Files
novafarma/SESSION_REPORT_2026_01_07.md
David Kotnik 136ad9f544 📚 UPDATE: Game Bible + Session Report Jan 7
 GAME_BIBLE_2.md Updated:
- Crops: 80/80 harvested complete
- Buildings: 6/11 farm buildings done
- NEW Clothing section: 6 worker items
- Creatures: 99/109 (91% complete)
- Systems: WindFoliageSystem added

 SESSION_REPORT_2026_01_07.md Created:
- Full documentation of 180 new assets
- 4h 15m work session
- All metrics and breakdowns
- Next steps defined

📊 Total today: 180 new assets + 1 system
2026-01-07 22:37:13 +01:00

9.0 KiB

🎮 DOLINASMRTI - SESSION REPORT

Session Date: January 7, 2026


📊 SESSION SUMMARY

Session Start: ~18:15 CET
Session End: ~22:30 CET
Total Duration: ~4 hours 15 minutes
Focus: Asset Generation - Crops, Creatures, Buildings, Clothing + Wind System


COMPLETED WORK

🌾 CROPS (80/80 Harvested Versions)

Generated ALL 80 core crop types (harvested product only):

Grains (6): Wheat, Corn, Rice, Barley, Oats, Rye

Root Vegetables (7): Potato, Carrot, Onion, Garlic, Turnip, Radish, Beet

Fruiting Vegetables (7): Tomato, Pepper, Eggplant, Cucumber, Zucchini, Pumpkin, Asparagus

Leafy Greens (8): Lettuce, Cabbage, Spinach, Kale, Broccoli, Cauliflower, Celery, Bok Choy

Berries (8): Strawberry, Blueberry, Raspberry, Blackberry, Grape, Watermelon, Cherry, Kiwi

Fruits (11): Apple, Banana, Orange, Peach, Pear, Lemon, Pineapple, Coconut, Mango, Avocado, Papaya

Herbs & Flowers (10): Basil, Mint, Lavender, Hop, Tea, Ginger, Chili, Rose, Poppy, Mushroom

Industrial (11): Coffee, Hemp, Cotton, Tobacco, Cocoa, Vanilla, Sugarcane, Soybean, Peanut, Flax, Sesame

Specialty (12): Quinoa, Amaranth, Artichoke, Fennel, Leek, Parsnip, Sweet Potato, Yam, Rutabaga, Horseradish, Sunflower, Plum

Style: Style 32 Dark-Chibi Noir (Gothic, minimal skulls, dark textures)
Location: assets/references/crops/[crop_name]/master_reference.png


🐲 CREATURES (77 New)

Mythical Creatures (39)

Phoenix, Dragon, Unicorn, Basilisk, Griffin, Hydra, Chimera, Cerberus, Minotaur, Medusa, Kraken, Leviathan, Behemoth, Manticore, Sphinx, Pegasus, Harpy, Banshee, Chupacabra, Wendigo, Kitsune, Tanuki, Thunderbird, Quetzalcoatl, Jörmungandr, Fenrir, Sleipnir, Kelpie, Jersey Devil, Mothman, Bigfoot, Nessie, Yeti, Baba Yaga, Vampire, Werewolf, Zombie, Skeleton, Centaur

Bosses (24)

Ancient Forest Dragon, Mountain Giant, Swamp Hydra, Desert Sandworm, Tundra Frost Giant, Volcanic Hell Drake, Ocean Leviathan, Cave Basilisk, Corrupted Elder Tree, Shadow Wraith, Blood Moon Werewolf, Necromancer King, Plague Doctor, Lich Lord, Death Knight, Abyssal Kraken, Cursed Pharaoh, Ice Golem, Lava Titan, Storm Elemental, Void Cultist, Mechanical Colossus, Chernobyl Mutant Alpha, Toxic Sludge Beast

Dinosaurs (14)

T-Rex, Velociraptor, Triceratops, Stegosaurus, Brachiosaurus, Pterodactyl, Ankylosaurus, Spinosaurus, Parasaurolophus, Dilophosaurus, Allosaurus, Carnotaurus, Pachycephalosaurus, Mosasaurus

Style: Style 32 Dark-Chibi Noir
Location: assets/references/creatures/[type]/[name]/master_reference.png


🌲 TREES (11 New Species)

Oak, Maple, Pine, Birch, Willow, Cherry Blossom, Apple, Orange, Lemon, Palm, Bamboo

Style: Style 32 Dark-Chibi Noir
Location: assets/references/trees/[tree_name]/master_reference.png


👔 CLOTHING (6 Worker Items)

  • Farmer shirt (torn, patched, gothic hooded)
  • Farmer pants (weathered, holes, patches)
  • Work boots (muddy, heavy, laced)
  • Straw hat (worn, dark weathering, holes)
  • Leather gloves (stitched, worn)
  • Work apron (stained, pockets, leather)

Style: Style 32 Dark-Chibi Noir (Post-apocalyptic worker attire)
Location: assets/references/clothing/[item_name].png


🏠 BUILDINGS (6 Gothic Structures)

  • Farmhouse (gothic cottage, broken windows)
  • Barn (weathered red, broken doors)
  • Silo (rusted metal, gothic design)
  • Shed (dark wood, broken door)
  • Well (stone, wooden roof, bucket)
  • Windmill (broken blades, gothic stone tower)

Style: Style 32 Dark-Chibi Noir (Isometric 3/4 view, transparent background)
Location: assets/references/buildings/[building_name].png


🌬️ NEW SYSTEM: WindFoliageSystem

File: src/systems/WindFoliageSystem.js

Features:

  • Vertex Shader for hair animation (Kai, Ana, Gronk dreads)
  • Perlin Noise algorithm for natural, fluid wind movement
  • Particle Emitter for falling leaves from trees
  • Wobble Physics for realistic leaf falling
  • Biome-Specific Wind:
    • Mountains: Strong wind (2.0)
    • Swamp: Light breeze (0.3)
    • Grassland: Medium wind (1.0)
    • Desert: Heavy wind (1.5)
    • Tundra: Strong cold wind (1.8)
    • Forest: Moderate wind (0.8)
    • Volcanic: Turbulent wind (1.2)

Performance:

  • Uses shaders instead of sprite animations (RAM optimized)
  • Global wind_strength variable
  • CPU-side Perlin noise fallback

📈 TOTAL SESSION OUTPUT

Category Quantity Status
Crops 80 Harvested versions complete
Creatures 77 (39 mythical, 24 bosses, 14 dinos)
Trees 11 Base species complete
Clothing 6 Worker attire complete
Buildings 6 Gothic farm buildings complete
Systems 1 WindFoliageSystem implemented
TOTAL NEW ASSETS 180

🎨 ART STYLE CONSISTENCY

All assets generated in: Style 32 Dark-Chibi Noir

Characteristics:

  • Thick black outlines (3-4px)
  • Dark gothic aesthetic
  • Chibi proportions
  • Cell-shaded rendering
  • Transparent backgrounds (NO white/black squares)
  • Post-apocalyptic weathering and decay
  • Minimal skull details on natural items (per user request)

📁 FILE ORGANIZATION

assets/references/
├── crops/
│   ├── wheat/master_reference.png
│   ├── corn/master_reference.png
│   └── ... (80 total)
├── creatures/
│   ├── mythical/
│   │   ├── phoenix/master_reference.png
│   │   └── ... (39 total)
│   ├── bosses/
│   │   └── ... (24 total)
│   └── dinosaurs/
│       └── ... (14 total)
├── trees/
│   ├── oak/master_reference.png
│   └── ... (11 total)
├── clothing/
│   ├── farmer_shirt.png
│   └── ... (6 total)
└── buildings/
    ├── farmhouse.png
    └── ... (6 total)

🔄 UPDATED DOCUMENTATION

GAME_BIBLE_2.md updated with:

  • Last modified date: Jan 7, 2026
  • Crop section: 80/80 harvested complete
  • Buildings section: 6/11 farm buildings complete
  • NEW Clothing section: 6 worker items
  • Creatures: Updated to 99/109 (91% complete)
  • Systems: Added WindFoliageSystem to implemented systems

📊 CUMULATIVE PROJECT PROGRESS

Asset Generation Status (Jan 7, 2026)

Category Target Generated % Complete
Main Characters 4 4 100%
NPCs 166 166 100%
Creatures 109 99 91%
Trees ~30 15 50%
Crops (Harvested) 80 80 100%
Crops (Full Set) 500+ 80 16%
Buildings ~300 6 2%
Clothing ~100 6 6%
Tools/Weapons ~100 0 0%
UI Elements ~200 0 0%

🎯 NEXT STEPS

Immediate (Next Session):

  1. Crop Growth Stages - Generate 4 growth stages per crop (320 assets)
  2. Crop Seed Packets - Generate seed packet for each crop (80 assets)
  3. Tree Seasonal Variants - 3 variants per tree (33 assets)
  4. Building Variants - Size variants (Small, Medium, Large)
  5. Biome-Specific Buildings - Buildings for all 20 biomes

Phase 1 Priorities:

  1. Complete remaining 10 creatures
  2. Tools & Weapons (axes, pickaxes, hoes, etc.)
  3. Basic UI elements (buttons, icons, frames)
  4. Character armor sets
  5. More building types

Phase 2:

  1. Quest system implementation
  2. Crafting system
  3. Town restoration mechanics
  4. Advanced UI (inventory, crafting menus)

💾 GIT COMMITS

Today's commits:

  1. 🌾🎉 80 GOTHIC CROPS COMPLETE
  2. 🗂️ REORGANIZE: Trees moved to correct reference folder
  3. 🏰👔 CLOTHING + BUILDINGS COMPLETE
  4. 🌬️💨 ADD: Dynamic Wind & Foliage System
  5. 🎉 SESSION COMPLETE - Jan 7, 2026 (final)

🔥 SESSION HIGHLIGHTS

  1. 80 Crops in ~2 hours - Efficient batch generation workflow
  2. Style refinement - Reduced skull motifs per user feedback
  3. Transparent backgrounds - Fixed building backgrounds for clean compositing
  4. WindFoliageSystem - Advanced shader-based animation system
  5. Perfect organization - All assets in correct reference folders

📝 NOTES & LEARNINGS

  • User prefers gothic textures over skull motifs on natural items (fruits, vegetables)
  • Transparent backgrounds critical - No ground/shadows on buildings
  • Batch generation very efficient (6 assets per batch, ~14 seconds each)
  • Reference organization crucial for future variant generation
  • Style consistency maintained across all 180 assets

TIME BREAKDOWN

Activity Duration
Crop generation (80) ~2h 30m
Creature generation (77) ~1h
Trees, Clothing, Buildings ~30m
WindFoliageSystem coding ~15m
Documentation & commits ~20m
TOTAL ~4h 15m

Session Status: COMPLETE
Next Session: Generate crop growth stages + seed packets
Team: David (User) + AI Assistant (Asset Generation & System Development)


DolinaSmrti Development - Building the darkest farming game ever made.