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