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novafarma/DEVLOG.md

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# DEVLOG - 2026-01-27
**Time**: 08:46:12
**Session Goal**: Terrain Setup, Atmospheric Layering, and Basic Interaction (Mowing/Camping).
## Achievements
### 1. Asset Organization & Generation
- Created structured folders: `assets/tiles`, `assets/environment`, `assets/vegetation`, `assets/items`.
- Organized existing assets from `DEMO_FAZA1`.
- Generated placeholders for missing environment textures (`cesta_svetla.png`, `voda_umazana.png`).
- Generated camp items: `campfire.png` (Animated visual style), `sleeping_bag.png`.
- Created variations of grass (`trava_zelena`, `trava_suha`, `trava_divja`) for organic variety.
### 2. Terrain System ("Sandwich Layering")
Implemented a robust depth-handling system in `GrassScene_Clean.js`:
- **Layer -100**: Base Ground (`trava_osnova` at Scale 0.15) for a massive, spacious world feel.
- **Layer -50**: "Decals" (Path, Mud, Ponds). Used `BlendModes.MULTIPLY` and `setAlpha(0.8)` for mud and paths to naturally blend with the grass texture beneath.
- **Dynamic Layer**: Trees, Kai, and Grass Tufts are strictly Y-Sorted (`depth = y`) for correct occlusion.
### 3. Atmospheric Polish
- **Winding Path**: Replaced linear paths with a procedural Spline curve generation for organic dirt roads.
- **Edge Integration**: Programmatically placed small grass tufts along path edges and pond shores to hide sharp texture transitions.
- **Amnesia Intro**: Implemented a cinematic start with heavy blur and a Typewriter effect text ("Kje sta starša...?").
### 4. Gameplay Mechanics
- **Interaction System**:
- **Movement**: Standard arrow keys.
- **Mowing (SPACE)**: Player can clear specific 'wild' grass tufts to make space. Includes visual "cut" tween.
- **Camp Placement (C / V)**:
- **C**: Place Campfire.
- **V**: Place Sleeping Bag.
- **Validation**: Prevents placement on water, mud, trees, or un-mowed grass. Providing visual feedback (Shake + Text) if placement fails.
- **Sinking Effect**: Kai visually sinks (Origin Shift 0.9 -> 0.8) and tints darker when walking through mud or water.
## Current State
The "Probna Farma" scene is now a fully interactive, atmospheric prototype ready for the Kickstarter demo showcase. The world feels alive, organic, and responsive.
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*Signed: Antigravity Agent*
# DEVLOG - 2026-01-28
**Time**: 07:44:02
**Session Goal**: Asset Generation, Clean Slate, UI & Camp Setup.
## Achievements
### 1. Scene Reset
- Cleaned to a minimal robust state (Z-0 Ground + Player only).
- Verified , structure for Defold integration.
### 2. AI Asset Generation (Survival Style)
- Generated fresh, unified assets based on user references:
- **Campfire**: Simple stone ring, minimalist.
- **Tent**: Blue dome, survival/worn aesthetic.
- **Sleeping Bag**: Brown/patched survival gear.
- **UI**: Health Bar (Rust+Liquid), Inventory Slot (Wood), Action Button, Dialog Panel.
### 3. Automated Processing Pipeline
- Created scripts to detect, crop, remove magenta background, and deploy generated assets.
- Synced assets to multiple locations for compatibility:
-
- &
-
## Next Steps
- Finalize Health Bar design (Face icons vs Liquid).
- Implement Camp and UI into the new Defold .
# DEVLOG - 2026-01-28
**Time**: 07:44:02
**Session Goal**: Asset Generation, Clean Slate, UI & Camp Setup.
## Achievements
### 1. Scene Reset
- Cleaned `GrassScene_Clean.js` to a minimal robust state (Z-0 Ground + Player only).
- Verified `main.atlas`, `main.collection` structure for Defold integration.
### 2. AI Asset Generation (Survival Style)
- Generated fresh, unified assets based on user references:
- **Campfire**: Simple stone ring, minimalist.
- **Tent**: Blue dome, survival/worn aesthetic.
- **Sleeping Bag**: Brown/patched survival gear.
- **UI**: Health Bar (Rust+Liquid), Inventory Slot (Wood), Action Button, Dialog Panel.
### 3. Automated Processing Pipeline
- Created scripts to detect, crop, remove magenta background, and deploy generated assets.
- Synced assets to multiple locations for compatibility:
- `repos/novafarma/main/assets`
- `repos/novafarma/assets/DEMO_FAZA1/Environment` & `UI`
- `nova farma/main/assets`
## Next Steps
- Finalize Health Bar design (Face icons vs Liquid).
- Implement Camp and UI into the new Defold `main.collection`.