets based on user references:
    • Campfire: Simple stone ring, minimalist.
    • Tent: Blue dome, survival/worn aesthetic.
    • Sleeping Bag: Brown/patched survival gear.
    • UI: Health Bar (Rust+Liquid), Inventory Slot (Wood), Action Button, Dialog Panel.

3. Automated Processing Pipeline

  • Created scripts to detect, crop, remove magenta background, and deploy generated assets.
  • Synced assets to multiple locations for compatibility:

    • &

Next Steps

  • Finalize Health Bar design (Face icons vs Liquid).
  • Implement Camp and UI into the new Defold .

DEVLOG - 2026-01-28

Time: 07:44:02 Session Goal: Asset Generation, Clean Slate, UI & Camp Setup.

Achievements

1. Scene Reset

  • Cleaned GrassScene_Clean.js to a minimal robust state (Z-0 Ground + Player only).
  • Verified main.atlas, main.collection structure for Defold integration.

2. AI Asset Generation (Survival Style)

  • Generated fresh, unified assets based on user references:
    • Campfire: Simple stone ring, minimalist.
    • Tent: Blue dome, survival/worn aesthetic.
    • Sleeping Bag: Brown/patched survival gear.
    • UI: Health Bar (Rust+Liquid), Inventory Slot (Wood), Action Button, Dialog Panel.

3. Automated Processing Pipeline

  • Created scripts to detect, crop, remove magenta background, and deploy generated assets.
  • Synced assets to multiple locations for compatibility:
    • repos/novafarma/main/assets
    • repos/novafarma/assets/DEMO_FAZA1/Environment & UI
    • nova farma/main/assets

Next Steps

  • Finalize Health Bar design (Face icons vs Liquid).
  • Implement Camp and UI into the new Defold main.collection.

DEVLOG - 2026-01-28 (Evening Session)

Time: 23:45:00 Session Goal: Stream asset integration, Player animation, and Environmental Polish.

Achievements

1. Animated Character (Kai)

  • Replaced the static character sprite with a full 256x256 Sprite Sheet.
  • Implemented 4-Directional Movement Animation (Walk Up, Down, Left, Right).
  • Adjusted physics bounding box and offsets to match the new 160px height scale.

2. Stream Integration (The "Dirty Canal")

  • Asset Processing:
    • Processed stream_pipe.png from source reference.
    • Advanced Cleaning: Used GrabCut and custom masking (clean_pipe_stream_gentle.py) to remove the background while preserving internal details (muddy banks).
    • "Burying" Technique: Algorithmically removed the outer isometric walls so the stream sits flat on the terrain surface, eliminating the "floating wall" effect.
    • Drain Hole Fix: Ensured the pipe's drain grate is opaque and dark, preventing grass from showing through.
  • Scene Implementation:
    • Placed the stream as a static physics object.
    • Added Collision Detection between Kai and the Stream (player stops at water's edge).
    • Experimented with modular slicing (Head/Body) but reverted to a single robust asset to insure stability for the demo.

3. Scene Organization

  • Camp Restoration: Restored the Tent, Campfire, and Sleeping bag placement with proper Z-sorting/Depth.
  • Bug Fixes: Resolved a critical crash caused by adding collision before the player object was instantiated.

Current State

  • Kai walks with animation.
  • A "dirty pipe stream" flows out of a grate, properly integrated into the ground (no visible outer walls).
  • Player interacts with the environment (collides with water).

Signed: Antigravity Agent