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novafarma/TASKS.md
2025-12-07 21:31:44 +01:00

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🗺️ 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

PROJECT STATUS: PHASE 8 STARTED 🚧 Last Updated: 2025-12-07 (Pathfinding & Assets Update)