42 KiB
🗺️ Task Map & Roadmap - NovaFarma
🟢 Phase 1: Core Systems (Foundation)
Vzpostavitev temeljev igre, sveta in igralca.
- Project Setup (Vite, Phaser, Project Structure)
- Isometric Engine (IsometricUtils, Grid conversion, Depth sorting)
- Terrain System
- Perlin Noise Generation (Grass, Dirt, Water)
- Decoration Placement (Trees, Stones, Bushes)
- Decoration Rendering (Correct depth, scale, variety)
- Player Entity
- Isometric Movement (WASD)
- Animations (Idle, Walk)
- Directional Facing (8-way or 4-way)
- Tool Handling (Visual sword/axe/pickaxe in hand)
🟡 Phase 2: Gameplay Mechanics (Current Focus)
Dodajanje interakcije, boja in ekonomije.
- Interaction System
- Mouse Click Interaction (Precise grid selection)
- Keyboard Interaction ('E' Key for ease of use)
- Distance Checking (Range limits)
- NPC System (Zombies)
- Spawning & Rendering
- Basic AI (Random Walk, Chase Player)
- Combat:
- Player Attack (Spacebar / Click with Weapon)
- Zombie Health & Damage (Take Damage, Red Flash)
- Death & Loot Drops (Skeleton/Bone drop)
- Taming:
- Interact to Tame (Empty hand / 'E')
- Visuals (Hearts, Blue Eyes for tamed zombie)
- Command Logic (Follow/Stay basics)
- Inventory & UI
- Inventory UI (Slots, Selection)
- Crafting Menu ('C' Key)
- Resource Gathering (Wood from trees, Stone from rocks)
- Save System
- LocalStorage Integration
- Auto-load on start
- Manual Save (F5)
🔴 Phase 3: Expansion (Next Steps)
Razširitev vsebine in izboljšava mehanik.
- Farming Mechanics (Polishing)
- Hoeing dirt to farmland
- Planting seeds
- Growth Stages (Time-based growth)
- Harvesting crops
- Watering mechanics
- Advanced NPC AI
- Pathfinding (A* or efficient grid traversal)
- Zombie Attacks Player (Player takes damage)
- Tamed Zombie Defense (Attacks enemies)
- Zombie Hordes (Night time events)
- Economy
- Merchant NPC (Trading interface)
- Selling crops/items for Gold
- Buying Seeds & Tools
- Building System
- Placing Walls/Fences (Snap to grid)
- Crafting Buildings (House, Barn)
- UI for selecting buildings
🔵 Phase 4: Polish & Visuals
Lepotni popravki in vzdušje.
- Day/Night Cycle
- Lighting overlay (Darkness at night)
- Dawn/Dusk transitions
- Night-only Zombie Spawns
- Audio/SFX
- Footsteps sounds
- Attack/Hit sounds
- Ambient nature sounds (Procedural Rain)
- Background Music
- Visual FX
- Particle effects (Leaves falling, blood particles)
- UI Animations (Smooth inventory opening)
- Weather (Rain, Fog)
🟣 Phase 5: Story & Quests
Dodajanje globine in ciljev igri.
- Story Mode
- Intro Sequence
- Main Questline
- Boss Battles
- "Zombie King" Boss
- Special Arenas
- Quest System
- NPC dialogue interaction
- Rewards & Notifications
🟠 Phase 6: Multiplayer & Export
Možnost igranja s prijatelji.
- Local/LAN Multiplayer
- Syncing Player Positions
- Visual Indicators
- Mobile Support
- Virtual Joystick
- Responsive Design
- Export
- Desktop (Electron)
- Android (Capacitor Guide)
⚪ Phase 7: World Structure (New Direction)
Strukturiranje sveta s fiksnimi lokacijami za boljši gameplay flow.
- Zone Definition
- Define Constants (FARM @ 20,20; CITY @ 65,65)
- Implement Terrain Overrides (Dirt for Farm, Pavement for City)
- City Content
- Generate Ruins (Walls, Rubble, Rooms)
- High-Level Zombie Spawners
- Better Loot tables in City
- Farm Content
- Safe Zone Logic (Night Spawns prevented near Farm)
- Starter Resources (Chest with seeds!)
- Navigation
- Add Signposts or Roads connecting areas
- Pathfinding System
- Web Worker Integration (Async processing)
- A* Algorithm Implementation
- Integration with NPCs
- Asset Optimization
- Loading Screen (Visual Progress Bar)
- Transparent Sprite Processing
- Custom Asset Integration (Rocks, Trees)
- Asset Scaling Fixes
🟢 Phase 8: Gameplay Loop & Content
Fokus na igralnost, loot in napredovanje.
- City Content
- Unique Loot in Ruins (Scrap metal, Chips)
- Elite Zombies in City
- Combat Polish
- Visual Feedback on Hit (White flash)
- Knockback effect
- World Details
- Roads connecting Farm and City
- Signposts
🧬 Phase 9: Antigravity Transformation (Design Overhaul)
Implementacija arhitekturnih stebrov po zgledu Stardew Valley.
- Core Engine Setup (
Antigravity.js)- Global Namespace & Config
- Centralized Update Loop
- Rendering Pipeline
- NEAREST Filter enforce
- Tile Padding/Extrude (No bleeding)
- Pixel-Perfect Math.round positioning
- UI/Drawing Integration: Združitev UI/Drawing modulov za enoten API.
- Depth Sorting v2.0
- Y-Sorting za vse entitete
- Concept Integration
- Poenotenje vseh sistemov pod
Antigravitynamespace (Future Refactor)
- Poenotenje vseh sistemov pod
🌈 Phase 10: Visual Overhaul & Realism (Current)
Ekskluzivni vizualni popravki za potopitveno izkušnjo.
- Realistic Tools (3D Voxel): Sekira, Kramp, Motika, Meč, Zalivalka (v celoti proceduralno generirano).
- Realistic Crops:
- Pšenica (4 faze, zlati snopi).
- Koruza (Visoka rast, 4 faze, regeneracija).
- Inventory Icons Update: Unikatne ikone za semena in pridelke namesto generičnih krogov.
- Sound Fixes: Implementacija manjkajočih zvokov (npr.
playDig). - Advanced World Details:
- Boljša voda (animacija).
- Več dekoracij (ograje, poti).
🧟 Phase 11: Zombie Roots Integration (New Mechanics)
Implementacija jedrnih mehanik iz novega koncepta "Krvava Žetev".
- Zombie Worker AI
WORK_FARM: Zombi avtomatsko zaliva/žanje v določenem radiusu.WORK_MINE: Zombi koplje kamenje/rudo.- Decay System: Zombi s časom izgublja energijo/HP.
- Death Drop: Gnojilo (Fertilizer) + XP ob smrti.
- Grave System
- Izdelava Groba (Crafting) (via command).
- Počitek: Zombi v grobu se regenerira (počasneje razpada).
- Expansion System (Micro Farm start)
- Zaklepanje con (megla/neprehodno).
- Naloga: "Pošlji zombije očistit cono".
- Hybrid Skill & Language
- Skill Tree UI za Hibrida.
- Prevajalnik dialogov (Level 1: "...hggh", Level 10: "Nevarnost!").
- Economy: Minting & Crafting
- Blueprint System: Drop chance pri kopanju (
unlockRecipe(id)). - Workstation Logic:
- Workbench (Crafting UI v2.0).
- Furnace (Input slot -> Fuel -> Output slot timer).
- Talilnica (Furnace) za rudo -> palice.
- Kovnica (Mint) za palice -> kovanci.
- Kovnica (Mint) za palice -> zlatniki.
- Blueprint System: Drop chance pri kopanju (
- Building Expansion
- Barn: Objekt za shranjevanje živali.
- Silos: Objekt za shranjevanje hrane (poveča kapaciteto).
- Starter House: Nadgradnje (Level 1 -> Level 2 dodata prostor).
- Collection Album (Zbirateljstvo)
- UI Knjiga (z nalepkami/slikami).
- Tracking System: Odklepanje vnosov ob pobiranju itemov.
- Arheologija: Naključna možnost za najdbo Artefakta pri kopanju zemlje.
- World Events & Entities
- Nočna Sova: Dostava Quest Itemov/Daril (vezano na Friendship system).
- Netopirji: Vizualni efekt (roji) za napoved eventov.
- Mutanti: Troli in Vilinci (AI + Spawn Logic).
- Živali: Mutirane (npr. krave) in Normalne živali.
🧬 Phase 12: Exploration & Legacy (Endgame)
- Livestock System
- Hlev za živali.
- Loot Tables: Normalno vs. Mutirano (Mleko vs. Svetleče Mleko).
- Ocean System
- Potapljanje (animacija, kisik bar).
- Čoln (Vehicle controller).
- Generacija Otokov (Island Nodes).
- Legacy System (Generacije)
- Age Counter (Leta/Letni časi).
- Marriage Logic + Child Spawn.
- Inheritance: Prenos inventarja/farme na novega lika ob smrti.
- Fractions
- Reputation System za Mutante (Dobri/Zlobni).
🌡️ Phase 13: Elements & Survival (Hardcore)
- Weather System v2.0
- Letni Časi: Zima (Sneg, Mraz), Poletje (Vročina, Suša).
- Temperature Logic: Če
Temp < 0in nimašWinterCoat-> HP pada. - Rastlinjak (Greenhouse): Crafting Stekla (Mivka + Peč). Omogoča rast pozimi.
- Localization & Platforms
- JSON prevodi (SLO, EN, DE, IT, CN).
- Language Selector v meniju.
- Steam Integration: Achievements & Cloud Save.
- Entities & Items
- Playtime Tracker: Beleženje ur igranja (Persistent Stats).
- Osel (Donkey): Jahanje in Inventory.
- Jablana (Apple Tree): Trajnica, daje pridelek jeseni.
- Planting seeds
- Growth Stages (Time-based growth)
- Harvesting crops
- Watering mechanics
- Advanced NPC AI
- Pathfinding (A* or efficient grid traversal)
- Zombie Attacks Player (Player takes damage)
- Tamed Zombie Defense (Attacks enemies)
- Zombie Hordes (Night time events)
- Economy
- Merchant NPC (Trading interface)
- Selling crops/items for Gold
- Buying Seeds & Tools
- Building System
- Placing Walls/Fences (Snap to grid)
- Crafting Buildings (House, Barn)
- UI for selecting buildings
🔵 Phase 4: Polish & Visuals
Lepotni popravki in vzdušje.
- Day/Night Cycle
- Lighting overlay (Darkness at night)
- Dawn/Dusk transitions
- Night-only Zombie Spawns
- Audio/SFX
- Footsteps sounds
- Attack/Hit sounds
- Ambient nature sounds (Procedural Rain)
- Background Music
- Visual FX
- Particle effects (Leaves falling, blood particles)
- UI Animations (Smooth inventory opening)
- Weather (Rain, Fog)
🟣 Phase 5: Story & Quests
Dodajanje globine in ciljev igri.
- Story Mode
- Intro Sequence
- Main Questline
- Boss Battles
- "Zombie King" Boss
- Special Arenas
- Quest System
- NPC dialogue interaction
- Rewards & Notifications
🟠 Phase 6: Multiplayer & Export
Možnost igranja s prijatelji.
- Local/LAN Multiplayer
- Syncing Player Positions
- Visual Indicators
- Mobile Support
- Virtual Joystick
- Responsive Design
- Export
- Desktop (Electron)
- Android (Capacitor Guide)
⚪ Phase 7: World Structure (New Direction)
Strukturiranje sveta s fiksnimi lokacijami za boljši gameplay flow.
- Zone Definition
- Define Constants (FARM @ 20,20; CITY @ 65,65)
- Implement Terrain Overrides (Dirt for Farm, Pavement for City)
- City Content
- Generate Ruins (Walls, Rubble, Rooms)
- High-Level Zombie Spawners
- Better Loot tables in City
- Farm Content
- Safe Zone Logic (Night Spawns prevented near Farm)
- Starter Resources (Chest with seeds!)
- Navigation
- Add Signposts or Roads connecting areas
- Pathfinding System
- Web Worker Integration (Async processing)
- A* Algorithm Implementation
- Integration with NPCs
- Asset Optimization
- Loading Screen (Visual Progress Bar)
- Transparent Sprite Processing
- Custom Asset Integration (Rocks, Trees)
- Asset Scaling Fixes
🟢 Phase 8: Gameplay Loop & Content
Fokus na igralnost, loot in napredovanje.
- City Content
- Unique Loot in Ruins (Scrap metal, Chips)
- Elite Zombies in City
- Combat Polish
- Visual Feedback on Hit (White flash)
- Knockback effect
- World Details
- Roads connecting Farm and City
- Signposts
🧬 Phase 9: Antigravity Transformation (Design Overhaul)
Implementacija arhitekturnih stebrov po zgledu Stardew Valley.
- Core Engine Setup (
Antigravity.js)- Global Namespace & Config
- Centralized Update Loop
- Rendering Pipeline
- NEAREST Filter enforce
- Tile Padding/Extrude (No bleeding)
- Pixel-Perfect Math.round positioning
- UI/Drawing Integration: Združitev UI/Drawing modulov za enoten API.
- Depth Sorting v2.0
- Y-Sorting za vse entitete
🌈 Phase 10: Visual Overhaul & Realism (Current)
Ekskluzivni vizualni popravki za potopitveno izkušnjo.
- Realistic Tools (3D Voxel): Sekira, Kramp, Motika, Meč, Zalivalka (v celoti proceduralno generirano).
- Realistic Crops:
- Pšenica (4 faze, zlati snopi).
- Koruza (Visoka rast, 4 faze, regeneracija).
- Inventory Icons Update: Unikatne ikone za semena in pridelke namesto generičnih krogov.
- Sound Fixes: Implementacija manjkajočih zvokov (npr.
playDig). - Advanced World Details:
- Boljša voda (animacija).
- Več dekoracij (ograje, poti).
🧟 Phase 11: Zombie Roots Integration (New Mechanics)
Implementacija jedrnih mehanik iz novega koncepta "Krvava Žetev".
- Zombie Worker AI
WORK_FARM: Zombi avtomatsko zaliva/žanje v določenem radiusu.WORK_MINE: Zombi koplje kamenje/rudo.- Decay System: Zombi s časom izgublja energijo/HP.
- Death Drop: Gnojilo (Fertilizer) + XP ob smrti.
- Grave System
- Izdelava Groba (Crafting) (via command).
- Počitek: Zombi v grobu se regenerira (počasneje razpada).
- Expansion System (Micro Farm start)
- Zaklepanje con (megla/neprehodno).
- Naloga: "Pošlji zombije očistit cono".
- Hybrid Skill & Language
- Skill Tree UI za Hibrida.
- Prevajalnik dialogov (Level 1: "...hggh", Level 10: "Nevarnost!").
- Economy: Minting & Crafting
- Blueprint System: Drop chance pri kopanju (
unlockRecipe(id)). - Workstation Logic:
- Workbench (Crafting UI v2.0).
- Furnace (Input slot -> Fuel -> Output slot timer).
- Talilnica (Furnace) za rudo -> palice.
- Kovnica (Mint) za palice -> kovanci.
- Kovnica (Mint) za palice -> zlatniki.
- Blueprint System: Drop chance pri kopanju (
- Building Expansion
- Barn: Objekt za shranjevanje živali.
- Silos: Objekt za shranjevanje hrane (poveča kapaciteto).
- Starter House: Nadgradnje (Level 1 -> Level 2 dodata prostor).
- Collection Album (Zbirateljstvo)
- UI Knjiga (z nalepkami/slikami).
- Tracking System: Odklepanje vnosov ob pobiranju itemov.
- Arheologija: Naključna možnost za najdbo Artefakta pri kopanju zemlje.
- World Events & Entities
- Nočna Sova: Dostava Quest Itemov/Daril (vezano na Friendship system).
- Netopirji: Vizualni efekt (roji) za napoved eventov.
- Mutanti: Troli in Vilinci (AI + Spawn Logic).
- Živali: Mutirane (npr. krave) in Normalne živali.
🧬 Phase 12: Exploration & Legacy (Endgame)
- Livestock System
- Hlev za živali.
- Loot Tables: Normalno vs. Mutirano (Mleko vs. Svetleče Mleko).
- Ocean System
- Potapljanje (animacija, kisik bar).
- Čoln (Vehicle controller).
- Generacija Otokov (Island Nodes).
- Legacy System (Generacije)
- Age Counter (Leta/Letni časi).
- Marriage Logic + Child Spawn.
- Inheritance: Prenos inventarja/farme na novega lika ob smrti.
- Fractions
- Reputation System za Mutante (Dobri/Zlobni).
🌡️ Phase 13: Elements & Survival (Hardcore)
- Weather System v2.0
- Letni Časi: Zima (Sneg, Mraz), Poletje (Vročina, Suša).
- Temperature Logic: Če
Temp < 0in nimašWinterCoat-> HP pada. - Rastlinjak (Greenhouse): Crafting Stekla (Mivka + Peč). Omogoča rast pozimi. -pop
🎬 Phase 14: Kickstarter Prep (Vertical Slice)
Priprava poliranega dema za javnost.
- Demo Mode: Omejitev igranja na 3 in-game dneve.
- UI Polish: Zamenjava placeholder UI z "Rustikalnim/Post-apo" stilom.
- Trailer Tools: Skripta za gladko premikanje kamere (za snemanje).
- Visual Polish: Dodajanje "Juice" efektov (Particles, Screenshake, Lighting).
🎨 Phase 15: Polish & Release Prep
- Concept Integration
- Main Menu Redesign
- Settings Menu Implementation
-[ ] Poenotenje vseh sistemov pod
Antigravitynamespace (Future Refactor)
🧪 Phase 16: Integration Testing (CURRENT)
Testiranje in integracija vseh sistemov.
- System Integration Testing
- Mount System + Perennial Crops interaction testing
- Weather System + Temperature damage verification
- Localization across all UI elements
- PlaytimeTracker stat recording
- Visual Effects integration (screenshake, particles)
- Cross-System Testing
- Mount + Inventory system
- Perennial crops + Season system
- Steam achievements + Gameplay events
- Temperature + Greenhouse protection
- Performance Testing
- FPS monitoring with all systems active
- Memory leak detection
- Load time optimization
- Bug Fixes
- Fix any integration issues found
- Polish NPC AI sprite transparency
- Resolve any rendering artifacts
🎨 Phase 17: UI Polish & Visual Theme
Rustic/Post-apocalyptic visual overhaul.
- Visual Theme Implementation
- Rustic/Post-apo color palette (browns, greys, greens)
- Weathered texture overlays
- Consistent border styles (wood/metal frames)
- Hand-drawn UI element style
- Interface Redesign
- Inventory UI (rustic containers)
- Crafting Menu (workbench aesthetic)
- Health/Hunger bars (organic shapes)
- Quest log (torn paper aesthetic)
- Minimap (aged parchment)
- Icon Updates
- Item icons (pixel art style)
- Building icons
- Tool icons
- Resource icons
- Typography
- Consistent font usage (Courier New + handwritten accents)
- Readable text sizes
- Color contrast improvements
💾 Phase 18: Save/Load System
Kompletni sistem shranjevanja.
- Save System Architecture
- SaveManager class implementation
- JSON serialization for all game state
- Multiple save slots (3 slots)
- Auto-save functionality (every 5 minutes)
- Data Persistence
- PlaytimeTracker integration
- Inventory state
- World state (tiles, crops, buildings)
- NPC positions and states
- Quest progress
- Unlocked achievements
- Steam Cloud Integration
- Wire up SteamIntegrationSystem
- Cloud save upload/download
- Conflict resolution (local vs cloud)
- Fallback to localStorage
- Load System
- Load game UI in main menu
- Save file preview (thumbnail, playtime, day)
- Delete save option
- New game vs Continue detection
🎬 Phase 19: Trailer & Marketing Tools
Cinematske orodja za marketing.
- Camera System
- Smooth camera movement scripting
- Bezier curve paths
- Cinematic zoom controls
- Camera shake intensity controls
- Recording Mode
- Hide UI toggle (F4)
- Free camera mode (noclip)
- Time slow-mo (0.5x, 0.25x speed)
- Screenshot mode (high-res capture)
- Cinematic Sequences
- Intro cutscene (farm arrival)
- Boss encounter intro
- Day/night transition showcase
- Season change sequence
- Demo Recording
- 60-second gameplay loop recording
- Key feature highlights
- Combat showcase
- Building showcase
🏆 Phase 20: Achievement System Wiring
Povezava dogodkov z achievementi.
- Achievement Triggers
FIRST_HARVEST- First crop harvestedGOLD_RUSH- 1000 gold earnedZOMBIE_SLAYER- 100 zombies killedMASTER_FARMER- 1000 crops harvestedDAY_30- Survive 30 daysGREENHOUSE- Build greenhouseTAMED_ZOMBIE- Tame first zombieOCEAN_EXPLORER- Discover 5 islands
- Notification UI
- Achievement unlock popup
- Trophy icon animation
- Sound effect (ding!)
- Progress tracking UI (e.g., 50/100 zombies)
- Achievement Menu
- View all achievements
- Locked/Unlocked status
- Progress bars for incremental achievements
- Rarity indicators (common/rare/legendary)
- Steam Integration Testing
- Test with Greenworks SDK
- Verify cloud sync
- Test offline vs online behavior
PROJECT STATUS: ALPHA READY - INTEGRATION PHASE 🚀
Last Updated: 8.12.2025 - 18:05
Next Milestone: Integration Testing → Beta Release
♿ Accessibility Features (Dostopnost)
Features for players with disabilities and special needs.
Launch Features (Alpha 1.0):
- Creative Mode / Sandbox
- Unlimited resources
- No enemy spawns
- Instant crafting
- God mode
- Free camera
- Weather control
- ♿ Accessibility Button (Main Menu)
- High Contrast Mode
- Black & White mode
- Yellow on Black
- Large UI (150%-200%)
- Bold outlines
- Color Blind Support
- Protanopia mode (red-blind)
- Deuteranopia mode (green-blind)
- Tritanopia mode (blue-blind)
- Achromatopsia mode (total color blind)
- Shape coding (not just colors)
- Pattern overlays
- Photosensitivity Protection
- No rapid flashing (< 3 flashes/sec)
- Disable lightning effects
- Reduce particles
- Epilepsy warning screen
- Motion sickness options
- Brightness limiter
- Progressive Difficulty (Story Mode)
- Day 1-10: Easy (50% damage, 75% HP)
- Day 11-20: Normal (100% damage)
- Day 21-30: Hard (125% damage)
- Day 31+: Expert (150% damage)
- Enemy scaling formula
- Hearing Accessibility (Za Gluhe)
- Smart Subtitles
- Closed Captions [SOUND EFFECT]
- Speaker names & colors
- Directional arrows (< Sound >)
- Background opacity slider
- Visual Sound Cues
- Visual heartbeat (low health)
- Damage direction indicator
- Screen flash notifications
- Fishing bobber visual queue
- Smart Subtitles
- Subtitle System
- Always enabled by default
- Adjustable size (Small to Very Large)
- Background box for readability
- Remappable Controls
- Full keyboard remapping
- Controller button remapping
- Multiple control profiles
- One-handed layouts
Post-Launch (Beta 1.5):
- Screen Reader Support
- NVDA/JAWS compatibility
- VoiceOver (macOS/iOS)
- Full UI narration
- Audio cues for all actions
- Navigation sounds
- Inventory audio
- Dyslexia Support
- OpenDyslexic font option
- Larger text (16pt-24pt)
- Increased line spacing
- Text-to-speech
- Simplified language option
- ADHD/Autism Support
- Focus mode (hide non-essential UI)
- Reminder system
- Simplified menus
- No jump scares
- Predictable UI patterns
- Motor Accessibility
- One-handed mode (left/right)
- Auto-aim assist
- Sticky keys
- Reduced input complexity
- Slow-motion option
Future (2.0+):
- Advanced Input
- Eye tracking (Tobii)
- Voice control
- Head tracking
- Foot pedal support
- Audio-Only Mode (Experimental)
- 3D positional audio
- Audio radar
- Voice commands
- Haptic feedback
Compliance Goals:
- WCAG 2.1 Level AA
- CVAA Compliance
- AbleGamers certification
- Can I Play That? full review
🎨 Visual Improvements (Vizualne Izboljšave)
Polish in visual enhancement tasks.
-
Animated Textures
- Crop growth stage animations (smooth transitions)
- Water flow animation improvements
- Tree leaf rustling animation
- Fire/torch flickering effects
-
Weather Visual Enhancement
- Snow particle improvements (accumulation on ground)
- Rain splash effects on tiles
- Wind direction indicators (grass sway)
- Lightning flash effects
- Fog rendering (morning mist)
-
Lighting System
- Dynamic light sources (torches, lanterns)
- Day/night ambient lighting
- Player flashlight/torch item
- Building interior lighting
- Campfire glow effect
-
Shadow System
- Entity shadows (player, NPCs, buildings)
- Dynamic shadow direction (sun position)
- Shadow opacity based on time of day
- Shadow blur/softness
-
Fog of War
- Unexplored areas darkened
- Gradual reveal as player explores
- Memory of visited areas
- Re-fog for dungeons/caves
-
Building Animations
- Construction progress visualization
- Building placement preview
- Destruction/decay animations
- Smoke from chimneys
-
Icon & UI Graphics
- Higher resolution item icons (32x32 → 64x64)
- Animated UI elements (pulse, glow)
- Custom cursor designs
- Loading screen artwork
- Achievement badges/trophies
-
UI Transitions & Effects
- Smooth menu slide animations
- Page turn effects for book UIs
- Fade transitions between scenes
- Particle effects on button clicks
- Screen shake on impacts
-
Farm Automation Visuals
- Worker Animations
- Zombie walking with tools (hoe, watering can)
- Creature carrying items (Donkey cart animation)
- Worker fatigue indicators (slower walk when tired)
- Task completion effects (checkmark particle)
- Building Visuals
- Auto-Planter: Mechanical arm planting seeds
- Auto-Harvester: Spinning blades, crop collection
- Conveyor belt: Moving items animation
- Windmill: Rotating blades, power glow
- Storage silo: Fill level indicator
- Power System FX
- Electric arcs between power grid
- Glowing cables when active
- Windmill particle trail
- Solar panel sunlight reflection
- Breeding Visuals
- Heart particles when animals mate
- Egg glow effect (ready to hatch)
- Baby animal sparkles (birth)
- Genetics UI (DNA helix animation)
- Mutation Lab: Bubbling vats, lightning
- Mutant Creature FX
- Green glow aura (radioactive)
- Extra limbs animation
- Particle trail (toxic drip)
- Eye glow effect
- Size scaling animations
- Worker Animations
🎮 Gameplay Features (Gameplay Izboljšave)
Core gameplay mechanics and systems expansion.
-
Skill Tree System
- Player progression tree (Farming/Combat/Survival branches)
- Skill points on level up
- Passive bonuses (faster farming, more damage)
- Active abilities (dash, area harvest)
- Skill reset option
-
Crafting Tiers
- Bronze tier tools (Copper + Tin)
- Iron tier tools (stronger, faster)
- Steel tier tools (Iron + Coal)
- Enchanted/Magical tier
- Tool durability system
- Tool repair mechanics
-
Farming Automation
- Zombie Worker System (Already implemented base)
- Assign zombies to tasks (Plant, Harvest, Water)
- Worker AI (pathfinding to crops)
- Task queue system
- Efficiency rating (slower than player)
- Zombie leveling (experience increases speed)
- Worker stations (designated work zones)
- Creature Worker System
- Tamed animals can work (Donkey cart transport)
- Bigfoot helpers (forest gathering)
- Yeti workers (snow biome tasks)
- Elf assistants (crafting automation)
- Each creature has specialty
- Automation Buildings
- Auto-Planter (mechanical seeder)
- Auto-Harvester (combine machine)
- Irrigation System (auto-water pipes)
- Conveyor Belts (item transport)
- Storage Silos (bulk storage)
- Sorting Machine (auto-organize items)
- Power System
- Windmills (renewable energy)
- Water wheels (river power)
- Solar panels (daytime power)
- Zombie treadmills (endless power!)
- Power grid (connect buildings)
- Worker Management
- Assign tasks UI
- Worker stats display
- Rest/hunger mechanics
- Worker housing (barracks)
- Upgrade system (tools for workers)
- Zombie Worker System (Already implemented base)
-
Advanced Animal Breeding System
- Normal Animals (Easy Breeding)
- Sheep: Male + Female → Lamb (7 days)
- Cows: Bull + Cow → Calf (14 days)
- Chickens: Rooster + Hen → Chick (3 days)
- Pigs: Boar + Sow → Piglet (10 days)
- Horses: Stallion + Mare → Foal (21 days)
- Automatic breeding (when in proximity)
- Baby growth stages (baby → teen → adult)
- Genetics System
- Color inheritance (parents → offspring)
- Size variations (small/medium/large)
- Speed traits (fast/slow)
- Production traits (more milk, wool, eggs)
- Rare mutations (golden sheep, 5% chance)
- Breeding UI (show genetics preview)
- Mutated Creatures (Hard Breeding)
- Requires Special Buildings:
- Mutation Lab (research facility)
- Reinforced Stable (metal walls, locks)
- Containment Field (energy barrier)
- Genetic Sequencer (analyze DNA)
- Quest Requirements:
- "Stable Foundation" - Build Reinforced Stable
- "Lab Access" - Find Dr. Ana (story quest)
- "Gene Sample" - Collect mutant DNA
- "Controlled Breeding" - Complete safety course
- Mutant Breeding Mechanics:
- Mutant Cow + Mutant Cow → Baby Mutant (30 days)
- Normal + Mutant = 10% mutant baby
- Requires Mutation Serum (crafted item)
- Failure chance (50% death, 30% sterile)
- Successful breeding = Loot (mutant hide, horns)
- Mutant Animals:
- Mutant Cow (2x size, aggressive)
- Three-Headed Chicken (3x eggs)
- Giant Pig (rideable mount)
- Zombie Horse (undead, never tires)
- Fire Sheep (flame wool, fire resistance)
- Requires Special Buildings:
- Breeding Stations
- Love Pen (basic animals, automatic)
- Incubation Chamber (eggs, controlled temp)
- Mutation Lab (mutants, player-controlled)
- Cloning Vat (duplicate creatures, expensive)
- Baby Care System
- Feed babies (special milk/food)
- Protection from predators
- Growth acceleration (special items)
- Training (teach behaviors)
- Bonding meter (affects stats)
- Normal Animals (Easy Breeding)
-
Farm Automation Tiers
- Tier 1: Manual Labor (Player does everything)
- Tier 2: Zombie Workers (Basic automation)
- Unlock: Tame 5 zombies
- 50% speed of player
- Simple tasks only
- Tier 3: Creature Helpers (Specialized automation)
- Unlock: Befriend 10 creatures
- 75% speed of player
- Complex tasks (crafting, sorting)
- Tier 4: Mechanical Automation (Full automation)
- Unlock: Build all automation buildings
- 100% speed (runs 24/7)
- No worker management needed
- Tier 5: AI Farm (Self-sustaining)
- Unlock: Complete "Singularity" quest
- Self-optimizing system
- Automatic resource rebalancing
- Player just collects profits
-
Worker Creatures by Type
-
Animal Breeding & Genetics
- Animal pairing system
- Offspring generation
- Genetic traits (speed, yield, color)
- Breeding UI (family tree)
- Rare mutations
-
Cooking & Recipe System
- Cooking station (stove, oven)
- Recipe discovery (combine ingredients)
- Food buffs (speed, health, stamina)
- Spoilage system (food decay)
- Cooking skill progression
-
Fishing System
- Fishing rod crafting
- Multiple fish types (common/rare/legendary)
- Fishing minigame
- Bait system
- Fish tank/aquarium
-
Mining & Dungeons
- Underground cave generation
- Mining elevator/shaft
- Ore veins (procedural placement)
- Cave enemies (bats, spiders, moles)
- Mine cart transport system
- Dungeon bosses
-
Boss Battles
- Multi-phase boss fights
- Unique boss mechanics
- Boss arenas (special locations)
- Legendary loot drops
- Boss respawn timers
📖 Story & Quest Content
Narrative elements and quest systems.
-
Act 1: Survival (Day 1-10)
- Quest: "Prvi Pridelek" - Harvest 10 wheat
- Quest: "Varno Zatočišče" - Build fence around farm
- Quest: "Nočna Straža" - Survive first zombie night
- Quest: "Meet the Merchant" - Find Jakob the trader
- Rewards: Tool blueprints, seed packs
-
Act 2: Discovery (Day 11-20)
- Quest: "Strange Transmission" - Find radio in city
- Quest: "Prvi Poskus" - Tame first zombie
- Quest: "Lab Ruins" - Explore abandoned research facility
- Quest: "Mutant Contact" - Meet friendly mutant (Lyra/Elf)
- Rewards: Radio, zombie worker system, mutation research
-
Act 3: The Truth (Day 21-30)
- Quest: "Lab Notes" - Collect 5 research documents
- Quest: "Patient Zero" - Find virus source
- Quest: "Difficult Choice" - Choose faction (Human/Zombie/Hybrid)
- Quest: "Final Confrontation" - Boss battle
- Multiple Endings based on choices
-
Character Development
- Merchant "Old Jakob" - Dialogue tree, backstory
- Mutant Elf "Lyra" - Teaching NPC, mutation guide
- Troll "Grok" - Guardian, can be befriended
- Radio Voice "Dr. Chen" - Remote quest giver
- Zombie King - Main antagonist reveal
-
Dialogue System
- NPC dialogue trees
- Player dialogue choices
- Relationship/reputation tracking
- Choice consequences
- Voice line text display
-
Cutscene System
- Arrival cutscene (farm overview)
- First zombie encounter (tutorial)
- City discovery (ruins pan)
- Boss reveal (Zombie King emergence)
- Multiple ending cutscenes
-
Ending System
- Cure Ending - Save humanity
- Zombie King Ending - Rule the undead
- Escape Ending - Find new settlement
- Farmer Ending - Peaceful farm life
- Mutation Ending - Unite both sides
- Choice tracking & branching
🌐 Multiplayer & Social Features
Online and social gameplay elements.
-
Co-op Mode
- 2-4 player support
- Host/Join system
- Player synchronization
- Shared world state
- Co-op specific quests
-
Trading & Economy
- Player-to-player trading
- Trading post building
- Global marketplace
- Auction house
- Price fluctuation system
-
Leaderboards & Rankings
- Farm productivity rankings
- Fastest speedruns
- Highest survival days
- Richest players
- Boss kill times
-
Social Integration
- Share screenshots (Steam overlay)
- Farm visiting system
- Gift sending
- Friend list integration
- Community events
-
Seasonal Challenges
- Weekly/Monthly events
- Special loot during events
- Event leaderboards
- Time-limited quests
- Holiday themes
🔧 Technical & Performance
Backend, optimization, and technical improvements.
-
Performance Optimization
- Built-in FPS/memory monitor
- Entity pooling system
- Chunk loading/unloading
- Texture atlas optimization
- Audio asset compression
-
Mod Support
- Custom content loading API
- Mod folder structure
- Mod manager UI
- Workshop integration (Steam)
- Mod conflict detection
-
Replay & Recording
- Replay system (record inputs)
- Playback controls
- Save replays to file
- Share replays
- Replay viewer UI
-
Debug Tools
- In-game debug console
- Command line interface
- Entity spawning commands
- Time manipulation (skip days)
- God mode toggle
- Teleport commands
-
Auto-Update System
- Version checking
- Patch downloading
- Auto-install updates
- Rollback option
- Update changelog display
📱 Platform Support
Cross-platform compatibility and controls.
Mobile Controls (Brawl Stars Inspired)
- Virtual Joystick (Left Side)
- Smooth 360° movement control
- Auto-center when released
- Transparent circle UI
- Adjustable size (Small/Medium/Large)
- Adjustable position (drag to reposition)
- Haptic feedback on touch
- Action Buttons (Right Side)
- Primary Action button (Plant/Harvest/Attack)
- Auto-aim toggle (lock to nearest target)
- Manual aim joystick (for precise targeting)
- Special ability button (dodge/dash)
- Inventory quick-slot (4 items)
- Top HUD (Brawl Stars Layout)
- Health bar (top-left, horizontal)
- Hunger bar (below health)
- Gold/Resources (top-right)
- Mini-map (top-right corner)
- Day/Season indicator (top-center)
- Bottom Action Bar
- Weapon/Tool switcher (horizontal scroll)
- Building mode toggle
- Crafting quick access
- Pause button
- Auto-Aim System
- Lock to nearest enemy (red highlight)
- Auto-attack when in range
- Aim indicator (arrow pointing to target)
- Range circle visualization
- Gesture Controls
- Pinch to zoom (camera)
- Two-finger pan (camera movement)
- Swipe to dodge/dash
- Double-tap for special action
- Customization Options
- Save control layouts (3 profiles)
- Button opacity (0%-100%)
- Button size scaling
- Left-handed mode (mirror layout)
- Edge margin adjustment
- Tutorial Overlay
- First-time tutorial (show controls)
- Context-sensitive hints
- Animation demonstrations
- Skip option
Mobile Optimization
- [ ] Touch controls refinement
- [ ] Virtual joystick improvements
- [ ] UI scaling for small screens
- [ ] Performance optimization for mobile
- [ ] Battery optimization
-
Controller Support
- Xbox controller mapping
- PlayStation controller support
- Nintendo Switch Pro controller
- Customizable button layouts
- Controller UI icons
-
Steam Deck
- UI scaling adjustments
- Steam Deck specific controls
- Performance mode (30/60 FPS toggle)
- Quick access menu integration
- Verified status compliance
-
Linux Build
- Native Linux support
- Cross-platform testing
- Distro compatibility
- Proton compatibility layer
-
Mac Build
- macOS native build
- Metal API support
- M1/M2 chip optimization
- macOS specific UI fixes
💾 Save System Expansion
Advanced save/load features.
-
Cloud Save Sync
- Steam Cloud full integration
- Conflict resolution UI
- Manual upload/download
- Save backup system
-
Multiple Save Slots
- 3+ save slots
- Save slot naming
- Save file thumbnails
- Play time tracking per save
-
Auto-Save Features
- Configurable auto-save interval
- Auto-save indicator
- Quick save/load hotkeys
- Prevent save during combat
🎯 Current Development Priorities
IMMEDIATE (Phase 16):
- Integration testing of all systems
- Bug fixes
- Performance profiling
SHORT TERM (Phases 17-18):
- UI visual theme overhaul
- Save/Load system implementation
- Quest system foundation
MEDIUM TERM (Phases 19-20):
- Trailer tools & camera system
- Achievement wiring
- Story content (Act 1)
LONG TERM (Future):
- Multiplayer co-op
- Mobile ports
- DLC/Expansions
Total Tasks: 200+
Categories: 9
Estimated Development Time: 6-12 months
Team Size: 1-3 developers