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