5.0 KiB
5.0 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
PROJECT STATUS: PHASE 8 STARTED 🚧 Last Updated: 2025-12-07 (Pathfinding & Assets Update)