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novafarma/IMPLEMENTATION_ROADMAP.md
2026-01-04 12:52:21 +01:00

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