469 lines
11 KiB
Markdown
469 lines
11 KiB
Markdown
# 🗺️ IMPLEMENTATION ROADMAP
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**12-Week Plan for Complete Game Systems Integration**
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**Start Date:** January 6, 2026
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**Target Completion:** March 30, 2026
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## 📅 TIMELINE OVERVIEW
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| Week | Phase | Focus | Systems |
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|------|-------|-------|---------|
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| 1-2 | Phase 1 | Core Foundation | Sleep, Time, Energy |
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| 3-4 | Phase 2 | Crafting & Building | Crafting Tables, Bakery |
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| 5-6 | Phase 3 | Character & Town | Barber, Lawyer, Town Growth |
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| 7-8 | Phase 4 | Automation | Mining, Zombie Miners |
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| 9-10 | Phase 5 | Social Systems | NPC Privacy, Relationships |
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| 11-12 | Phase 6 | Polish & Testing | Bug fixes, Balancing, QA |
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---
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## 📦 PHASE 1: CORE FOUNDATION (Week 1-2)
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### **Week 1: Sleep & Time Systems**
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#### **Day 1-2: Sleep System Integration**
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- [ ] Import SleepSystem into MainGameScene
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- [ ] Create bed placement system
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- [ ] Implement sleep UI (menu, confirmation)
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- [ ] Add sleep animation/fade transition
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- [ ] Test energy regeneration
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- [ ] Test dream/nightmare mechanics
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**Deliverables:**
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- Working sleep mechanic
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- All 3 bed types functional
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- Dream sequences working
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#### **Day 3-4: Time System Hook-ins**
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- [ ] Connect SleepSystem to TimeSystem
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- [ ] Implement 8-hour time skip
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- [ ] Add "Can Sleep Now" time check (8 PM - 2 AM)
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- [ ] Test day/night cycle integration
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- [ ] Add wake-up time calculation
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**Deliverables:**
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- Time properly advances during sleep
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- Correct wake-up time (always morning)
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#### **Day 5-7: Energy & UI Polish**
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- [ ] Create energy bar UI
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- [ ] Add "Tired" status indicator
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- [ ] Implement energy decay over time
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- [ ] Add low energy warnings
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- [ ] Polish sleep UI animations
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- [ ] Test partner bonus (if married)
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**Deliverables:**
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- Complete energy management
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- Polished UI
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- Marriage integration working
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---
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## 🔨 PHASE 2: CRAFTING & BUILDING (Week 3-4)
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### **Week 3: Crafting Tables System**
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#### **Day 1-2: Basic Crafting**
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- [ ] Import CraftingTablesSystem
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- [ ] Create crafting table placement
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- [ ] Build crafting UI (recipe list)
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- [ ] Implement "Can Craft" validation
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- [ ] Add ingredient checking
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**Deliverables:**
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- Small crafting table working
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- Basic recipes craftable
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#### **Day 3-4: Advanced Crafting**
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- [ ] Implement crafting queue
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- [ ] Add progress bar UI
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- [ ] Create batch crafting
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- [ ] Test skill/relationship requirements
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- [ ] Add Large Planning Table purchase
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**Deliverables:**
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- Queue system working
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- All recipe types functional
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- Gronk integration tested
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#### **Day 5-7: Crafting Polish**
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- [ ] Add crafting sound effects
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- [ ] Create item-gained animations
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- [ ] Polish recipe UI (icons, descriptions)
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- [ ] Test all 50+ recipes
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- [ ] Balance crafting times
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**Deliverables:**
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- Polished crafting experience
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- All recipes tested
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### **Week 4: Bakery Shop System**
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#### **Day 1-2: Shop Foundation**
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- [ ] Import BakeryShopSystem
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- [ ] Create bakery building on map
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- [ ] Build shop UI (item list, prices)
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- [ ] Implement purchase logic
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- [ ] Add NPC baker (Maria)
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**Deliverables:**
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- Bakery shop functional
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- Can buy items
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#### **Day 3-4: Gift & Competition**
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- [ ] Implement gift system
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- [ ] Test 2x hearts for favored items
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- [ ] Create baking competition UI
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- [ ] Add recipe submission
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- [ ] Implement scoring system
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**Deliverables:**
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- Gifting working
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- Competition functional
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#### **Day 5-7: Events & Polish**
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- [ ] Add birthday cake ordering
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- [ ] Implement auto-delivery system
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- [ ] Create seasonal items (autumn/winter)
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- [ ] Test bulk discounts
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- [ ] Polish shop UI
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**Deliverables:**
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- All bakery features complete
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- Birthday system working
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---
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## 💈 PHASE 3: CHARACTER & TOWN (Week 5-6)
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### **Week 5: Barber Shop System**
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#### **Day 1-2: Character Customization**
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- [ ] Import BarberShopSystem
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- [ ] Create barber building
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- [ ] Build customization UI
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- [ ] Implement hairstyle changes
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- [ ] Update player sprite system
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**Deliverables:**
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- Hairstyle changes working
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- Player sprite updates correctly
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#### **Day 3-4: Piercings & Dyes**
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- [ ] Add piercing system
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- [ ] Create hair dye color picker
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- [ ] Implement clothing dye
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- [ ] Add saved looks slots (5)
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- [ ] Test load/save looks
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**Deliverables:**
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- Complete customization working
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- Saved looks functional
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#### **Day 5-7: Zombie Makeover & Polish**
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- [ ] Implement zombie makeover
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- [ ] Add NPC customization (5+ hearts)
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- [ ] Create barber NPC (Razor)
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- [ ] Test repeat customer discount
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- [ ] Polish customization UI
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**Deliverables:**
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- All barber features complete
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- Zombie makeover working
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### **Week 6: Lawyer & Town Growth**
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#### **Day 1-3: Lawyer Office System**
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- [ ] Import LawyerOfficeSystem
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- [ ] Create lawyer building (auto-build on crisis)
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- [ ] Build divorce UI (confirmation, warnings)
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- [ ] Implement prenup purchase
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- [ ] Test divorce processing
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- [ ] Add marriage counseling
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**Deliverables:**
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- Divorce system complete
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- Counseling functional
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- Auto-unlock working
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#### **Day 4-7: Town Growth System**
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- [ ] Import TownGrowthSystem
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- [ ] Create town sign sprite & UI
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- [ ] Implement population slot unlocks
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- [ ] Add NPC invitation system
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- [ ] Create 5 village maps
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- [ ] Test village discovery
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- [ ] Add town services unlocks
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**Deliverables:**
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- Town growth working
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- Villages discoverable
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- Town sign updating live
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---
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## ⛏️ PHASE 4: AUTOMATION (Week 7-8)
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### **Week 7-8: Mining & Zombie Automation**
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#### **Day 1-2: Zombie Miner Integration**
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- [ ] Import ZombieMinerAutomationSystem
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- [ ] Create hire UI
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- [ ] Implement assignment UI (mine selector)
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- [ ] Add depth assignment validation
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- [ ] Connect to existing MiningSystem
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**Deliverables:**
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- Hiring working
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- Assignment functional
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#### **Day 3-4: Automation Yield**
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- [ ] Implement passive generation
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- [ ] Create collection UI
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- [ ] Add yield calculation display
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- [ ] Test multi-zombie automation
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- [ ] Add collection reminders
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**Deliverables:**
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- Automation generating resources
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- Collection working correctly
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#### **Day 5-7: Loyalty & Equipment**
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- [ ] Implement loyalty decay
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- [ ] Create feed zombie UI
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- [ ] Add equipment upgrade shop
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- [ ] Test leveling system
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- [ ] Balance yield rates
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**Deliverables:**
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- Complete automation system
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- Balanced yield rates
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#### **Day 8-10: Mining System Polish**
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- [ ] Polish mine entrance
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- [ ] Add depth hazard UI (oxygen, temp, darkness)
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- [ ] Create boss encounter screens
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- [ ] Test all 100 levels
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- [ ] Balance difficulty curve
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**Deliverables:**
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- Complete mining experience
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- All levels playable
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---
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## 👥 PHASE 5: SOCIAL SYSTEMS (Week 9-10)
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### **Week 9-10: NPC Privacy & Relationships**
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#### **Day 1-3: NPC Home Generation**
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- [ ] Import NPCPrivacySystem
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- [ ] Create 8 hobby-based interior templates
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- [ ] Generate homes for all NPCs
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- [ ] Test hobby room variations
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- [ ] Add interior object placement
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**Deliverables:**
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- All NPC homes generated
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- Hobby rooms unique
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#### **Day 4-5: Privacy Locks**
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- [ ] Implement heart-based door checks
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- [ ] Create "locked door" UI message
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- [ ] Add privacy violation handling
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- [ ] Test relationship penalties
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- [ ] Add NPC angry reactions
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**Deliverables:**
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- Privacy system working
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- Violations have consequences
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#### **Day 6-7: Visit Effects**
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- [ ] Implement visit tracking
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- [ ] Add time-of-day effects
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- [ ] Test frequency checking (3+ daily)
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- [ ] Add visit statistics UI
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- [ ] Balance relationship effects
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**Deliverables:**
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- Visit system complete
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- Relationship effects balanced
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#### **Day 8-10: Relationship Polish**
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- [ ] Create relationship UI panel
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- [ ] Add heart display for all NPCs
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- [ ] Implement relationship milestones
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- [ ] Polish dialogue reactions
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- [ ] Test marriage → lawyer integration
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**Deliverables:**
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- Complete social system
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- All NPC interactions polished
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---
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## 🎨 PHASE 6: POLISH & TESTING (Week 11-12)
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### **Week 11: Bug Fixes & Balancing**
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#### **Day 1-2: Bug Sweep**
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- [ ] Test all systems end-to-end
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- [ ] Fix critical bugs
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- [ ] Fix UI bugs
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- [ ] Fix save/load issues
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- [ ] Test cross-system interactions
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#### **Day 3-4: Balance Pass**
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- [ ] Balance all costs (buildings, items)
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- [ ] Balance crafting times
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- [ ] Balance automation yields
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- [ ] Balance relationship point values
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- [ ] Test economy (money flow)
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#### **Day 5-7: Performance Optimization**
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- [ ] Profile system performance
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- [ ] Optimize update loops
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- [ ] Optimize sprite loading
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- [ ] Reduce memory usage
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- [ ] Test on low-end devices
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**Deliverables:**
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- All major bugs fixed
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- Balanced economy
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- Smooth performance
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### **Week 12: Final Polish & QA**
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#### **Day 1-2: UI/UX Refinement**
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- [ ] Polish all UI screens
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- [ ] Add UI animations
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- [ ] Improve button feedback
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- [ ] Add UI sound effects
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- [ ] Test UI on mobile
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#### **Day 3-4: Content Verification**
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- [ ] Test all quests
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- [ ] Verify all NPCs working
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- [ ] Check all recipes
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- [ ] Test all buildings
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- [ ] Verify all items
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#### **Day 5-7: Final QA**
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- [ ] Full playthrough test
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- [ ] Test save/load multiple times
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- [ ] Test edge cases
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- [ ] Create bug report
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- [ ] Final code review
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**Deliverables:**
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- Production-ready build
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- Complete QA report
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- Zero critical bugs
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---
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## 🎯 SUCCESS CRITERIA
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### **Phase 1 Complete When:**
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- [ ] Player can sleep in all 3 bed types
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- [ ] Energy system fully functional
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- [ ] Time advances correctly during sleep
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- [ ] Dreams/nightmares trigger properly
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### **Phase 2 Complete When:**
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- [ ] All 50+ recipes craftable
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- [ ] Large Planning Table purchasable
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- [ ] Bakery shop fully functional
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- [ ] Gift system working
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- [ ] Baking competition runs
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### **Phase 3 Complete When:**
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- [ ] Complete character customization
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- [ ] Divorce system functional
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- [ ] Town population can grow to 20
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- [ ] All 5 villages discoverable
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- [ ] Town services unlock
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### **Phase 4 Complete When:**
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- [ ] 10 zombie miners hireable
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- [ ] Automation generates resources
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- [ ] Equipment upgrades working
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- [ ] All 100 mine levels playable
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### **Phase 5 Complete When:**
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- [ ] All NPC homes generated
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- [ ] Privacy locks functional
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- [ ] Visit effects apply correctly
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- [ ] Relationship system complete
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### **Phase 6 Complete When:**
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- [ ] Zero critical bugs
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- [ ] Balanced economy
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- [ ] Smooth 60 FPS performance
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- [ ] All systems tested end-to-end
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---
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## 🚨 RISK MITIGATION
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### **High-Risk Areas**
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1. **Save/Load System**
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- Risk: Data corruption, lost progress
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- Mitigation: Extensive testing, backup saves, versioning
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2. **Cross-System Events**
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- Risk: Event loops, missed events
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- Mitigation: Event logging, unit tests
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3. **Performance**
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- Risk: Frame drops with many systems
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- Mitigation: Profiling, optimization passes
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4. **Zombie Automation**
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- Risk: Exploit for infinite resources
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- Mitigation: Cap yields, balance costs
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### **Contingency Plans**
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- **Behind Schedule:** Cut non-essential features (e.g., baking competition)
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- **Major Bug:** Rollback to previous stable version
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- **Performance Issues:** Reduce visual effects, optimize update loops
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---
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## 📊 PROGRESS TRACKING
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Use this checklist to track progress:
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```
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Phase 1: [ ] Week 1 [ ] Week 2
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Phase 2: [ ] Week 3 [ ] Week 4
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Phase 3: [ ] Week 5 [ ] Week 6
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Phase 4: [ ] Week 7 [ ] Week 8
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Phase 5: [ ] Week 9 [ ] Week 10
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Phase 6: [ ] Week 11 [ ] Week 12
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```
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---
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## 🎉 LAUNCH CHECKLIST
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Before final release:
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- [ ] All 9 systems functional
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- [ ] Complete playthrough tested
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- [ ] No critical bugs
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- [ ] Performance >55 FPS average
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- [ ] Save/load tested 50+ times
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- [ ] All UI polished
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- [ ] Sound effects added
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- [ ] Tutorial complete
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- [ ] README updated
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- [ ] Documentation complete
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---
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**Created:** January 4, 2026
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**Version:** 1.0
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**Status:** Ready for Implementation ✅
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