Updated GAME_BIBLE.md with accurate biomes from BiomeSystem.js: OLD: Partial/incorrect list (City Ruins, Industrial, Bunkers, etc.) NEW: Complete verified 18 biomes! ✅ NORMAL BIOMES (9): 1. Grassland - home base 2. Forest - dense trees 3. Desert - sandy wasteland 4. Mountain - rocky peaks 5. Swamp - foggy wetlands 6. Snow (Frozen Tundra) - ice/blizzards 7. Wasteland - ruins/rubble 8. Tropical - beach/palms 9. Radioactive Zone - toxic/glowing ✅ ANOMALOUS BIOMES (9): 10. Dino Valley - prehistoric 11. Mythical Highlands - magical 12. Endless Forest - WITCH FOREST! 13. Loch Ness - Scottish highlands 14. Catacombs - underground undead 15. Egyptian Desert - pyramids 16. Amazon - jungle + AXOLOTLS! 17. Atlantis - underwater + AXOLOTLS! 18. Chernobyl - FINAL ZONE! Source: /src/systems/BiomeSystem.js Game Bible je zdaj accurate!
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🎮 DOLINASMRTI - COMPLETE GAME BIBLE
Created: 30.12.2025 04:07
Last Updated: 30.12.2025 04:07
Version: Alpha 1.2 (Kickstarter Demo)
📖 TABLE OF CONTENTS
- Game Overview
- Story & Setting
- Main Characters
- NPCs & Factions
- Enemies & Bosses
- Animals & Creatures
- Gameplay Systems
- World & Locations
- Items & Crafting
- Art Style & Visuals
- Audio & Music
- Development Timeline
- Asset Production
🎮 GAME OVERVIEW
Title: Krvava Žetev (DolinaSmrti / Bloody Harvest)
Genre:
- Survival RPG
- Farming Simulator
- Post-Apocalyptic Adventure
- Story-Driven Exploration
Platform: PC (Web-based, JavaScript/Phaser 3)
Target Audience:
- Age: 16+ (mature themes)
- Players who enjoy: Stardew Valley, Don't Starve, Project Zomboid
- Story-driven gameplay with emotional depth
Unique Selling Points:
- Emotional Twin Bond Story - Find your lost sister Ana
- Zombie Worker Management - Control zombies, don't fight them all
- Gritty Noir Art Style - Dark, hand-drawn, mature aesthetic
- Micro to Macro Farm - Start with 8×8 plot, grow to empire
- 180 NPCs with deep personalities and quests
- 18 Biomes to explore across post-apocalyptic Slovenia
- Multiple Endings based on player choices
📚 STORY & SETTING
Opening:
"My name is Kai Marković. 1 year ago, the world ended. 1 year ago, I lost everything. My parents... my sister Ana... Everything."
The Incident:
- 2084 - Nova Lab, Slovenia
- Kai and Ana (teenage twin scientists) work on zombie virus cure
- Experiment with "Alfa strain" goes wrong
- Giant Troll King attacks lab
- Kai gets infected with Alpha Hybrid mutation (can control zombies!)
- Ana disappears in the chaos
- Parents killed in outbreak
Present Day (Game Start - 2085):
- Kai wakes up in small tent on 8×8 farm plot
- Has zombie control powers (cursed gift)
- Twin bond with Ana feels... silent but not dead
- Mission: Build farm, survive, find 50 Ana clues, rescue sister
Twin Bond Mechanic:
- Kai can "sense" Ana is alive (barely)
- Finding clues strengthens the connection
- Special cutscenes when close to Ana's location
- All 50 clues unlock true ending
Main Antagonist:
- Viktor Krnić - Military doctor who orchestrated the attack
- Wants Ana for her unique blood (cure component)
- Controls Troll King as weapon
- Final boss battle in Chernobyl reactor
The World:
- Slovenia Post-Apocalypse (Valley of Death = Dolina Smrti)
- 18 diverse biomes (forests, towns, Chernobyl, ocean, Atlantis)
- 27 explorable towns
- Procedurally generated open world
- Mix of realistic locations + fantasy elements
👥 MAIN CHARACTERS
1. Kai Marković (Playable Character)
Age: 17
Role: Protagonist, Alpha Hybrid, Farmer
Appearance:
- Pink and green dreadlocks (signature look)
- Stretched ear gauges with multiple piercings
- Facial piercings (nose, lip, eyebrow)
- Katana strapped to back (main weapon)
- Post-apocalyptic clothing (torn jacket, ripped jeans)
- Dark combat boots
- Brown survival backpack
- Athletic, wiry build
Visual Reference: /references/kai/
- Style 32 Dark-Chibi Noir
- Red eyes with dark pupils (human, NOT zombie)
- Determined expression
- Survivor aesthetic
Personality:
- Determined, protective of Ana
- Resourceful survivor
- Quiet but intense
- Struggles with zombie control curse
- Deep emotional connection to twin sister
Abilities:
- Alpha Hybrid Power: Control zombies telepathically
- Farming skills
- Combat (bow, sword)
- Crafting & building
- Can sense Ana's presence (weak)
Character Arc:
- Starts broken and alone
- Builds farm as symbol of hope
- Grows into leader/hero
- Final choice: Save Ana or world?
2. Ana Marković (Sister, Lost)
Age: 17 (Kai's twin)
Role: Quest target, cure key
Appearance:
- Light blonde hair (short, practical cut)
- Blue eyes WITH pupils (friendly NPC style)
- Style 32 Dark-Chibi Noir aesthetic
- Determined, survival-ready look
- Adventure vest with pockets
- Research backpack with supplies
- Energetic, bright personality
Visual Reference: /references/ana/
- Style 32 Dark-Chibi Noir
- Strong, capable expression
- Scientist/survivor hybrid look
Status: Missing (alive, held by Viktor Krnić)
Importance:
- Her blood contains cure component
- 50 clues scattered across world
- Finding all clues = true ending unlock
- Can be saved or lost based on player choices
Relationship to Kai:
- Twin bond since birth
- Always protected each other
- Kai's entire motivation
3. Gronk (Companion)
Role: Kaijev prijatelj, Tamed Troll, Comic Relief
Appearance:
- MASSIVE green troll (3m tall)
- Pink dreadlocks (signature style)
- Stretched ear gauges with piercings
- Nose ring and facial piercings
- Vape always in hand (essential accessory)
- Black t-shirt: "TROLL SABBATH" (purple text)
- Torn baggy black skater pants
- Pink sneakers
- Colorful vape clouds (pink smoke)
Visual Reference: /references/gronk/
- Style 32 Dark-Chibi Noir
- Friendly giant aesthetic
- Stoner/skater culture vibe
Personality:
- Gentle giant despite size
- Loves vaping (various flavors)
- Loyal to Kai after being saved
- ADHD-coded (short attention, impulsive)
- Surprisingly philosophical
Abilities:
- Incredible strength (lifts boulders)
- Tank/defender in combat
- Can break through walls
- Special "Earthquake Slam" ability
How Met:
- Found injured in forest
- Kai nurses him back to health
- Becomes best friend/companion
- NOT the Troll King (that's his evil cousin)
Unique Feature: Only troll who vapes!
4. Susi (Dog Companion)
Role: Loyal dog, item finder, emotional support
Breed: Mixed retriever-type
Abilities:
- Finds hidden items
- Warns of danger
- Loyal companion
- Multiple dog breeds recruitable later
5. Viktor Krnić (Villain)
Role: Main antagonist, mad scientist
Appearance: Sharp, dangerous military doctor
Goal: Extract cure from Ana's blood (will kill her)
Controls: Troll King, mutant army
Final Boss: Chernobyl reactor showdown
🏘️ NPCs & FACTIONS (180+ Characters)
Town NPCs (Core Services):
1. Ivan Kovač (Blacksmith) ⚒️
- Appearance: Močan lik (strong build), protective goggles, blacksmith apron
- Role: Tool repair & enchanting services
- Services:
- Repairs all 63 tool types (10g per durability point)
- Enchanting Table access (Magic Enchanting System)
- Sells repair kits and upgrade materials
- Location: Blacksmith building in every restored town
- Personality: Serious craftsman, respects quality work
- Visual Reference:
/references/npcs/ivan_kovac/- Style 32 Dark-Chibi Noir
- Red eyes with dark pupils (friendly NPC)
- Muscular, soot-covered from forge work
2. Mayor/Župan (Town Administrator) 🏛️
- Appearance: Serious lik, long green coat, official sash, old tablet computer
- Role: Town restoration permits & quests
- Services:
- Issues permits to restore 27 towns
- Tracks restoration progress
- Rewards City Gratitude Gifts
- Assigns town defense quests
- Location: Town Hall (once restored)
- Personality: Bureaucratic but fair, wants to rebuild civilization
- Visual Reference:
/references/npcs/mayor/- Style 32 Dark-Chibi Noir
- Red eyes with dark pupils (friendly NPC)
- Official, authoritative look
3. Miro Pravnik (Lawyer/Odvetnik) ⚖️
- Appearance: Starejši moški (older man), wrinkled brown office suit, rusty briefcase
- Role: Legal services & divorce proceedings
- Services:
- Handles legal matters in Mrtva Dolina
- Divorce paperwork (NPC relationship system)
- Property rights & land ownership
- Witness for important contracts
- Location: Law Office in major towns
- Personality: Tired, seen too much, darkly humorous
- Visual Reference:
/references/npcs/miro_pravnik/- Style 32 Dark-Chibi Noir
- Red eyes with dark pupils (friendly NPC)
- Worn, weathered professional
4. Arborist/Gozdar (Tree Planter) 🌲
- Appearance: Work clothes, gardening gloves, seed bags
- Role: Automated tree planting service
- Services:
- Automatically plants trees on your farm
- Sells rare tree saplings
- Forest management advice
- Biome-specific tree species
- Location: Farm School building
- Personality: Nature-loving, calm, patient
- Visual Reference:
/references/npcs/arborist/- Style 32 Dark-Chibi Noir
- Red eyes with dark pupils (friendly NPC)
- Green-themed clothing, dirt-stained
Companions & Special NPCs:
5. Zombi Skavt (Zombie Scout) 🧟♂️
- Appearance: Friendly zombie with red/blue bandana, small backpack
- Role: Explorer companion, pathfinder
- Special: Levels 1-20, evolves visually at 5/10/15/20
- Features:
- Finds shortcuts through biomes
- Discovers rare items (Treasure Hunter skill)
- Warns of dangers (Danger Sense)
- Marks resources on map
- Visual Reference:
/references/companions/zombie_scout/- Style 32 Dark-Chibi Noir
- Red eyes WITH dark pupils (friendly variant)
- Bandana identifier (blue or red)
- Chibi proportions, friendly pose
Enemies & Raiders:
6. Nomadski Roparji (Nomad Raiders) ⛺
- Types: Desert Nomads, Frost Bandits, Jungle Marauders, Tech Scavengers
- Appearance: Improvised scrap armor, post-apocalyptic gear
- Role: Dynamic threat, farm raiders
- Behavior:
- Travel between biomes (no permanent home)
- Raid farms when you have 1000+ crops
- Ambush caravans (30% chance)
- Establish temporary camps (2-3 days)
- Visual Reference:
/references/enemies/nomad_raiders/- Style 32 Dark-Chibi Noir
- Each raider type has biome-specific gear
- Hostile appearance, weapons drawn
7. Troli (Trolls) 🏰
- Types: Friendly (like Gronk), Wild, Troll King (boss)
- Appearance: Robustni prebivalci (robust builds), various colors
- Role: Town inhabitants (after restoration)
- Features:
- Move into restored towns
- Provide unique services
- Stronger than humans, good defenders
- Some tameable as companions
- Visual Reference:
/references/species/trolls/- Style 32 Dark-Chibi Noir
- Massive builds (2-3m tall)
- Various skin tones (green, gray, blue)
NPC Visual Style Rules:
ALL friendly NPCs follow these rules:
- ✅ Red eyes WITH dark pupils (friendly identifier)
- ✅ Style 32 Dark-Chibi Noir aesthetic
- ✅ Thick black outlines (4-5px)
- ✅ Chibi proportions
- ✅ Clear, expressive faces
- ✅ Unique identifying features (clothing, accessories)
Zombies:
- ⚪ Weak/Tamed: White eyes, NO pupils
- 🔴 Strong/Wild: Red eyes, NO pupils
- 🧡 Scout: Red eyes WITH pupils (special friendly variant)
NPC Factions:
- Scavengers: Neutral survivors
- Raiders: Hostile bandits (Nomads)
- Cultists: Zombie worshippers
- Field Medics: Helpers
- Scientists: Pre-outbreak survivors
- Town Citizens: Restored town inhabitants
Total NPCs: 180 across 27 towns
- Each with unique dialogue
- Quest givers
- Traders, crafters, allies
- Relationship/reputation system
👹 ENEMIES & BOSSES
Zombie Types (8):
- Basic Zombie - Slow, weak
- Runner Zombie - Fast, dangerous
- Bloated Zombie - Tank, explodes
- Dreadlocks Zombie - Medium speed
- Zombie Horde - Groups
- Worker Zombie - Controllable by Kai!
- Crawler - Ground-based
- Screamer - Alerts others
Mutants:
- Mutant beasts (various)
- Werewolves (night predators)
- Skeletons (graveyard spawns)
- Ghosts (ruins/churches)
Wild Animals (Hostile):
- Wolves
- Bears
- Wild boars
BOSSES (7 Major):
1. Mutant King (Lv 10) - First major boss
- Slash and Charge attacks
- Drops: Mutant Crown, Legendary Sword (20%)
2. Zombie Horde Leader (Lv 20) - Cemetery king
- Bite, Claw, Plague cloud
- Summons minions
- Drops: Zombie Heart, Necromancer Staff
3. Ancient Tree (Lv 30) - Sacred Grove guardian
- Root strike, Thorn volley, Poison spores
- Self-healing
- Drops: Ancient Wood, Nature Staff
4. Giant Troll King (Lv 43) - 3-phase battle!
- Club smash (AoE), Roar (stun), Ground pound
- Weakness: Head (phase 3), legs
- Gronk's evil cousin!
- Drops: Troll Heart, Legendary Club
5. Ice Titan (Lv 40) - Frozen Peak
- Ice punch, Frost breath, Blizzard aura
- Drops: Ice Core, Frost Hammer
6. Fire Dragon (Lv 50) - FINAL BOSS (Volcano Peak)
- Fire breath, Tail swipe, Meteor strike
- Apocalypse mode
- Drops: Dragon Heart, Dragon Scale Armor
7. King Slime - Secret boss
- Heavy Slam (3×3), summons slimes
- Drops: King Gel (for Mythical Vape)
🐾 ANIMALS & CREATURES
Farm Animals (Livestock - 5 base):
1. Sheep
- Produces: Wool, Milk
- Mutant: Fire Sheep (fire wool!)
- Legendary: Golden Fleece Sheep
2. Cow
- Produces: Milk, Beef
- Mutant: Mutant Cow (extra udders, more milk)
3. Chicken
- Produces: Eggs, Feathers
- Mutant: Three-Headed Chicken (3× eggs!)
4. Pig
- Produces: Truffles, Ham
- Mutant: Giant Pig (rideable, 2× size)
5. Horse
- Use: Transportation
- Legendary: Undead Horse (infinite stamina)
Wild Animals (8 for "Animal Rescue" quest):
- Fox, Deer, Rabbit, Hedgehog
- Bear, Wolf, Wild Boar
- Owl, Bat
- Legendary: Bigfoot (Endless Forest)
Magical Creatures:
- Griffin, Pterodactyl, Hippogriff
- Sea Dragon, Loch Ness Monster (Nessie)
Worker Creatures (6 types):
1. Vilinci (Elves)
- Specialty: Crafting
- Auto-crafting, enchanting
2. Gnomi (Gnomes)
- Specialty: Mining
- Ore detection, garden help
3. Vile (Fairies)
- Specialty: Plant care
- Instant growth, blessings
4. Bigfoot/Yeti
- Specialty: Gathering
- Forest/Snow operations
5. Golem
- Specialty: Labor
- Construction, defense
6. Zmaj (Dragon)
- Specialty: ULTIMATE
- Mount, fire breath, treasure finder
⚙️ GAMEPLAY SYSTEMS
1. FARMING (Core Loop)
Micro Farm Start:
- Begin with 8×8 plot
- 1 tent, 1 zombie worker
- Plant wheat → water → harvest → sell
- Earn money → expand farm
Progression:
- 8×8 → 16×16 → 32×32 → 64×64
- Unlock more crops (wheat, corn, tomato, potato, hemp, etc.)
- Automation: Sprinklers (3×3, 5×5, 7×7, full auto)
- Hire worker creatures (elves, gnomes, fairies)
Crop Types:
- Basic: Wheat, Corn, Tomato, Potato, Carrot, Pumpkin
- Advanced: Hemp (crafting), Bioluminescent Fungi
- Special: Mesojedka (carnivorous plant, defense)
2. ZOMBIE MANAGEMENT
Alpha Hybrid Powers:
- Telepathically control zombies
- Assign tasks: Dig, Plant, Harvest, Guard
- Zombies are WORKERS, not enemies
- Max zombies: scales with level
Zombie Features:
- Sleep in Grobi (Graves) - 2× stamina recovery
- Can lease to NPCs for passive income
- Decay into fertilizer when "dead" (eco-friendly!)
3. BUILDING & PROGRESSION
Building Tiers:
- Tent (Start) → Basic shelter
- Shack (Week 1) → Small upgrade
- House (Week 2) → Full home
- Upgraded House (End game) → Mansion
Buildings (40+ types):
- Base: Tent, Shack, Farmhouse, Barn
- Production: Greenhouse, Workshop, Laboratory
- Town: Blacksmith, Bakery, Tavern, Church, Inn
- Special: Vape Lab, Mint (coin factory)
Restoration System:
- Find ruined buildings in world
- Collect resources (wood, stone, iron)
- Rebuild → Functional building
- Church example: Ruined → Restoring → Complete
4. COMBAT SYSTEM
Weapons:
Melee:
- Wooden Sword → Iron Sword → Legendary Sword
- Scythe (farm tool doubles as weapon)
Ranged (Magic Bow System):
- Bows: Wooden, Crystal, Dragon, Alpha (Rainbow)
- Arrows: Fire, Ice, Lightning, Bomb, Poison, Holy
- Silver Arrows: Effective vs Werewolves (special mining 20-30 depth)
Combat Mechanics:
- Real-time action combat
- Dodge roll
- Block/parry
- Critical hits
- Elemental weaknesses
5. CRAFTING & WORKSTATIONS
Workstations (10+):
1. Campfire
- Cook food (wheat → bread, meat → cooked)
- Survival basic
2. Furnace
- Smelt ores (Iron, Gold, Silver → bars)
- Required for tool upgrades
3. Mint
- Convert Gold Bars → Coins (currency)
4. Tailoring Table
- Craft clothing
- Materials: Hemp, Leather, Spider Silk
5. Vape Lab
- Mix vape liquids (Rainbow, Menthol, Blueberry)
- Gronk loves this!
- Buffs and effects
6. Crafting Bench
- General crafting
- Tools, weapons, items
6. EXPLORATION & WORLD
World Size: Procedurally generated, MASSIVE
18 Biomes:
NORMAL BIOMES (9):
- Grassland (Travnik) - Home base, starting farm area
- Forest (Gozd) - Dense trees, mushrooms, moss
- Desert - Sandy wasteland, cacti, bleached bones
- Mountain (Gore) - Rocky peaks, boulders, snow patches
- Swamp (Močvirje) - Foggy wetlands, dead trees, murky water
- Snow (Frozen Tundra/Arktika) - Ice sheets, blizzards, frozen trees
- Wasteland - Post-apocalyptic ruins, rubble, scrap metal
- Tropical - Beach, palm trees, coconuts, clear water
- Radioactive Zone - Glowing rocks, toxic puddles, mutant plants
ANOMALOUS BIOMES (9) - Portal/Train Access: 10. Dino Valley - Prehistoric! Dinosaur footprints, fossils, cycad trees 11. Mythical Highlands - Magical! Floating rocks, crystals, rainbows 12. Endless Forest - WITCH FOREST! Ancient trees, mystery fog, cryptids 13. Loch Ness - Scottish highlands! Heather, castle ruins, dark loch 14. Catacombs - Underground! Bones, tombs, skulls, ancient urns 15. Egyptian Desert - Pyramids! Hieroglyphs, scarabs, sand dunes 16. Amazon Rainforest - Jungle! Piranhas, tribal totems, AXOLOTLS 17. Atlantis - Underwater! Coral reefs, ruins, AXOLOTLS, pearls 18. Chernobyl - FINAL ZONE! Reactor ruins, radiation, Soviet relics
Source: /src/systems/BiomeSystem.js (verified 2026-01-06)
27 Towns:
- Each with unique NPCs
- Quests and traders
- Ruins to restore
- Secrets and Ana clues
7. TRANSPORTATION (27 Options!)
- Walking (slowest)
- Running (medium)
- Skateboard (Kai's style!)
- Motor/Motorcycle
- Horse (various breeds)
- Giant Pig (rideable mutant)
- SUP (water paddle board)
- Submarine (ocean exploration)
- Dragon Mount (ultimate!)
- Portal Network
- Train system
8. QUEST SYSTEM
Main Story Quests:
- 50 Ana Clues to find
- Each clue = cutscene/memory
- Final quest: Rescue Ana from Chernobyl
Side Quests:
- NPC requests (fetch, kill, build)
- Animal Rescue (8 species)
- Boss battles (7 major)
- Exploration (discover all biomes)
- Crafting challenges
Quest Types:
- Fetch (bring item)
- Kill (defeat enemies)
- Build (construct building)
- Explore (find location)
- Dialogue (talk to NPCs)
9. TOWN RESTORATION SYSTEM ✨ NEW
Concept: All 27 towns start as RUINED. Restore them to unlock NPCs, services, and unique rewards.
Restoration Phases:
-
Ruined (Starting State)
- Destroyed buildings
- No NPCs
- Zombie patrols
- No services available
-
Partially Restored (Mid-game)
- Some buildings repaired
- Basic trading post
- 1-2 NPCs return
- Temporary defenses
-
Fully Restored (End-game)
- All buildings restored
- Full population (8-12 NPCs)
- All services active
- Strong defenses
- Unique legendary rewards
Restoration Requirements: Each town requires specific resources + quest completion:
- Materials: Wood, Stone, Iron, Steel, Gold
- Quest: Clear zombies, defeat boss, find artifact
- Reward: City Gratitude Gift (blueprints, tools, NPCs)
Gift System:
- Common: Basic resources, seeds
- Rare: Special blueprints, automation tools
- Legendary: Unique NPCs (Master Blacksmith), Ultimate tools
Biome-Specific Architecture: Each biome has unique building styles:
- Forest: Wooden cabins, treehouses
- Desert: Sandstone domes, wind towers
- Frozen: Ice igloos, metal structures
- Volcanic: Obsidian buildings, lava moats
- Neon Ruins: Steel/glass skyscrapers, holograms
- (20 unique biome styles total)
10. ZOMBIE SCOUT COMPANION ✨ NEW
Concept: A friendly zombie you "tame" early-game who becomes your loyal explorer and guide.
Visual Design:
- Blue or red bandana around neck (friendly identifier)
- Red eyes WITH dark pupils (friendly NPC variant)
- Backpack for carrying items
- Style 32 Dark-Chibi Noir
Leveling System:
- Max Level: 20
- Experience: Gained from exploring, finding items
- Stats: Speed, Vision, Carry Capacity, Intelligence
Skills (4 Trees):
-
Shortcuts (Pathfinding)
- Finds hidden paths through biomes
- Unlocks at levels: 3, 7, 12, 18
-
Treasure Hunter (Item Finding)
- +5% rare item drop chance per level
- Marks hidden chests on map
-
Danger Sense (Warning System)
- Warns about nearby enemies
- Range: 100px + 50px per level
-
Resource Scout (Map Marking)
- Marks ore deposits, rare plants, chests
- Auto-highlights on minimap
Evolution Phases:
- Level 5: Gains lantern (lights dark areas)
- Level 10: Gains armor (can fight weak zombies)
- Level 15: Gains wings (can scout from above)
- Level 20: LEGENDARY form (glowing purple aura)
Commands:
- Follow: Scout follows player automatically
- Explore: Send scout to investigate area
- Fetch: Retrieve items from distance
- Guard: Protect farm while away
11. NOMAD RAIDERS ✨ NEW
Concept: Wandering bandits with NO permanent home. Dynamic threat that raids farms and ambushes caravans.
Raider Types:
-
Desert Nomads (Medium Threat)
- Tan robes, scimitars, camels
- Biome: Desert Storm
- Loot: Spices, gold, rare seeds
-
Frost Bandits (High Threat)
- Fur armor, ice weapons
- Biome: Frozen Wasteland
- Loot: Furs, ice crystals
-
Jungle Marauders (Very High)
- Tribal masks, poison darts
- Biome: Ancient Rainforest
- Loot: Rare plants, artifacts
-
Tech Scavengers (Extreme)
- Cyberpunk gear, laser weapons
- Biome: Neon Ruins
- Loot: Tech parts, batteries
Raider Behavior:
- Spawn: Every 4-7 in-game days
- Warning: Scout can detect 1 day in advance
- Camps: Temporary (2-3 days), random locations
- Targets: Player farm, caravans, restored towns
Raid Types:
-
Farm Raid
- Trigger: You have 1000+ crops stored
- Waves: 3 attack waves
- Damage: Steal 20% of stored crops
- Defense: Build walls, hire guards, set traps
-
Caravan Ambush
- Trigger: Traveling with valuables
- Chance: 30% per trip
- Combat: Required
- Reward: If you win, take their supplies
Difficulty Scaling:
- 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:
- Build farm perimeter walls
- Hire NPC guards for defense
- Train zombies to protect farm
- Scout provides advance warning
12. THE CAPITAL CITY ✨ NEW
Concept: One MASSIVE main city (furthest from farm) that serves as the ultimate restoration goal and provides automated defense help.
Location & Distance:
- Positioned far from player's farm on world map
- Requires significant travel to reach
- Acts as main hub once restored
Restoration Stages:
-
Ruined State (Starting)
- Massive ruins, largest in game
- No walls, completely overrun
- Boss-level zombies patrol
- No services
-
Stage 1: Basic Walls (Early Restoration)
- Simple wooden barricades
- 1-2 guard NPCs
- Town hall partially functional
- Essential NPCs arrive (Pek, Ivan, Šivilja)
-
Stage 2: Stone Walls (Mid Restoration)
- Reinforced stone walls
- 5-8 guard patrols
- Multiple guard towers
- More NPCs arrive (Tehnik, Arborist, Miro Pravnik)
- Basic services active
-
Stage 3: Fortress (Full Restoration)
- Massive fortress walls
- 12+ guard patrols with routes
- Advanced defenses (traps, magic barriers)
- ALL NPCs present (full population)
- Legendary rewards unlocked
Population System:
- Staged arrival: NPCs don't appear all at once
- Priority order: Essential services first (food, repair, trade)
- Magic inhabitants: Troli, Vilinci, Škratje move in
- Total capacity: 30-40 NPCs (largest town)
Status Board:
- Interactive board at city entrance
- Shows: Current population / Max capacity
- Lists: Which NPCs have arrived
- Displays: Wall upgrade level
- Tracks: Restoration percentage
Automated Defense Help:
- Farm Raid Response: When your farm is raided, Capital sends patrol to help
- Trigger: Farm must be registered with Mayor
- Help Level: Based on city restoration stage
- Stage 1: 2 guards
- Stage 2: 5 guards
- Stage 3: 10+ guards with mage support
- Travel Time: Realistic delay (guards must travel from Capital to farm)
Legendary Rewards:
- Unique only to Capital: Cannot be found elsewhere
- Examples:
- Ultimate Auto-Tiller (never breaks, works while you sleep)
- Portal Stone (fast travel to Capital)
- Royal Decree (50% discount all
services)
- Dragon Egg (mount unlock)
New Building Types (Capital-specific):
- Pekarna (Bakery) - Pek NPC
- Šivilja (Tailor) - Clothing repairs/upgrades
- Tehnikova Delavnica (Tech Workshop) - Advanced tool upgrades
- Bolnica (Hospital) - Full healing, medicine
- Policija (Police Station) - Quest hub, bounties
- Županovo Pisarno (Mayor's Office) - Restoration permits
- Museum (See section 13)
- School (See section 14)
13. DYNAMIC MUSEUM SYSTEM ✨ NEW
Concept: Museum building that GROWS visually based on how many artifacts you've donated. Starts as tiny shed, ends as futuristic complex.
Museum Evolution Stages:
Stage 1: Shed/Lopa (0-50 artifacts)
- Tiny wooden shed
- Single small room
- Basic display cases (10 slots)
- Kustos (Curator) NPC works alone
- No special features
Stage 2: Medium Building (51-150 artifacts)
- Expanded two-story building
- Multiple rooms (4 wings)
- Better display cases (50 slots)
- Museum staff increased (3 NPCs)
- Lighting improvements
- Gift shop appears
Stage 3: Futuristic Complex (151+ artifacts)
- MASSIVE multi-story complex
- Glass dome, holographic displays
- Specialized wings:
- Dinosaur bones hall
- Ancient artifacts gallery
- Marine life aquarium (fish, shells)
- Insect collection (24 bug species)
- Museum staff: 8 NPCs
- Research lab (unlock special quests)
- Teleporter to other museums (if built in other towns)
Artifact Categories:
| Category | Total Items | Display Type |
|---|---|---|
| Dinosaur Bones | 30 species | Full skeletons |
| Ancient Artifacts | 50 items | Glass cases |
| Fish | 40 species | Aquarium tanks |
| Shells | 25 types | Wall mounts |
| Bugs/Insects | 24 species | Pinned displays |
| TOTAL | 169 collectibles |
Artifact Album UI:
- Dedicated collection interface
- Shows: Discovered / Total
- Each item: Image, name, description, location found
- Completion rewards:
- 25%: Museum upgrade
- 50%: Rare blueprint reward
- 75%: Museum upgrade
- 100%: Legendary "Master Collector" title + ultimate reward
Kustos (Curator) NPC:
- Appearance: Wise old scholar, glasses, notebook
- Services:
- Artifact appraisal (identifies finds)
- Purchases rare collections
- Gives hints on missing artifacts
- Offers collection quests
- Visual Reference:
/references/npcs/kustos/- Style 32 Dark-Chibi Noir
- Red eyes with dark pupils (friendly NPC)
Museum Donations:
- Any found artifact can be donated
- Each donation: Gold reward + museum XP
- Museum XP triggers building upgrades
- Rare artifacts give museum special exhibitions (attract more visitors = passive income)
14. SCHOOL SYSTEM ✨ NEW
Concept: School building that must be restored. Once functional, children of your family (generational system) must attend to gain stat boosts.
School Building:
- Ruined State: Collapsed classrooms, broken desks
- Restored State: Functional school, desks, blackboard, books
- Requirement: 500 wood, 300 stone, 100 iron, 1 Teacher NPC
Teacher NPC (2 Variants):
Option A: Wise Old Man
- Elderly scholar who survived outbreak
- Robes, long beard, glasses
- Teaches history of world before catastrophe
Option B: Educational Robot
- Pre-outbreak teaching AI
- Humanoid robot, screen face
- Archives all knowledge from before 2084
Visual Reference: /references/npcs/teacher/
- Style 32 Dark-Chibi Noir
- Red eyes with dark pupils (friendly NPC)
- Wise, patient expression
School Mechanics:
Mandatory Education:
- All children (ages 5-15 in-game) MUST attend school
- 1 in-game year of attendance required
- Missing school = children get NO stat boost
Stat Boost System:
Base Child Stats (no school):
- Farming Efficiency: 50%
- Trading Skill: 50%
- Combat Ability: 50%
- Crafting Speed: 50%
After School Graduation:
- Farming Efficiency: 65% (+15%)
- Trading Skill: 65% (+15%)
- Combat Ability: 65% (+15%)
- Crafting Speed: 65% (+15%)
Gameplay Impact:
- Children without education = weaker farmers
- Educated children = more efficient next generation
- Incentivizes restoring school early
- Creates long-term planning strategy
School Quests:
- Find textbooks (scattered in ruins)
- Recruit teacher NPC
- Build science lab (advanced education)
- Organize field trips (explore biomes with children)
15. MAGIC HELPERS (Town Inhabitants) ✨ NEW
Concept: When towns are restored, magical beings (Troli, Vilinci, Škratje) move in and provide construction speed boosts.
Troli (Trolls):
- Appearance: Massive (2-3m tall), various skin tones (green, gray, blue)
- Role: Heavy labor, construction workers
- Boost: -20% build time for large structures
- Personality: Strong, loyal, slow-speaking
- Visual Reference:
/references/species/trolls/- Style 32 Dark-Chibi Noir
- Friendly variants: Red eyes WITH pupils
- Work clothes, tool belts
Vilinci (Fairies):
- Appearance: Tiny (32px), glowing wings, nature-themed
- Role: Magic crafting, enchanting help
- Boost: -15% enchanting material cost
- Personality: Energetic, playful, helpful
- Visual Reference:
/references/species/vilinci/- Style 32 Dark-Chibi Noir
- Glowing aura
- Sparkle effects
Škratje (Elves):
- Appearance: Tall, elegant, pointed ears
- Role: Precision work, planning
- Boost: -10% resource waste on all crafting
- Personality: Wise, efficient, perfectionist
- Visual Reference:
/references/species/škratje/- Style 32 Dark-Chibi Noir
- Red eyes with dark pupils (friendly)
- Elegant clothing
Settlement Logic:
// When town restoration phase completed:
if (townRestoration === "FULL") {
spawnMagicHelpers({
troli: 2-3, // Heavy labor
vilinci: 4-6, // Magic support
škratje: 1-2 // Precision work
});
// Apply town-wide boosts
townBoosts = {
buildSpeed: +35%, // Combined boost from all helpers
craftingEfficiency: +10%,
enchantingCost: -15%
};
}
Interaction:
- Can talk to magic helpers for lore
- Give them gifts to increase boost
- Some offer special quests
- Can recruit as farm helpers (limited slots)
16. SURVIVAL MECHANICS
Needs:
- Health - Combat damage
- Stamina - Running, actions
- Hunger - Eat food regularly
- Sleep - Rest in bed/tent
Day/Night Cycle:
- 24-minute real-time = 1 game day
- Night: More dangerous enemies
- Sleep to skip night
- Werewolves only at night!
Weather:
- Rain (waters crops)
- Fog (reduces visibility)
- Sun (normal)
- Seasonal changes
🌍 WORLD & LOCATIONS
Starting Area: Valley of Death
- Small farm plot (8×8)
- Nearby town ruins
- Forest to north
- River to south
Key Locations:
1. Nova Lab (Ruins)
- Where outbreak started
- Flashback location
- High-level enemies
- Important Ana clues
2. Chernobyl Reactor
- Final boss area
- Viktor Krnić's base
- Ana held captive here
- Radiation hazards
3. Atlantis
- Underwater high-tech ruins
- Advanced technology
- Submarine required
- Unique enemies (sharks, jellyfish)
4. Sacred Grove
- Ancient Tree boss
- Nature spirits
- Magical atmosphere
5. Frozen Peak
- Ice Titan boss
- Snow biome
- Cold resistance needed
6. Volcano Peak
- Fire Dragon final boss
- Lava hazards
- Extreme heat
🛠️ ITEMS & CRAFTING
Resources (Basic):
- Wood (from trees)
- Stone (from rocks)
- Iron Ore (from deposits)
- Gold Ore (rare)
- Silver Ore (werewolf weakness)
- Fiber (from plants)
Tools (11):
- Hoe (till soil)
- Watering Can (water crops)
- Axe (chop trees)
- Pickaxe (mine rocks)
- Scythe (harvest crops, weapon)
- Fishing Rod (catch fish)
- Bug Net (catch bugs) - NEW!
- Hammer (building/repair)
- Drill (ultimate auto-mine)
- Chainsaw (ultimate auto-chop)
- Mechanical Tiller (ultimate auto-till)
Tool Tiers (6):
- Wooden → Stone →Iron → Gold → Diamond → Ultimate
- Each tier: Better durability, efficiency, speed
- Ultimate tools: Infinite durability, auto-abilities!
Tool Durability System:
- All tools (except Diamond/Ultimate) can break
- Broken tools don't disappear - can be repaired!
- 3 Repair methods:
- Ivan's Blacksmith: 10g per durability point
- Repair Kit: Restores 50% (consumable)
- Blacksmith Zombie: FREE overnight repairs (3 tools per zombie)
Repair Bench:
- Player-craftable workstation
- Self-repair tools using materials
- Costs: Wood tools = 5 wood, Iron tools = 5 iron bars, etc.
- Recipe unlocks at Level 5
🔮 NEW: MAGIC ENCHANTING SYSTEM
Enchantment Types (5):
-
⚡ Power - Increases tool efficiency
- Level 1: +25% (50 mana + 1 crystal)
- Level 2: +50% (100 mana + 3 crystals)
- Level 3: +100% (200 mana + 10 crystals)
-
⚡ Speed - Increases tool speed
- Level 1: +20% (50 mana + 5 feathers)
- Level 2: +40% (100 mana + 15 feathers)
- Level 3: +80% (200 mana + 50 feathers)
-
💎 Fortune - Chance for double drops
- Level 1: 15% chance (75 mana + 1 emerald)
- Level 2: 30% chance (150 mana + 3 emeralds)
- Level 3: 50% chance (300 mana + 10 emeralds)
-
🛡️ Unbreaking - Reduces durability loss
- Level 1: 30% less (60 mana + 5 obsidian)
- Level 2: 50% less (120 mana + 15 obsidian)
- Level 3: 75% less (250 mana + 50 obsidian)
-
🌀 Auto-Collect - Auto-picks drops
- Level 1: 1 tile radius (100 mana + 1 void_essence)
- Level 2: 2 tile radius (200 mana + 3 void_essence)
- Level 3: 3 tile radius (400 mana + 10 void_essence)
Enchanting Features:
- Requires Enchanting Table (build in town)
- Can stack multiple enchantments on same tool
- Glowing visual effects per enchantment
- Remove enchantment: 25 mana cost
🦋 NEW: BUG CATCHING & COLLECTION
Bug Net Tiers:
- Basic Bug Net: 50% catch rate, 1.0x speed (50g)
- Silk Bug Net: 75% catch rate, 1.3x speed (200g)
- Enchanted Net: 95% catch rate, 1.8x speed (1000g)
Bug Species (50+):
Common (6): 30g-80g
- Butterfly, Ladybug, Honey Bee, Ant, Firefly, Grasshopper
Uncommon (5): 150g-300g
- Monarch Butterfly, Dragonfly, Praying Mantis, Luna Moth, Cicada
Rare (5): 500g-800g
- Rainbow Beetle, Atlas Moth, Orchid Mantis, Hercules Beetle, Blue Morpho
Epic (4): 1,000g-2,000g
- Golden Scarab, Ghost Moth, Crystal Dragonfly, Shadow Beetle
Legendary (4): 3,000g-10,000g
- Phoenix Butterfly (5,000g)
- Void Moth (10,000g)
- Celestial Beetle (8,000g)
- Time Cicada (7,500g)
Bug Collection Features:
- Album system (like fish collection)
- Seasonal spawning (spring/summer/fall/winter)
- Biome-specific bugs
- Time-specific (day/night)
- Sell bugs for gold
- 100% completion bonus: +10,000g
- Bug jars as decorations
🏪 NEW: IVAN'S BLACKSMITH SHOP
Location: Ruined Town (Pepelngrad)
NPC: Ivan the Blacksmith
Services:
- Tool Repairs: 10g per durability point
- Tool Upgrades: All 6 tiers available
- Blacksmith Training: Train zombies (500g, Lv5+ zombie required)
- Enchanting Materials: Sells rare crystals, void essence
Upgrade Costs:
- Wood → Stone: 50g + 5 iron
- Stone → Iron: 100g + 10 iron + 20 stone
- Iron → Gold: 250g + 25 iron + 10 gold_ore
- Gold → Diamond: 1,000g + 5 diamond + 50 gold_ore
- Diamond → Ultimate: 5,000g + 25 diamond + 10 atlantean_crystal
Blacksmith Zombie System:
- Train at Ivan's for 500g
- Requires Level 5+ zombie
- Each blacksmith repairs 3 tools per night (FREE!)
- Overnight process (queue before sleep, get repaired tools at 6 AM)
Food:
- Bread (from wheat)
- Cooked meat
- Fish
- Vegetables
- Potions (healing, buffs)
Special Items:
- Mother's Locket (holds Ana's photo, quest item)
- Ana Clue Items (50 to collect)
- Vape Liquids (buffs)
- Boss Drops (legendary equipment)
🎨 ART STYLE & VISUALS
Official Style: "Gritty Noir Hand-Drawn 2D Stylized Indie"
Visual Characteristics:
- Bold black outlines (1.4× emphasis)
- Gritty noir aesthetic (1.2× emphasis)
- Flat colors with muted palette
- Exaggerated features (Don't Starve inspiration)
- Warped perspective and "wonky" proportions
- Mature post-apocalyptic vibe
- High-contrast noir elements
Influences:
- Don't Starve (Tim Burton-esque)
- Stardew Valley (farming charm)
- Darkest Dungeon (gritty noir)
- Comic book art (bold lines)
Color Palette:
- Muted, desaturated colors
- Earth tones (browns, greens, grays)
- Pops of color for emphasis (Kai's green hair, Gronk's pink)
- Dark shadows, high contrast
Character Design:
- Clearly visible eyes with pupils and highlights ✅
- Expressive eyebrows ✅
- Detailed mouths showing emotion ✅
- Bold black outlines ✅
- Full-body sprites with personality ✅
Technical Specs:
- Format: 32-bit PNG with alpha channel
- Background: Solid white (for easy removal)
- Margin: 10px around subject
- Subject: Centered, clean edges
- Resolution: Optimized for web (typically 256×256 to 512×512 for characters)
🎵 AUDIO & MUSIC
Voice Acting:
- VibeVoice Apple TTS system
- AI-generated voices for all NPCs
- Character-specific voice profiles:
- Kai: Carter (teen male, determined)
- Ana: Alice (teen female, energetic)
- Gronk: Deep, friendly giant voice
- Narrator: Frank (authoritative)
Sound Effects:
- Farming sounds (dig, plant, harvest)
- Combat (sword slash, bow twang, zombie groans)
- Environmental (wind, water, fire)
- UI (button clicks, menu navigation)
Music:
- Atmospheric, noir-themed soundtrack
- Emotional piano themes
- Ambient for exploration
- Intense for combat/bosses
- Melancholy for story moments
📅 DEVELOPMENT TIMELINE
Current Status: Alpha 1.2
- Start Date: December 2025
- Kickstarter Target: March 2025
- Demo: 15-20 minute playable vertical slice
Phase 1: Kickstarter Demo (Now - March 2025)
Goal: 247 core assets, playable demo
Week 1-2 (Dec 30 - Jan 12):
- Generate 180 essential assets
- Kai animations, zombies, terrain, NPCs
- MINIMUM PLAYABLE DEMO
Week 3 (Jan 13-19):
- Polish to 230 assets
- Environment, more NPCs, enemies
- IMPRESSIVE DEMO
Week 4-6 (Jan 20 - Feb 9):
- Expand to 330 assets
- Gronk, bosses, weather effects
- WOW FACTOR DEMO
Week 7-8 (Feb 10-23):
- Integration & testing
- Bug fixes, balance
- Demo video recording
Week 9-10 (Feb 24 - Mar 9):
- Final polish
- Kickstarter page prep
- Social media campaign
March 2025: KICKSTARTER LAUNCH! 🚀
Phase 2: Alpha Development (Post-Kickstarter)
- Expand to 800+ base assets
- All 180 NPCs with animations
- All 18 biomes
- All 7 bosses
- Full story implementation
Phase 3: Beta (6 months)
- All NPC animations (7,200 frames)
- Animal animations (1,200 frames)
- Enemy animations (1,440 frames)
- Environmental animations (400 frames)
- TOTAL: 11,000+ assets
Phase 4: Release (1 year)
- Full game release
- All features complete
- All endings implemented
- Post-launch support
🎯 ASSET PRODUCTION
Current Progress:
- Done: ~70 test samples (tonight!)
- Needed for demo: 247 exact assets
- Full game target: 11,037 assets (with animations)
Generation Strategy:
Tools Used:
- Antigravity generate_image (Google Imagen API)
- Autonomous Python script (overnight batches)
- rembg (background removal)
Workflow:
- Generate with white background
- Save to organized folders (
assets/images/demo/) - Batch remove backgrounds at end
- Integrate into game engine
Style Prompt Template:
[Subject description],
clearly visible eyes with pupils and highlights,
expressive eyebrows, detailed mouth showing [emotion],
game [asset type], (bold black outlines:1.4),
dark hand-drawn stylized indie game asset,
(gritty noir aesthetic:1.2), flat colors, muted color palette,
isolated object centered on solid white background,
clean edges, simple composition
Negative Prompt:
pixel art, pixels, grainy, blurry, 3D rendering,
realistic photo, shading gradients, Disney style,
cute kawaii, bright colors, complex background,
environment elements, shadows on ground, textured background
Demo Asset Breakdown (247 total):
- Characters: 45 (Kai animations)
- NPCs: 15 (5 characters × 3 expressions)
- Enemies: 18 (zombies + wolves)
- Buildings: 8
- Terrain: 24
- Crops: 8 (wheat cycle)
- Environment: 20
- Items: 18
- UI: 35
- Cutscenes: 12
- Effects: 32
Cost: 0€ (Google Cloud free tier: 1,000 images/month)
🏆 GAME ENDINGS (4 Possible)
1. 🌟 Together Forever (TRUE ENDING)
Requirements:
- Find all 50 Ana clues ✅
- Retrieve cure ✅
- Both Kai and Ana survive ✅
Outcome:
- Twins escape Chernobyl together
- 10 years later: Hope Valley is thriving civilization
- Humans and intelligent hybrids coexist peacefully
- Kai and Ana lead together
- Perfect ending!
2. 💔 The Sacrifice (BITTERSWEET)
Requirements:
- Defeat Viktor Krnić ✅
- Kai dies protecting Ana ☠️
Outcome:
- Kai dies a hero
- Ana survives and leads world into new era
- Massive statue built in Kai's honor
- Ana names her son "Kai II"
- Heroic but sad ending
3. 😢 Darkness (TRAGIC)
Requirements:
- Ana dies during rescue/explosion ☠️
- Kai survives ✅
Outcome:
- Kai is broken and alone
- Lives as hermit on abandoned farm
- Protected by zombie workers forever
- Never recovers from loss
- Worst ending emotionally
4. 💀 The Dark Path (EVIL)
Requirements:
- Kai becomes ruthless/evil ⚡
- Shares Viktor's vision ⚡
Outcome:
- Kai defeats Viktor but becomes tyrant
- Rules Hope Valley with zombie army
- Ana survives but is horrified
- Ana eventually leads rebellion AGAINST her brother
- Brother vs Sister war ending
📊 STATISTICS SUMMARY
Characters:
- Main characters: 5 (Kai, Ana, Gronk, Susi, Viktor)
- NPCs: 180
- Enemies: 50+ types
- Bosses: 7 major
- Animals: 50+ species
World:
- Biomes: 18
- Towns: 27
- Map size: Procedurally generated (massive)
Items:
- Weapons: 20+
- Tools: 6 base (× 3 tiers = 18)
- Crops: 15+
- Buildings: 40+
- Unique items: 100+
Quests:
- Main story: 50 (Ana clues)
- Side quests: 200+
- Boss fights: 7 major
Gameplay:
- Farm sizes: 4 tiers (8×8 to 64×64)
- Worker types: 6 magical races
- Transportation: 27 options
- Endings: 4 possible
Production:
- Demo assets: 247
- Full game: 11,037+ (with animations)
- Development time: 1 year (estimated)
📝 DEVELOPMENT JOURNAL ENTRIES
Session: Dec 29, 2025
- Transitioned from ComfyUI to Gravity (Google Imagen)
- Finalized "Gritty Noir" art style (V7.9)
- Generated initial test samples
Session: Dec 30, 2025 (Tonight!)
- Generated 70 test samples across all categories
- Confirmed Gritty Noir style works
- Created complete demo asset plan (247 exact count)
- Built folder structure (
assets/images/demo/) - Set up autonomous generation system
- Created comprehensive documentation:
KICKSTARTER_MASTER_PLAN.mdMICRO_FARM_EXACT_PLAN.mdGAME_OPENING_ASSETS.mdNPC_STYLE_GUIDE.mdDEMO_COMPLETE_CHECKLIST.md- This Game Bible!
Key Decisions:
- ✅ NPCs must have clearly visible eyes, mouth, facial features
- ✅ Demo starts as micro farm (8×8) concept
- ✅ 247 assets = perfect Kickstarter demo
- ✅ 10-day generation timeline
- ✅ March 2025 Kickstarter launch target
Progress:
- Before tonight: 156/422 base assets (37%)
- After tonight: ~226/422 (54%)
- Demo readiness: Foundation set! ✅
🎯 NEXT STEPS (Tomorrow Morning)
Action Items:
- ☐ Review tonight's 70 test samples
- ☐ Confirm Gritty Noir style approved ✅/❌
- ☐ Decide: Google Cloud setup (15 min) or manual batches
- ☐ START Batch 1: Kai animations (45 assets)
This Week Goals:
- Day 1: Kai character (45) → Can move! ✅
- Day 2: Zombie + terrain + wheat (44) → Can farm! ✅
- Day 3: Buildings + tools (26) → Can build! ✅
- Day 7: Full demo assets (199+) → Gameplay complete! ✅
This Month Goals:
- Week 1-2: 180+ demo assets
- Week 3: Polish to 230
- Week 4-6: Expand to 330 (wow factor)
- Integration & testing
3-Month Goal:
- March 2025: KICKSTARTER LAUNCH! 🚀
🔗 IMPORTANT FILES & REFERENCES
Game Design Documentation:
docs/game_design/GAME_BIBLE.md← YOU ARE HERE!KICKSTARTER_MASTER_PLAN.md- 10-week timelineMICRO_FARM_EXACT_PLAN.md- 247 asset breakdownGAME_OPENING_ASSETS.md- Intro sequence planBUILDING_REGISTRY.md- All buildings listNPC_STYLE_GUIDE.md- Facial feature requirements
Asset Production:
assets/images/demo/README.md- Complete asset manifestGRAVITY_GENERATION_README.md- Style guideAUTONOMOUS_SETUP.md- Google Cloud setupQUICKSTART_AUTONOMOUS.md- Quick start guide
Scripts:
scripts/autonomous_generation.py- Overnight generationscripts/remove_background.py- Background removalscripts/mass_production_overnight.py- Batch system
Knowledge Base:
.gemini/antigravity/knowledge/dolinasmrti_*- All KIs
✅ CHECKLIST FOR CIGARETTE BREAK
Before you go to sleep, verify:
- Read this Game Bible (all sections)
- Understand the 247 demo asset plan
- Know the 10-day timeline
- Clear on art style (Gritty Noir)
- Understand NPC facial requirements (clear eyes/mouth)
- Remember: Game starts as MICRO FARM (8×8)
- Know your goal: Kickstarter March 2025
- All questions answered?
If anything is unclear or missing:
→ NOTE IT DOWN
→ I'll add it tomorrow!
🌙 GOOD NIGHT!
You have:
- ✅ Complete game concept
- ✅ 70 test samples generated
- ✅ Full production plan
- ✅ Organized folder structure
- ✅ All documentation ready
- ✅ Tomorrow's first task clear (Batch 1: Kai!)
Tomorrow we START mass production!
Sweet dreams, see you for Batch 1! 🚀✨
Created: 30.12.2025 04:07
Total Sections: 13
Total Characters: 235+
Total Assets Planned: 247 (demo) / 11,037 (full game)
Status: READY FOR PRODUCTION! ✅