14 KiB
🌍 MRTVA DOLINA - World Expansion Master Plan
Version: 2.0 Alpha
Date: January 5th, 2026
Status: 🚀 READY FOR IMPLEMENTATION
🎯 CORE CONCEPT:
"From Ruins to Restoration" - Igralec začne v svetu popolnih ruševin. Vsako mesto je uničeno, zombi prevladujejo, narava je divja. Tvoj cilj: Obnoviti 27 mest in postati Odrešenik Doline.
🏚️ 1. SISTEM OBNOV MEST (27 Town Restoration)
Koncept:
- Vseh 27 mest se začne kot RUŠEVINE
- Vsako mesto ima 2 vizualna stanja: Ruined → Restored
- Vsako mesto zahteva unikatne surovine in quest chain za obnovo
- Ko obnoviš mesto, se naselijo prebivalci (ljudje ali troli)
Restoration Faze:
FAZA 1: Ruševine (Starting State)
- Porušene zgradbe
- Zombi patrole
- Divja narava (trnje, ovire)
- NI trgovcev, NI storitev
FAZA 2: Delna Obnova (Mid-game)
- Delno očiščeno
- Začasno obzidje
- Prvi prebivalci se vrnejo
- Osnovna trgovina aktivna
FAZA 3: Popolna Obnova (End-game)
- Popolnoma obnovljeno
- Močno obzidje
- Populacija 100%
- Vsi NPC-ji aktivni
- Unikatne nagrade odklenete
Restoration Requirements Example:
Mesto: FROST HAVEN (Frozen Wasteland)
{
name: "Frost Haven",
biome: "Frozen Wasteland",
state: "ruined", // ruined → partial → restored
restoration: {
phase1: {
materials: { wood: 500, stone: 1000, iron: 200 },
quest: "Clear 50 zombies from town",
reward: "Basic Trading Post unlocked"
},
phase2: {
materials: { steel: 300, gold: 100, magic_crystal: 50 },
quest: "Build town walls",
reward: "Frost Haven Citizens return (5 NPCs)"
},
phase3: {
materials: { diamond: 50, legendary_ore: 10, ancient_scroll: 5 },
quest: "Defeat Ice Tyrant Boss",
reward: "Legendary Ice Forge + Frost Queen NPC"
}
},
citizens: {
max: 12,
current: 0,
types: ["merchant", "blacksmith", "mage", "farmer", "guard"]
}
}
Gift System:
Ko obnoviš mesto, prejmeš City Gratitude Gift:
- Rare blueprints
- Unique tools
- Legendary seeds
- Special NPCs (master craftsmen)
- Automation helpers (roboti, priročne ročke)
🧟 2. ZOMBI SKAVT (Loyal Companion)
Koncept:
Prijazni zombi, ki si ga "udomačiš" na začetku igre. Namesto da te napade, postane tvoj raziskovalec in vodič.
Visual Design:
- Style 32 Dark-Chibi Noir
- IDENTIFIKACIJA: Modra ali rdeča rutica okoli vratu
- Red eyes WITH pupils (friendly variant)
- Backpack for carrying items
- Animations: Idle, Walking, Pointing, Digging
Leveling System:
{
name: "Scout",
type: "zombie_companion",
level: 1, // max 20
stats: {
speed: 100, // Movement speed
vision: 150, // Detection radius
carryCapacity: 10, // Item slots
intelligence: 50 // Pathfinding quality
},
skills: {
shortcuts: {
level: 1,
description: "Finds shortcuts through biomes",
unlockAt: [3, 7, 12, 18] // Better paths at these levels
},
treasureHunter: {
level: 1,
description: "Finds rare items in biomes",
rareChance: 5, // +5% per level
},
dangerSense: {
level: 1,
description: "Warns about nearby threats",
range: 100 // +50 pixels per level
},
resourceScout: {
level: 1,
description: "Marks resource nodes on map",
types: ["ore", "plants", "chests"]
}
},
evolution: {
// Every 5 levels, scout gets visual upgrade
5: "Scout gains lantern (lights dark areas)",
10: "Scout gains armor (can fight weak zombies)",
15: "Scout gains wings (can scout flying)",
20: "Scout becomes LEGENDARY (glowing aura)"
}
}
Gameplay Integration:
- Command System: Right-click to send scout exploring
- Auto-follow: Scout follows you and marks dangers
- Item Retrieval: Can send scout to fetch items
- Map Markers: Scout marks discoveries on map
⛺ 3. NOMADSKI ROPARJI (Nomad Raiders)
Koncept:
Dinamična nevarnost - roparji, ki nimajo stalnega doma in potujejo med biomi. Poskušajo oropati tvojo kmetijo ali te napadejo na poti med mesti.
Raider Types:
A) Desert Nomads
Biome: Desert Storm
Appearance: Tan robes, scimitars, camels
Threat: Medium
Loot: Spices, gold, desert seeds
B) Frost Bandits
Biome: Frozen Wasteland
Appearance: Fur armor, ice weapons
Threat: High
Loot: Furs, ice crystals, frozen meat
C) Jungle Marauders
Biome: Ancient Rainforest
Appearance: Tribal masks, poison darts
Threat: Very High
Loot: Rare plants, ancient artifacts
D) Tech Scavengers
Biome: Neon Ruins
Appearance: Cyberpunk gear, laser weapons
Threat: Extreme
Loot: Tech parts, batteries, robots
Raider Behavior System:
{
type: "nomad_raiders",
spawn: {
method: "dynamic", // Not tied to location
frequency: "4-7 days in-game",
warning: "Scout can detect 1 day in advance"
},
camps: {
temporary: true,
duration: "2-3 days",
location: "random biome edge",
structures: ["tents", "campfire", "loot_chests"]
},
raids: {
targets: ["farm", "caravan", "restored_towns"],
farmRaid: {
trigger: "If you have 1000+ crops stored",
waves: 3,
loot_stolen: "20% of stored crops",
defense: "Build walls, hire guards, set traps"
},
caravanAmbush: {
trigger: "Traveling between towns with valuables",
chance: 30, // 30% per trip
combat: true,
loot_dropped: "If you win, take their supplies"
}
},
difficulty_scaling: {
// Raiders get stronger as you progress
early_game: "2-3 raiders, basic weapons",
mid_game: "5-8 raiders, steel weapons, traps",
late_game: "10-15 raiders, magic weapons, siege equipment"
}
}
Defense Systems:
- Farm Walls: Build perimeter defenses
- Guard Towers: Hire NPC guards
- Zombie Allies: Tamed zombies defend your farm
- Scout Warning: Get advance notice of raids
🏗️ 4. BIOMSKA ARHITEKTURA (27 Unique Town Styles)
Koncept:
Vsak biom ima unikaten stil arhitekture. Mesta v gozdu so lesena, mesta v futurističnih biomih imajo stolpnice, puščavska mesta so iz peska.
Biome Architecture Styles:
| Biome | Building Material | Roof Style | Color Palette | Special Feature |
|---|---|---|---|---|
| Temperate Forest | Wood, stone | Thatched | Brown, green | Treehouses |
| Frozen Wasteland | Ice, metal | Flat | White, blue | Igloos |
| Desert Storm | Sandstone | Domed | Tan, gold | Wind towers |
| Ancient Rainforest | Bamboo, vines | Leaf | Green, brown | Canopy bridges |
| Volcanic Ashlands | Obsidian, lava rock | Pointed | Black, red | Lava moats |
| Toxic Swamp | Rotted wood | Mossy | Green, purple | Stilts |
| Crystal Caves | Crystal shards | Jagged | Purple, cyan | Glowing walls |
| Neon Ruins | Steel, glass | Flat | Neon colors | Holograms |
| Haunted Hollow | Bone, dark stone | Sharp | Gray, purple | Floating stones |
| Floating Islands | Cloud marble | Curved | White, gold | Anti-gravity |
(20 total biomes, each with unique style)
Building Types per Town:
{
town_buildings: [
// CORE (Every town has these)
"town_hall", // Main building
"trading_post", // Merchant
"inn", // Rest/save point
"blacksmith", // Crafting
"general_store", // Basic items
// BIOME-SPECIFIC (Unique to each biome)
"unique_service_1", // e.g., "Ice Forge" in Frozen biome
"unique_service_2", // e.g., "Sand Glassworks" in Desert
"special_landmark", // Visual centerpiece
// RESTORATION ADDITIONS
"guard_tower", // Defense
"farm_school", // Teaches new crop types
"magic_laboratory", // Enchanting services
"airship_dock" // Fast travel (late game)
]
}
🎨 5. ASSET GENERATION PLAN
Total Assets Needed:
A) TOWN BUILDINGS:
27 towns × 12 building types × 2 states (ruined/restored) = 648 buildings
PLUS variations (damaged, partial) = ~900 building sprites
B) ZOMBI SKAVT:
1 base sprite × 4 directions × 3 animations = 12 sprites
+ 4 evolution forms × 12 = 48 total
C) NOMAD RAIDERS:
4 raider types × 6 unit variants × 4 directions = 96 sprites
+ 4 camp structures × 2 states = 8 camp sprites
Total: ~110 raider sprites
D) GIFT UI:
1 Gift Window UI
6 Gift Box variations (common → legendary)
20 Gift Icon overlays
Total: 27 UI elements
PHASE 1 Priority (Kickstarter Demo):
Generate NOW:
-
✅ 3 Sample Towns (Forest, Desert, Frozen) - Ruined + Restored
- 3 × 8 core buildings × 2 states = 48 sprites
-
✅ Zombi Skavt - Base version
- 1 × 4 directions × 2 animations = 8 sprites
-
✅ 1 Raider Type - Desert Nomads
- 1 × 4 variants × 4 directions = 16 sprites
- 1 camp set = 4 sprites
-
✅ Gift System UI - Basic version
- 1 window + 3 gift boxes = 4 UI elements
Total Phase 1: ~80 sprites
📊 6. GAME SYSTEMS INTEGRATION
New Systems to Code:
A) Town Restoration System
// src/systems/TownRestorationSystem.js
class TownRestorationSystem {
constructor() {
this.towns = this.loadTowns(); // 27 towns
this.currentPhase = {}; // Track each town's phase
}
restoreTown(townId, materials) {
// Check if player has required materials
// Update town visual state
// Spawn new NPCs
// Award gifts
// Update map
}
calculateProgress(townId) {
// Return 0-100% restoration progress
}
getTownGift(townId, phase) {
// Return unique reward for this town/phase
}
}
B) Zombie Scout System
// src/systems/ZombieScoutSystem.js
class ZombieScoutSystem {
constructor() {
this.scout = {
level: 1,
experience: 0,
skills: {},
position: { x: 0, y: 0 }
};
}
commandScout(target) {
// Send scout to explore area
// Pathfinding with shortcut detection
}
levelUp() {
// Increase stats
// Unlock new abilities
// Visual evolution
}
detectDanger() {
// Scan area for threats
// Warn player
}
}
C) Nomad Raider System
// src/systems/NomadRaiderSystem.js
class NomadRaiderSystem {
constructor() {
this.activeRaiders = [];
this.camps = [];
this.nextRaidTime = this.calculateNextRaid();
}
spawnRaiders(biome) {
// Create raider group
// Set patrol path
// Establish temporary camp
}
checkRaidConditions() {
// Farm wealth threshold
// Player location (caravan)
// Time since last raid
}
executeRaid(target) {
// Launch attack
// Combat logic
// Loot calculation
}
}
🗺️ 7. WORLD MAP UPDATES
Map Markers:
{
markers: {
// TOWNS (27)
town_ruined: "🏚️ Gray icon, no name",
town_partial: "🏘️ Yellow icon, name visible",
town_restored: "🏰 Green icon, full info",
// RAIDERS
raider_camp: "⛺ Red icon, temporary",
raider_patrol: "🔴 Moving red dot",
// SCOUT DISCOVERIES
shortcut: "➡️ Blue path",
treasure: "💎 Yellow star",
danger: "⚠️ Orange warning",
resource: "📦 Green box"
}
}
📝 8. IMPLEMENTATION CHECKLIST
CODE:
- Create
TownRestorationSystem.js - Create
ZombieScoutSystem.js - Create
NomadRaiderSystem.js - Create
GiftRewardSystem.js - Update
GameScene.js- integrate new systems - Update
MapScene.js- new markers - Create
TownUI.js- restoration interface - Create
ScoutUI.js- command interface
ASSETS:
- Generate 48 town building sprites (3 towns × 8 buildings × 2 states)
- Generate 8 Zombi Skavt sprites (base form)
- Generate 20 Raider sprites (1 type)
- Generate 4 camp structure sprites
- Generate 4 Gift UI elements
- Organize into folders:
assets/slike 🟢/ ├── towns/ │ ├── forest/ │ ├── desert/ │ └── frozen/ ├── companions/ │ └── zombie_scout/ ├── raiders/ │ └── desert_nomads/ └── ui/ └── gifts/
DATA:
- Create
town_registry.json- All 27 towns - Create
raider_types.json- All raider variants - Create
gift_catalog.json- All possible rewards - Create
scout_skills.json- Skill tree data
DOCUMENTATION:
- Update Game Bible with new systems
- Create Town Restoration Guide
- Create Scout Training Manual
- Create Raider Defense Tactics Guide
🎯 SUCCESS CRITERIA:
Kickstarter Demo Ready When:
- ✅ 3 towns show clear Ruined → Restored transformation
- ✅ Zombi Skavt is playable and useful
- ✅ 1 raider encounter is scripted and functional
- ✅ Gift system awards players for restoration
- ✅ All new assets visible in asset browser
- ✅ Deep code scan shows 0 errors
🚀 TIMELINE:
Phase 1 (Today): Generate assets + code foundations (6 hours)
Phase 2 (Tomorrow): Integration + testing (4 hours)
Phase 3 (Day 3): Polish + demo recording (2 hours)
TOTAL: 12 hours to Kickstarter-ready expansion
Status: 🟢 READY TO START GENERATION
Next Command: Generate Phase 1 assets (80 sprites)