Files
novafarma/DEMO_COMPLETION_CHECKLIST.md
David Kotnik e8bf2064e8 DEMO ASSETS COMPLETE - 163 frames generated (Style 32 + Style 30)
🎨 Asset Production Summary:
- Characters: Kai (25), Gronk (20), Ana (9), Susi (14) = 68 frames
- Zombies: Base (12) + Workers (40): Gardener, Miner, Lumberjack, Scavenger = 52 frames
- Plants (Style 30): Ganja (7), Tomato (3), Wheat (4), Carrot (3), Potato (3) = 20 frames
- VFX & Objects: Poof (3), Base buildings (12), Campfire (4), Graves (8) = 27 frames

📊 Total: 163 frames | Cost: €1.96 | Budget remaining: €166.04

 All assets organized into proper folders
 Style 32 (Dark-Chibi Noir) for characters/objects - LOCKED
 Style 30 (Garden Story Botanical) for plants - LOCKED
 All on chroma green (#00FF00) background

📋 Added comprehensive documentation:
- DEMO_COMPLETION_CHECKLIST.md (integration roadmap)
- COMPLETE_ASSET_COUNT.md (full game budget analysis)
- _DEMO_ASSETS_COMPLETE.md (production summary)

🚀 Ready for Phaser 3 integration!
2026-01-03 05:07:04 +01:00

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8.2 KiB
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# 🎮 DEMO COMPLETION CHECKLIST
## Dolina Smrti - Kickstarter Demo
**Datum:** 03.01.2026 05:01 CET
**Status:** 📊 Asseti dokončani, Integracija pending
---
## ✅ COMPLETED (100% DONE)
### **1. MASTER ASSETS (163 frames):**
- ✅ Kai animations (25 frames)
- ✅ Gronk animations (20 frames)
- ✅ Ana portraits (9 frames)
- ✅ Susi animations (14 frames)
- ✅ Base Zombie animations (12 frames)
- ✅ Zombie Workers (40 frames: Gardener, Miner, Lumberjack, Scavenger)
- ✅ Plants (16 frames: Ganja, Tomato, Wheat, Carrot, Potato)
- ✅ Poof VFX (3 frames)
- ✅ Base buildings (12 frames)
- ✅ Campfire (4 frames)
- ✅ Zombie graves (8 frames)
**Asset Production Cost:** €1.96 ✅
---
## ⏳ IN PROGRESS / PENDING
### **2. MISSING PORTRAITS (10 frames):**
```
⏳ Kai Portraits (5 frames):
- kai_portrait_neutral.png
- kai_portrait_happy.png
- kai_portrait_sad.png
- kai_portrait_angry.png
- kai_portrait_surprised.png
⏳ Gronk Portraits (5 frames):
- gronk_portrait_neutral.png
- gronk_portrait_happy.png
- gronk_portrait_sad.png
- gronk_portrait_angry.png
- gronk_portrait_surprised.png
```
**Cost:** ~€0.12 (10 frames @ €0.012)
---
### **3. PHASER 3 INTEGRATION (CODE):**
#### **A. Spritesheet Setup:**
```javascript
Create sprite atlases:
- kai_spritesheet.json + .png
- gronk_spritesheet.json + .png
- zombie_spritesheet.json + .png
- susi_spritesheet.json + .png
- plants_spritesheet.json + .png
- objects_spritesheet.json + .png
```
**Actions needed:**
- [ ] Combine frames into sprite atlases
- [ ] Generate JSON metadata (frame positions/sizes)
- [ ] Load in Phaser preloader
- [ ] Configure animations in code
**Tools:** TexturePacker, Shoebox, or custom script
**Time estimate:** 2-3 hours
---
#### **B. Animation Configuration:**
```javascript
Phaser anims.create() for:
- Kai: idle-down, idle-up, idle-right, walk-down, walk-up, walk-left, walk-right
- Gronk: idle, walk-down, walk-up, walk-left, walk-right, vape
- Susi: idle, walk, happy, eat, sleep, sit
- Zombie: idle, walk, dig, wake (frames 1-4)
- Plants: grow (3-4 stages)
- Campfire: flame-loop
- Base: tent-shake, cabin-shake, house-shake
```
**Time estimate:** 1-2 hours
---
### **4. TILED MAP CREATION:**
```
⏳ Demo map (512x512 or 1024x1024):
- Grass/dirt terrain tileset
- Collision layer
- Object placement layer:
* Player spawn point
* Base location (tent)
* Campfire
* 2-3 zombie graves
* Farmable soil patches (4-6 plots)
* Gronk NPC spawn
```
**Actions needed:**
- [ ] Create/import grass/dirt tileset (Style 32)
- [ ] Design starter area layout
- [ ] Add collision boundaries
- [ ] Export as .tmx or .json
- [ ] Load in Phaser
**Time estimate:** 2-3 hours
---
### **5. GAMEPLAY SYSTEMS (CODE):**
#### **🟢 CRITICAL (Must-have for playable demo):**
```javascript
Player Movement:
- WASD controls
- 4-directional movement
- Collision with boundaries
- Animation switching (idle/walk)
Day/Night Cycle:
- Timer (e.g., 5min day, 3min night)
- Light overlay (darker at night)
- Trigger zombie sleep/wake
Zombie Sleep/Wake Mechanic:
- DAY: Zombies in graves (sleeping sprite)
- NIGHT: Play wake animation active AI
- Simple chase behavior (move toward player)
Sleep System (Kai):
- Interact with tent (Press E)
- Play tent shake animation
- Fast-forward time (skip night)
- Restore energy/health
Basic Farming:
- Interact with soil plot (Press E)
- Plant seed (e.g., Ganja)
- Growth timer (3 in-game days)
- Harvest interaction
```
**Time estimate:** 8-12 hours coding
---
#### **🟡 NICE-TO-HAVE (Optional polish):**
```javascript
Base Upgrade System:
- Check resources (wood, stone)
- Trigger upgrade (tent cabin house)
- Save progression
Inventory System:
- UI grid (5-10 slots)
- Item pickup/drop
- Resource display (wood, stone, seeds)
Health/Energy Bars:
- Visual UI bars (top-left)
- Decrease over time (energy)
- Damage from zombies (health)
- Restore via sleep/food
Dialogue System:
- Display portraits (Kai, Gronk, Ana)
- Text box with typewriter effect
- Choice buttons (optional)
Campfire Interaction:
- Warm up (restore temperature)
- Cooking UI (later)
```
**Time estimate:** 6-10 hours additional coding
---
### **6. UI ELEMENTS:**
#### **🎨 Missing UI Assets:**
```
⏳ Health bar (empty/full states)
⏳ Energy bar (empty/full states)
⏳ Inventory slot frame (9-patch)
⏳ Dialogue box background
⏳ Button sprites (E to interact, etc.)
⏳ Day/Night indicator (sun/moon icon)
```
**Generation needed:** ~6-8 UI elements
**Cost:** ~€0.10
---
#### **💻 UI Code:**
```javascript
HUD layer:
- Health bar position/logic
- Energy bar position/logic
- Inventory grid
- Interaction prompt ("Press E")
Dialogue UI:
- Portrait display
- Text rendering
- Continue/choice buttons
```
**Time estimate:** 3-5 hours
---
### **7. AUDIO (Optional but recommended):**
```
⏳ Sound Effects:
- Footstep sounds (grass/dirt)
- Plant sound (planting seed)
- Harvest sound (collect crop)
- Zombie groan/wake sound
- Door creak (tent open)
- Hit/damage sound
⏳ Background Music:
- Day theme (calm, farming vibe)
- Night theme (tense, horror vibe)
- Campfire ambience loop
```
**Source:** Freesound.org, OpenGameArt, or custom
**Time estimate:** 2-3 hours
---
### **8. POLISH & TESTING:**
```
⏳ Playtesting:
- Test all animations trigger correctly
- Verify collision boundaries work
- Check day/night cycle timing
- Balance zombie difficulty
⏳ Bug fixing:
- Input lag/responsiveness
- Animation glitches
- Pathfinding issues (zombies)
- UI placement/scaling
⏳ Performance optimization:
- Check FPS on target devices
- Optimize sprite atlas sizes
- Reduce draw calls if needed
```
**Time estimate:** 4-6 hours
---
## 📊 TOTAL TIME ESTIMATE (DEVELOPMENT)
| Task | Time (hours) |
|------|--------------|
| Portraits generation | 0.5 |
| Spritesheet setup | 2-3 |
| Animation config | 1-2 |
| Tiled map creation | 2-3 |
| **Critical gameplay systems** | **8-12** |
| Nice-to-have systems | 6-10 |
| UI assets + code | 3-5 |
| Audio integration | 2-3 |
| Polish & testing | 4-6 |
| **MINIMUM (MVP)** | **~15-20 hours** |
| **FULL DEMO** | **~30-40 hours** |
---
## 🎯 RECOMMENDED WORKFLOW
### **PHASE 1: MVP (Minimum Viable Playable) - ~15h**
1. ✅ Generate missing portraits (30 min)
2. ✅ Create spritesheets (2h)
3. ✅ Build basic Tiled map (2h)
4. ✅ Implement player movement (2h)
5. ✅ Add day/night cycle (2h)
6. ✅ Zombie sleep/wake system (3h)
7. ✅ Sleep mechanic (tent interaction) (2h)
8. ✅ Basic testing (2h)
**Deliverable:** Walkable demo with day/night cycle, zombies that wake up, ability to sleep.
---
### **PHASE 2: Core Gameplay - ~10h**
9. ✅ Farming system (plant → grow → harvest) (4h)
10. ✅ Health/Energy bars (2h)
11. ✅ Basic inventory (2h)
12. ✅ Testing & balancing (2h)
**Deliverable:** Playable farming loop with survival mechanics.
---
### **PHASE 3: Polish - ~10h**
13. ✅ Base upgrade system (3h)
14. ✅ Dialogue system + Gronk NPC (3h)
15. ✅ Sound effects + music (2h)
16. ✅ Final polish & bug fixes (2h)
**Deliverable:** Kickstarter-ready demo.
---
## 🚀 IMMEDIATE NEXT STEPS
**TO START TODAY:**
1. **Generate portraits** (Kai + Gronk, 10 frames) - waiting for quota reset (2h 40min)
2. **Organize existing sprites** into folders by type
3. **Research spritesheet tools** (TexturePacker trial, Shoebox, custom script)
4. **Plan Tiled map layout** (sketch starter area on paper)
5. **Review Phaser 3 animation docs** (refresh syntax)
---
## ✅ SUCCESS CRITERIA
**Demo je KONČAN, ko:**
✅ Player se lahko premika po mapi (WASD)
✅ Dan/noč cikel deluje (visual change)
✅ Zombiji spijo podnevi, lovijo ponoči
✅ Kai lahko spi v šotoru → preskočit noč
✅ Farmaš lahko 1 ganjo crop (plant → harvest)
✅ Health/Energy bar se prikaže
✅ Basic sound effects delajo
**60 FPS stable performance**
---
**OPOMBA:** To je **realistična** ocena za solo dev. Če delaš **fokusirano 8h/dan**, lahko MVP narediš v **2-3 dni**, full demo v **4-5 dni**.
---
**🎯 READY TO START INTEGRATION?**