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novafarma/GAME_SYSTEMS_JAN_04_EXPANSION.md
David Kotnik c64fe460df 📚 GAME BIBLE UPDATE - Jan 04 Systems Expansion
Added comprehensive documentation for 5 major new systems:

1. 🏠 Home Upgrade System:
   - 3-tier sleep system (sleeping bag → wooden → king-size)
   - Crafting tables (small → large for expeditions)
   - House extensions (kitchen + basement w/ alchemy lab)
   - Home customization & furniture placement

2. 🏪 New Town Buildings:
   - Bakery (food shop, gifts, baking competitions)
   - Barber Shop (hairstyles, piercings, dreadlocks, zombie makeover)
   - Lawyer Office (divorce mechanics, 50k cost, 25% money loss)

3. ⛏️ Functional Mines:
   - 100 levels deep with difficulty scaling
   - Zombie miner automation (auto-collect ore)
   - Mine machines (elevators, crushers, ventilation)
   - Boss at level 100 (The Deep One)

4. 🏘️ Town Growth:
   - Dynamic town sign (auto-updates population count)
   - NPC limit system (starts 4, expands to 20)
   - Small villages scattered across map (2-3 houses each)

5. 🔒 NPC Privacy & Decoration:
   - Hobby-based auto-decoration (fisherman, baker, barber themes)
   - Heart-locked doors (bedroom requires 5+ hearts)
   - Visit tracking & relationship effects

Documentation files:
- GAME_BIBLE_COMPLETE.md (updated)
- GAME_SYSTEMS_JAN_04_EXPANSION.md (new)
- GAME_SYSTEMS_EXPANSION_PLAN.md (implementation plan)

Total new content: ~400 lines of game mechanics
Asset requirements: ~170 interior PNG sprites
2026-01-04 11:46:12 +01:00

264 lines
6.7 KiB
Markdown

## ⛏️ FUNCTIONAL MINES & AUTOMATION SYSTEM
**Added:** January 4, 2026
### **Mine Structure (100 Levels Deep)**
**Level Progression:**
- Levels 1-20: COPPER ZONE (weak enemies, basic ore)
- Levels 21-50: IRON ZONE (moderate enemies, better ore)
- Levels 51-80: GOLD ZONE (strong enemies, valuable ore)
- Levels 81-100: DIAMOND ZONE (boss-tier enemies, rare gems)
**Depth Mechanics:**
- Each 10 levels = difficulty spike
- Lighting gets darker (need torches/lanterns)
- Temperature drops (hypothermia risk at level 80+)
- Oxygen decreases (need air supply below level 60)
---
### **Zombie Miner System**
**How It Works:**
1. Assign zombie worker to mine entrance
2. Zombie descends to assigned level
3. Auto-mines ore based on level depth
4. Ore teleports to your storage chests
5. Zombie continues 24/7 (never sleeps!)
**Efficiency Factors:**
- Zombie quality (Level 1-5 zombies)
- Tools equipped (better pickaxe = faster)
- Level depth (deeper = slower but rarer ore)
- Number of zombies (max 5 per mine)
**Ore Generation Rates:**
- Level 1-20: 5 copper/hour per zombie
- Level 21-50: 3 iron/hour per zombie
- Level 51-80: 1 gold/hour per zombie
- Level 81-100: 0.5 diamond/hour per zombie
---
### **Mine Machines & Upgrades**
**Elevator System:**
- **Manual Ladder:** Free, slow, dangerous
- **Rope Elevator:** 5,000g - Faster, safer
- **Steam Elevator:** 15,000g - Instant travel, automatic
- **Teleporter:** 50,000g - Teleport to ANY level instantly
**Stone Crusher:**
- Cost: 10,000g + 50 Iron + 25 Gears
- Function: Processes raw ore 2x faster
- Bonus: 10% chance for extra ore
- Placement: Near mine entrance
**Automated Carts:**
- Cost: 8,000g + 30 Iron + Track Rails
- Function: Move ore from deep levels to surface
- Capacity: 100 ore per trip
- Speed: 1 trip every 5 minutes
**Ventilation System:**
- Cost: 12,000g + 40 Iron Pipes
- Function: Allows safe descent to level 100
- Without it: Suffocation damage below level 60
---
### **Mine Exploration (Player)**
**Manual Mining:**
- Descend yourself for adventure
- Fight enemies for XP and loot
- Find secret rooms (treasure chests)
- Discover gemstone veins (instant harvest)
**Combat Challenges:**
- Cave Spiders (levels 1-30)
- Rock Golems (levels 31-60)
- Lava Elementals (levels 61-80)
- Shadow Demons (levels 81-100)
- **Boss:** The Deep One (level 100 - guards ancient treasure)
**Rewards:**
- Rare ores (iridium, platinum, obsidian)
- Ancient artifacts (museum donations)
- Mining skill XP
- Secret passages (shortcuts between levels)
---
## 🏘️ TOWN GROWTH & SIGNAGE SYSTEM
**Added:** January 4, 2026
### **Town Sign (Dynamic Counter)**
**Creation:**
- Appears automatically when first building is constructed
- Placed at town entrance
- Updates in real-time
**Display:**
```
╔═══════════════════╗
║ DOLINA SMRTI ║
║ Population: 4 ║
║ Status: Growing ║
╚═══════════════════╝
```
**Mechanics:**
- NPC count updates instantly on move-in
- "Status" changes based on happiness
- Thriving (avg happiness >80%)
- Growing (avg happiness 50-80%)
- Struggling (avg happiness <50%)
- Celebration effects at milestone populations (5, 10, 15, 20)
---
### **NPC Population System**
**Initial Limit: 4 NPCs**
- Blacksmith, Trader, Doctor, Carpenter (essential services)
**Expansion Requirements:**
- Build Marketplace → +4 NPC slots (total 8)
- Build Town Hall → +4 NPC slots (total 12)
- Build Cathedral → +8 NPC slots (total 20)
**Max Population: 20 NPCs** (keeps town intimate)
---
### **Small Villages (Scattered World)**
**Auto-Generation:**
- 5-10 small villages spawn across map
- Each has 2-3 houses
- Purpose: Trade outposts, rest stops
**Village Types:**
- Farming Hamlet (sells crops, seeds)
- Fishing Village (near water, sells fish)
- Hunter's Lodge (sells meat, furs)
- Hermit Camp (single house, unique NPC with rare items)
**Inhabitants:**
- 1-3 NPCs per village
- Cannot recruit to your town
- Unique dialogue about local area
- Sell regional items
---
## 🔒 NPC PRIVACY & HOME DECORATION SYSTEM
**Added:** January 4, 2026
### **Hobby-Based Home Decoration**
**Automatic Interior Generation:**
When NPC moves in, house decorates based on their hobby/profession:
**Fisherman:**
- Fishing nets on walls
- Fish smell particle effect
- Tackle boxes scattered
- Mounted fish trophies
- Blue/aqua color scheme
**Baker:**
- Ovens and baking tools
- Bread smell particle effect
- Flour bags stacked
- Rolling pins, mixing bowls
- Warm orange lighting
**Barber:**
- Mirrors and styling chairs
- Scissors, razors displayed
- Hair dye bottles
- Piercing tools
- Rainbow color accents
**Zombie Worker:**
- Chains hanging from ceiling
- Brain jar on shelf
- Dark candles (purple flame)
- Blood stains (cosmetic)
- Cold, dark atmosphere
**Farmers, Blacksmiths, Doctors:** Each get unique themed interiors
---
### **Door Lock System (Heart-Based)**
**Main Room Access:**
- NPC must be HOME (in town)
- If not home: "Nobody's here right now."
- If home: Door is unlocked, enter freely
**Bedroom Access:**
- **Locked by default**
- Requires ≥5 hearts with NPC
- If <5 hearts: NPC dialogue
- Friendly: "Sorry, that's my private space!"
- Neutral: "I'd rather you didn't go in there."
- Upset: "Get out of my house!"
**Special Rooms:**
- Basement/Attic: Requires ≥10 hearts (best friends)
- Unlock special quest items or secrets
---
### **NPC Home Visits Mechanics**
**Tracking:**
- System logs every time you enter NPC home
- Frequency affects relationship
- 1st visit: +2 hearts ("You came to visit!")
- Daily visits: +0.5 hearts (friendly neighbor)
- Too many visits (>5/day): -1 heart (stalker vibes!)
**Time-of-Day:**
- Morning (6am-12pm): NPC might still be sleeping (bedroom locked)
- Afternoon (12pm-6pm): NPC usually at work/out
- Evening (6pm-10pm): BEST time to visit (NPC home, relaxed)
- Night (10pm-6am): Knocking on door wakes them up (-2 hearts!)
**Gifts at Home:**
- Bringing gift during visit: +3 hearts (extra bonus)
- Leaving gift on doorstep when not home: +1 heart (still nice)
---
## 🎯 SESSION JAN 04, 2026 - GAME SYSTEMS EXPANSION
**Updated:** 11:44 CET
### **Systems Added Today:**
1. ✅ Home Upgrade System (Sleep, Crafting, Extensions)
2. ✅ New Town Buildings (Bakery, Barber, Lawyer)
3. ✅ Functional Mines (100 levels, zombie workers)
4. ✅ Town Growth (Dynamic sign, NPC limits)
5. ✅ NPC Privacy (Locked doors, hobby decoration)
### **Assets Required:**
- Interior Objects: ~170 PNGs
- New Buildings: 3 exteriors
- Mine Equipment: 15 sprites
- Town Signs: 5 variants
### **Next Steps:**
- Generate HIGH PRIORITY interior sprites
- Code Sleep System prototype
- Test bakery shop interface
---
*Last Updated: January 4, 2026 @ 11:44 CET*