1480 lines
54 KiB
Markdown
1480 lines
54 KiB
Markdown
# 🗺️ Task Map & Roadmap - NovaFarma
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## ✅ **PHASE 23: SOUND EFFECTS & AUDIO** (12.12.2025 - COMPLETED!)
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Implementacija zvočnih efektov in audio sistema.
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- [x] **Sound Effects**
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- [x] Dig sound (till soil) - beepDig()
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- [x] Plant sound (plant seeds) - beepPlant()
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- [x] Harvest sound (harvest crops) - beepHarvest()
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- [x] Build sound (place building) - beepBuild()
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- [x] UI click sound (building selection) - beepUIClick()
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- [x] Background music (C Minor Pentatonic)
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- [x] **Integration**
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- [x] FarmingSystem.js - tillSoil(), plantSeed(), harvestCrop()
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- [x] BuildSystem.js - placeBuilding(), selectBuilding()
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- [x] SoundManager.js - beepUIClick() metoda
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- [x] **Bug Fixes**
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- [x] UIScene.js - playSuccess() → beepPickup()
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**Status:** ✅ COMPLETE - All sounds working!
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---
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## ✅ **PHASE 24: NPC SYSTEM & MINIMAP** (12.12.2025 - COMPLETED!)
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Implementacija NPC spawnerja in minimape.
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- [x] **NPC Spawner**
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- [x] NPCSpawner.js (75 vrstic)
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- [x] 3 NPCji spawnjani
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- [x] Random walk AI
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- [x] Integracija v GameScene
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- [x] **Minimap**
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- [x] UIScene.js - createMinimap() (117 vrstic)
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- [x] 150x150px minimap (spodaj levo)
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- [x] Terrain rendering
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- [x] NPC tracking (rdeče pike)
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- [x] Player tracking (rumena pika)
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- [x] **Performance Monitor**
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- [x] PerformanceMonitor.js integriran
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- [x] F3 toggle
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- [x] FPS, Memory, Sprite count
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**Status:** ✅ COMPLETE - NPCs and Minimap working!
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---
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## ✅ **PHASE 25: ELECTRON BUILD & DISTRIBUTION** (12.12.2025 - COMPLETED!)
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Build in distribucija igre.
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- [x] **Build Setup**
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- [x] package.json konfiguracija
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- [x] electron-packager nameščen
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- [x] Ikona ustvarjena (build/icon.png)
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- [x] **Build Process**
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- [x] Windows build (dist/NovaFarma-win32-x64/)
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- [x] Build velikost: 225 MB
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- [x] Build čas: ~30 sekund
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- [x] **Distribution**
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- [x] ZIP ustvarjen (NovaFarma-v2.5.0-Windows.zip - 225.35 MB)
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- [x] README.md napisan
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- [x] DISTRIBUTION_GUIDE.md napisan
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- [x] **Bug Fixes**
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- [x] Kamni collision (solid flag odstranjen)
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- [x] Testna drevesa dodana (GameScene.js)
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**Status:** ✅ COMPLETE - Ready for distribution!
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---
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## ✅ **PHASE 21.5: ISOMETRIC GAMEPLAY SYSTEMS** (11.12.2025 - COMPLETED!)
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Implementacija core farming in building mehanik za isometric 2.5D gameplay.
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- [x] **Farming System**
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- [x] FarmingSystem.js (235 vrstic)
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- [x] Till soil mehanika (hoe tool)
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- [x] Plant seeds (carrot, wheat)
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- [x] Crop growth system (stage-based)
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- [x] Harvest mechanics
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- [x] Farm stats tracking
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- [x] **Build System**
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- [x] BuildSystem.js (194 vrstic)
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- [x] Build mode toggle (B key)
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- [x] Preview system (green/red tint)
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- [x] 5 fence variants (post, horizontal, vertical, corner, old)
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- [x] Buildings (barn, grave, farmhouse, blacksmith)
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- [x] Resource cost checking
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- [x] Collision detection
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- [x] Hotkeys 1-5 za izbiro
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- [x] **UI Stats Panels**
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- [x] Zombie Worker Panel (energy, task, level, XP)
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- [x] Farm Stats Panel (crops, harvested, gold, days)
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- [x] Auto-update system
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- [x] farmStats tracking integration
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- [x] **Assets & Polish**
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- [x] 6 fence sprite-ov generiranih
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- [x] Ultra transparency processing
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- [x] Per-building scale system
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- [x] Player/NPC scale adjustments (1.5x/1.2x)
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**Status:** ✅ COMPLETE - Ready for integration testing!
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---
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## 🎯 **PHASE 22: PLAYER CONTROLS & INTERACTION** (COMPLETE!)
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Integracija farming in build sistemov s Player kontrolami.
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- [x] **Farming Controls Integration**
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- [x] Space/Click for farm actions (till/plant/harvest)
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- [x] Tool detection (hoe in hand → till mode)
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- [x] Seed selection system (use seeds from inventory)
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- [x] Harvest animation feedback
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- [x] Sound effects (dig, plant, harvest) ✅ **12.12.2025**
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- [x] Particle effects (soil spray, seed drop, crop sparkle)
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- [x] **Build Mode Controls**
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- [x] B key build mode instructions (tutorial popup)
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- [x] Building selection UI (show building name + cost)
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- [ ] Preview controls (rotate building R key)
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- [ ] Placement confirmation (E to confirm)
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- [ ] Cancel placement (ESC)
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- [ ] Building inventory (show unlocked buildings)
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- [x] **Day/Night Cycle Enhancement**
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- [x] Better time display (HH:MM format)
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- [x] Visual sky color transitions
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- [x] Dynamic lighting (darker at night)
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- [x] Speed control (1x/2x/5x time slider)
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- [x] Pause time (for building/planning)
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- [x] **Resources Display**
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- [x] Wood counter (top-right)
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- [x] Stone counter
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- [x] Iron counter
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- [x] Animated updates (+5 wood effect)
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- [x] Resource panel (expandable)
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- [ ] **Inventory Hotbar**
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- [ ] Quick-swap tools (Q/E keys)
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- [ ] Tool durability display
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- [ ] Seed count display
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- [ ] Equipment preview
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- [ ] **Player Feedback**
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- [ ] Action cooldown indicators
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- [ ] Stamina system (farming costs energy)
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- [ ] Tool swing animation
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- [x] Camera shake on actions
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- [ ] Screen flash on harvest
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**Status:** ✅ 85% COMPLETE - Sound effects integrated!
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---
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## 🎵 **PHASE 23: SOUND EFFECTS & AUDIO** (12.12.2025 - COMPLETED!)
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Implementacija zvočnih efektov za boljšo igralno izkušnjo.
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- [x] **Core Sound Effects**
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- [x] Dig sound (till soil) - Procedural low thud
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- [x] Plant sound (seed drop) - Soft triangle wave
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- [x] Harvest sound (crop collect) - Dual-tone melody
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- [x] Build sound (placement) - Deep square wave
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- [x] UI click sounds - Pleasant 800Hz sine
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- [x] **Sound Integration**
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- [x] FarmingSystem integration (playDig, playPlant, playHarvest)
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- [x] BuildSystem integration (playBuild, playUIClick)
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- [x] SoundManager enhancement (beepUIClick method)
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- [x] **Ambient Music**
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- [x] Background music (already implemented - C Minor Pentatonic)
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- [x] Procedural note generation
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- [x] Rain sound effects
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**Files Modified:**
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- `src/systems/SoundManager.js` (+18 lines)
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- `src/systems/FarmingSystem.js` (+15 lines)
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- `src/systems/BuildSystem.js` (+10 lines)
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**Status:** ✅ COMPLETE - All sounds working!
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---
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## 🟢 Phase 1: Core Systems (Foundation)
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Vzpostavitev temeljev igre, sveta in igralca.
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- [x] **Project Setup** (Vite, Phaser, Project Structure)
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- [x] **Isometric Engine** (IsometricUtils, Grid conversion, Depth sorting)
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- [x] **Terrain System**
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- [x] Perlin Noise Generation (Grass, Dirt, Water)
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- [x] Decoration Placement (Trees, Stones, Bushes)
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- [x] Decoration Rendering (Correct depth, scale, variety)
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- [x] **Player Entity**
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- [x] Isometric Movement (WASD)
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- [x] Animations (Idle, Walk)
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- [x] Directional Facing (8-way or 4-way)
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- [x] Tool Handling (Visual sword/axe/pickaxe in hand)
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## 🟡 Phase 2: Gameplay Mechanics (Current Focus)
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Dodajanje interakcije, boja in ekonomije.
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- [x] **Interaction System**
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- [x] Mouse Click Interaction (Precise grid selection)
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- [x] Keyboard Interaction ('E' Key for ease of use)
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- [x] Distance Checking (Range limits)
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- [x] **NPC System (Zombies)**
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- [x] Spawning & Rendering
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- [x] Basic AI (Random Walk, Chase Player)
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- [x] **Combat:**
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- [x] Player Attack (Spacebar / Click with Weapon)
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- [x] Zombie Health & Damage (Take Damage, Red Flash)
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- [x] Death & Loot Drops (Skeleton/Bone drop)
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- [x] **Taming:**
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- [x] Interact to Tame (Empty hand / 'E')
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- [x] Visuals (Hearts, Blue Eyes for tamed zombie)
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- [x] Command Logic (Follow/Stay basics)
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- [x] **Inventory & UI**
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- [x] Inventory UI (Slots, Selection)
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- [x] Crafting Menu ('C' Key)
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- [x] Resource Gathering (Wood from trees, Stone from rocks)
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- [x] **Save System**
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- [x] LocalStorage Integration
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- [x] Auto-load on start
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- [x] Manual Save (F5)
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## 🔴 Phase 3: Expansion (Next Steps)
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Razširitev vsebine in izboljšava mehanik.
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- [x] **Farming Mechanics** (Polishing)
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- [x] Hoeing dirt to farmland
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- [x] Planting seeds
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- [x] Growth Stages (Time-based growth)
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- [x] Harvesting crops
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- [x] Watering mechanics
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- [x] **Advanced NPC AI**
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- [x] Pathfinding (A* or efficient grid traversal)
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- [x] Zombie Attacks Player (Player takes damage)
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- [x] Tamed Zombie Defense (Attacks enemies)
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- [x] Zombie Hordes (Night time events)
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- [x] **Economy**
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- [x] Merchant NPC (Trading interface)
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- [x] Selling crops/items for Gold
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- [x] Buying Seeds & Tools
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- [x] **Building System**
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- [x] Placing Walls/Fences (Snap to grid)
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- [x] Crafting Buildings (House, Barn)
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- [x] UI for selecting buildings
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## 🔵 Phase 4: Polish & Visuals
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Lepotni popravki in vzdušje.
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- [x] **Day/Night Cycle**
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- [x] Lighting overlay (Darkness at night)
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- [x] Dawn/Dusk transitions
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- [x] Night-only Zombie Spawns
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- [x] **Audio/SFX**
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- [x] Footsteps sounds
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- [x] Attack/Hit sounds
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- [x] Ambient nature sounds (Procedural Rain)
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- [x] Background Music
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- [x] **Visual FX**
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- [x] Particle effects (Leaves falling, blood particles)
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- [x] UI Animations (Smooth inventory opening)
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- [x] Weather (Rain, Fog)
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## 🟣 Phase 5: Story & Quests
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Dodajanje globine in ciljev igri.
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- [x] **Story Mode**
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- [x] Intro Sequence
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- [x] Main Questline
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- [x] **Boss Battles**
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- [x] "Zombie King" Boss
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- [x] Special Arenas
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- [x] **Quest System**
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- [x] NPC dialogue interaction
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- [x] Rewards & Notifications
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## 🟠 Phase 6: Multiplayer & Export
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Možnost igranja s prijatelji.
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- [x] **Local/LAN Multiplayer**
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- [x] Syncing Player Positions
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- [x] Visual Indicators
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- [x] **Mobile Support**
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- [x] Virtual Joystick
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- [x] Responsive Design
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- [x] **Export**
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- [x] Desktop (Electron)
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- [x] Android (Capacitor Guide)
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## ⚪ Phase 7: World Structure (New Direction)
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Strukturiranje sveta s fiksnimi lokacijami za boljši gameplay flow.
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- [x] **Zone Definition**
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- [x] Define Constants (FARM @ 20,20; CITY @ 65,65)
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- [x] Implement Terrain Overrides (Dirt for Farm, Pavement for City)
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- [x] **City Content**
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- [x] Generate Ruins (Walls, Rubble, Rooms)
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- [x] High-Level Zombie Spawners
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- [x] Better Loot tables in City
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- [x] **Farm Content**
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- [x] Safe Zone Logic (Night Spawns prevented near Farm)
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- [x] Starter Resources (Chest with seeds!)
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- [x] **Navigation**
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- [x] Add Signposts or Roads connecting areas
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- [x] **Pathfinding System**
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- [x] Web Worker Integration (Async processing)
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- [x] A* Algorithm Implementation
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- [x] Integration with NPCs
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- [x] **Asset Optimization**
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- [x] Loading Screen (Visual Progress Bar)
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- [x] Transparent Sprite Processing
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- [x] Custom Asset Integration (Rocks, Trees)
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- [x] Asset Scaling Fixes
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## 🟢 Phase 8: Gameplay Loop & Content
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Fokus na igralnost, loot in napredovanje.
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- [x] **City Content**
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- [x] Unique Loot in Ruins (Scrap metal, Chips)
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- [x] Elite Zombies in City
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- [x] **Combat Polish**
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- [x] Visual Feedback on Hit (White flash)
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- [x] Knockback effect
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- [x] **World Details**
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- [x] Roads connecting Farm and City
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- [x] Signposts
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## 🧬 Phase 9: Antigravity Transformation (Design Overhaul)
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Implementacija arhitekturnih stebrov po zgledu Stardew Valley.
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- [x] **Core Engine Setup** (`Antigravity.js`)
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- [x] Global Namespace & Config
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- [x] Centralized Update Loop
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- [x] **Rendering Pipeline**
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- [x] NEAREST Filter enforce
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- [x] Tile Padding/Extrude (No bleeding)
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- [x] Pixel-Perfect Math.round positioning
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- [x] **UI/Drawing Integration**: Združitev UI/Drawing modulov za enoten API.
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- [x] **Depth Sorting v2.0**
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- [x] Y-Sorting za vse entitete
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- [ ] **Concept Integration**
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- [ ] Poenotenje vseh sistemov pod `Antigravity` namespace (Future Refactor)
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## 🌈 Phase 10: Visual Overhaul & Realism (Current)
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Ekskluzivni vizualni popravki za potopitveno izkušnjo.
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- [x] **Realistic Tools (3D Voxel)**: Sekira, Kramp, Motika, Meč, Zalivalka (v celoti proceduralno generirano).
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- [x] **Realistic Crops**:
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- [x] Pšenica (4 faze, zlati snopi).
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- [x] Koruza (Visoka rast, 4 faze, regeneracija).
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- [x] **Inventory Icons Update**: Unikatne ikone za semena in pridelke namesto generičnih krogov.
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- [x] **Sound Fixes**: Implementacija manjkajočih zvokov (npr. `playDig`).
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- [x] **Advanced World Details**:
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- [x] Boljša voda (animacija).
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- [x] Več dekoracij (ograje, poti).
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## 🧟 Phase 11: Zombie Roots Integration (New Mechanics)
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Implementacija jedrnih mehanik iz novega koncepta "Krvava Žetev".
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- [x] **Zombie Worker AI**
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- [x] `WORK_FARM`: Zombi avtomatsko zaliva/žanje v določenem radiusu.
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- [x] `WORK_MINE`: Zombi koplje kamenje/rudo.
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- [x] **Decay System**: Zombi s časom izgublja energijo/HP.
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- [x] **Death Drop**: Gnojilo (Fertilizer) + XP ob smrti.
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- [x] **Grave System**
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- [x] Izdelava Groba (Crafting) (via command).
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- [x] Počitek: Zombi v grobu se regenerira (počasneje razpada).
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- [x] **Expansion System (Micro Farm start)**
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- [x] Zaklepanje con (megla/neprehodno).
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- [x] Naloga: "Pošlji zombije očistit cono".
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- [x] **Hybrid Skill & Language**
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- [x] Skill Tree UI za Hibrida.
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- [x] Prevajalnik dialogov (Level 1: "...hggh", Level 10: "Nevarnost!").
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- [x] **Economy: Minting & Crafting**
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- [x] **Blueprint System**: Drop chance pri kopanju (`unlockRecipe(id)`).
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- [x] **Workstation Logic**:
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- [x] Workbench (Crafting UI v2.0).
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- [x] Furnace (Input slot -> Fuel -> Output slot timer).
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- [x] Talilnica (Furnace) za rudo -> palice.
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- [x] Kovnica (Mint) za palice -> kovanci.
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- [x] Kovnica (Mint) za palice -> zlatniki.
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- [x] **Building Expansion**
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- [x] **Barn**: Objekt za shranjevanje živali.
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- [x] **Silos**: Objekt za shranjevanje hrane (poveča kapaciteto).
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- [x] **Starter House**: Nadgradnje (Level 1 -> Level 2 dodata prostor).
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- [x] **Collection Album (Zbirateljstvo)**
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- [x] UI Knjiga (z nalepkami/slikami).
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- [x] Tracking System: Odklepanje vnosov ob pobiranju itemov.
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- [x] **Arheologija**: Naključna možnost za najdbo Artefakta pri kopanju zemlje.
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- [x] **World Events & Entities**
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- [x] **Nočna Sova**: Dostava Quest Itemov/Daril (vezano na Friendship system).
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- [x] **Netopirji**: Vizualni efekt (roji) za napoved eventov.
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- [x] **Mutanti**: Troli in Vilinci (AI + Spawn Logic).
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- [x] **Živali**: Mutirane (npr. krave) in Normalne živali.
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## 🧬 Phase 12: Exploration & Legacy (Endgame)
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- [x] **Livestock System**
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- [x] Hlev za živali.
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- [x] Loot Tables: Normalno vs. Mutirano (Mleko vs. Svetleče Mleko).
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- [x] **Ocean System**
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- [x] Potapljanje (animacija, kisik bar).
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- [x] Čoln (Vehicle controller).
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- [x] Generacija Otokov (Island Nodes).
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- [x] **Legacy System (Generacije)**
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- [x] Age Counter (Leta/Letni časi).
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- [x] Marriage Logic + Child Spawn.
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- [x] **Inheritance**: Prenos inventarja/farme na novega lika ob smrti.
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- [x] **Fractions**
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- [x] Reputation System za Mutante (Dobri/Zlobni).
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## 🌡️ Phase 13: Elements & Survival (Hardcore)
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- [x] **Weather System v2.0**
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- [x] **Letni Časi:** Zima (Sneg, Mraz), Poletje (Vročina, Suša).
|
||
- [x] **Temperature Logic:** Če `Temp < 0` in nimaš `WinterCoat` -> HP pada.
|
||
- [x] **Rastlinjak (Greenhouse):** Crafting Stekla (Mivka + Peč). Omogoča rast pozimi.
|
||
- [x] **Localization & Platforms**
|
||
- [x] JSON prevodi (SLO, EN, DE, IT, CN).
|
||
- [x] Language Selector v meniju.
|
||
- [x] **Steam Integration**: Achievements & Cloud Save.
|
||
- [x] **Entities & Items**
|
||
- [x] **Playtime Tracker**: Beleženje ur igranja (Persistent Stats).
|
||
- [x] **Osel (Donkey):** Jahanje in Inventory.
|
||
- [x] **Jablana (Apple Tree):** Trajnica, daje pridelek jeseni.
|
||
- [x] Planting seeds
|
||
- [x] Growth Stages (Time-based growth)
|
||
- [x] Harvesting crops
|
||
- [x] Watering mechanics
|
||
- [x] **Advanced NPC AI**
|
||
- [x] Pathfinding (A* or efficient grid traversal)
|
||
- [x] Zombie Attacks Player (Player takes damage)
|
||
- [x] Tamed Zombie Defense (Attacks enemies)
|
||
- [x] Zombie Hordes (Night time events)
|
||
- [x] **Economy**
|
||
- [x] Merchant NPC (Trading interface)
|
||
- [x] Selling crops/items for Gold
|
||
- [x] Buying Seeds & Tools
|
||
- [x] **Building System**
|
||
- [x] Placing Walls/Fences (Snap to grid)
|
||
- [x] Crafting Buildings (House, Barn)
|
||
- [x] UI for selecting buildings
|
||
|
||
## 🔵 Phase 4: Polish & Visuals
|
||
Lepotni popravki in vzdušje.
|
||
|
||
- [x] **Day/Night Cycle**
|
||
- [x] Lighting overlay (Darkness at night)
|
||
- [x] Dawn/Dusk transitions
|
||
- [x] Night-only Zombie Spawns
|
||
- [x] **Audio/SFX**
|
||
- [x] Footsteps sounds
|
||
- [x] Attack/Hit sounds
|
||
- [x] Ambient nature sounds (Procedural Rain)
|
||
- [x] Background Music
|
||
- [x] **Visual FX**
|
||
- [x] Particle effects (Leaves falling, blood particles)
|
||
- [x] UI Animations (Smooth inventory opening)
|
||
- [x] Weather (Rain, Fog)
|
||
|
||
## 🟣 Phase 5: Story & Quests
|
||
Dodajanje globine in ciljev igri.
|
||
|
||
- [x] **Story Mode**
|
||
- [x] Intro Sequence
|
||
- [x] Main Questline
|
||
- [x] **Boss Battles**
|
||
- [x] "Zombie King" Boss
|
||
- [x] Special Arenas
|
||
- [x] **Quest System**
|
||
- [x] NPC dialogue interaction
|
||
- [x] Rewards & Notifications
|
||
|
||
## 🟠 Phase 6: Multiplayer & Export
|
||
Možnost igranja s prijatelji.
|
||
|
||
- [x] **Local/LAN Multiplayer**
|
||
- [x] Syncing Player Positions
|
||
- [x] Visual Indicators
|
||
- [x] **Mobile Support**
|
||
- [x] Virtual Joystick
|
||
- [x] Responsive Design
|
||
- [x] **Export**
|
||
- [x] Desktop (Electron)
|
||
- [x] Android (Capacitor Guide)
|
||
|
||
## ⚪ Phase 7: World Structure (New Direction)
|
||
Strukturiranje sveta s fiksnimi lokacijami za boljši gameplay flow.
|
||
|
||
- [x] **Zone Definition**
|
||
- [x] Define Constants (FARM @ 20,20; CITY @ 65,65)
|
||
- [x] Implement Terrain Overrides (Dirt for Farm, Pavement for City)
|
||
- [x] **City Content**
|
||
- [x] Generate Ruins (Walls, Rubble, Rooms)
|
||
- [x] High-Level Zombie Spawners
|
||
- [x] Better Loot tables in City
|
||
- [x] **Farm Content**
|
||
- [x] Safe Zone Logic (Night Spawns prevented near Farm)
|
||
- [x] Starter Resources (Chest with seeds!)
|
||
- [x] **Navigation**
|
||
- [x] Add Signposts or Roads connecting areas
|
||
- [x] **Pathfinding System**
|
||
- [x] Web Worker Integration (Async processing)
|
||
- [x] A* Algorithm Implementation
|
||
- [x] Integration with NPCs
|
||
- [x] **Asset Optimization**
|
||
- [x] Loading Screen (Visual Progress Bar)
|
||
- [x] Transparent Sprite Processing
|
||
- [x] Custom Asset Integration (Rocks, Trees)
|
||
- [x] Asset Scaling Fixes
|
||
|
||
## 🟢 Phase 8: Gameplay Loop & Content
|
||
Fokus na igralnost, loot in napredovanje.
|
||
|
||
- [x] **City Content**
|
||
- [x] Unique Loot in Ruins (Scrap metal, Chips)
|
||
- [x] Elite Zombies in City
|
||
- [x] **Combat Polish**
|
||
- [x] Visual Feedback on Hit (White flash)
|
||
- [x] Knockback effect
|
||
- [x] **World Details**
|
||
- [x] Roads connecting Farm and City
|
||
- [x] Signposts
|
||
|
||
## 🧬 Phase 9: Antigravity Transformation (Design Overhaul)
|
||
Implementacija arhitekturnih stebrov po zgledu Stardew Valley.
|
||
|
||
- [x] **Core Engine Setup** (`Antigravity.js`)
|
||
- [x] Global Namespace & Config
|
||
- [x] Centralized Update Loop
|
||
- [x] **Rendering Pipeline**
|
||
- [x] NEAREST Filter enforce
|
||
- [x] Tile Padding/Extrude (No bleeding)
|
||
- [x] Pixel-Perfect Math.round positioning
|
||
- [x] **UI/Drawing Integration**: Združitev UI/Drawing modulov za enoten API.
|
||
- [x] **Depth Sorting v2.0**
|
||
- [x] Y-Sorting za vse entitete
|
||
|
||
## 🌈 Phase 10: Visual Overhaul & Realism (Current)
|
||
Ekskluzivni vizualni popravki za potopitveno izkušnjo.
|
||
|
||
- [x] **Realistic Tools (3D Voxel)**: Sekira, Kramp, Motika, Meč, Zalivalka (v celoti proceduralno generirano).
|
||
- [x] **Realistic Crops**:
|
||
- [x] Pšenica (4 faze, zlati snopi).
|
||
- [x] Koruza (Visoka rast, 4 faze, regeneracija).
|
||
- [x] **Inventory Icons Update**: Unikatne ikone za semena in pridelke namesto generičnih krogov.
|
||
- [x] **Sound Fixes**: Implementacija manjkajočih zvokov (npr. `playDig`).
|
||
- [x] **Advanced World Details**:
|
||
- [x] Boljša voda (animacija).
|
||
- [x] Več dekoracij (ograje, poti).
|
||
|
||
## 🧟 Phase 11: Zombie Roots Integration (New Mechanics)
|
||
Implementacija jedrnih mehanik iz novega koncepta "Krvava Žetev".
|
||
|
||
- [x] **Zombie Worker AI**
|
||
- [x] `WORK_FARM`: Zombi avtomatsko zaliva/žanje v določenem radiusu.
|
||
- [x] `WORK_MINE`: Zombi koplje kamenje/rudo.
|
||
- [x] **Decay System**: Zombi s časom izgublja energijo/HP.
|
||
- [x] **Death Drop**: Gnojilo (Fertilizer) + XP ob smrti.
|
||
- [x] **Grave System**
|
||
- [x] Izdelava Groba (Crafting) (via command).
|
||
- [x] Počitek: Zombi v grobu se regenerira (počasneje razpada).
|
||
- [x] **Expansion System (Micro Farm start)**
|
||
- [x] Zaklepanje con (megla/neprehodno).
|
||
- [x] Naloga: "Pošlji zombije očistit cono".
|
||
- [x] **Hybrid Skill & Language**
|
||
- [x] Skill Tree UI za Hibrida.
|
||
- [x] Prevajalnik dialogov (Level 1: "...hggh", Level 10: "Nevarnost!").
|
||
- [x] **Economy: Minting & Crafting**
|
||
- [x] **Blueprint System**: Drop chance pri kopanju (`unlockRecipe(id)`).
|
||
- [x] **Workstation Logic**:
|
||
- [x] Workbench (Crafting UI v2.0).
|
||
- [x] Furnace (Input slot -> Fuel -> Output slot timer).
|
||
- [x] Talilnica (Furnace) za rudo -> palice.
|
||
- [x] Kovnica (Mint) za palice -> kovanci.
|
||
- [x] Kovnica (Mint) za palice -> zlatniki.
|
||
- [x] **Building Expansion**
|
||
- [x] **Barn**: Objekt za shranjevanje živali.
|
||
- [x] **Silos**: Objekt za shranjevanje hrane (poveča kapaciteto).
|
||
- [x] **Starter House**: Nadgradnje (Level 1 -> Level 2 dodata prostor).
|
||
- [x] **Collection Album (Zbirateljstvo)**
|
||
- [x] UI Knjiga (z nalepkami/slikami).
|
||
- [x] Tracking System: Odklepanje vnosov ob pobiranju itemov.
|
||
- [x] **Arheologija**: Naključna možnost za najdbo Artefakta pri kopanju zemlje.
|
||
- [x] **World Events & Entities**
|
||
- [x] **Nočna Sova**: Dostava Quest Itemov/Daril (vezano na Friendship system).
|
||
- [x] **Netopirji**: Vizualni efekt (roji) za napoved eventov.
|
||
- [x] **Mutanti**: Troli in Vilinci (AI + Spawn Logic).
|
||
- [x] **Živali**: Mutirane (npr. krave) in Normalne živali.
|
||
|
||
## 🧬 Phase 12: Exploration & Legacy (Endgame)
|
||
- [x] **Livestock System**
|
||
- [x] Hlev za živali.
|
||
- [x] Loot Tables: Normalno vs. Mutirano (Mleko vs. Svetleče Mleko).
|
||
- [x] **Ocean System**
|
||
- [x] Potapljanje (animacija, kisik bar).
|
||
- [x] Čoln (Vehicle controller).
|
||
- [x] Generacija Otokov (Island Nodes).
|
||
- [x] **Legacy System (Generacije)**
|
||
- [x] Age Counter (Leta/Letni časi).
|
||
- [x] Marriage Logic + Child Spawn.
|
||
- [x] **Inheritance**: Prenos inventarja/farme na novega lika ob smrti.
|
||
- [x] **Fractions**
|
||
- [x] Reputation System za Mutante (Dobri/Zlobni).
|
||
|
||
## 🌡️ Phase 13: Elements & Survival (Hardcore)
|
||
- [x] **Weather System v2.0**
|
||
- [x] **Letni Časi:** Zima (Sneg, Mraz), Poletje (Vročina, Suša).
|
||
- [x] **Temperature Logic:** Če `Temp < 0` in nimaš `WinterCoat` -> HP pada.
|
||
- [x] **Rastlinjak (Greenhouse):** Crafting Stekla (Mivka + Peč). Omogoča rast pozimi.
|
||
- [ ] **Localization & Platforms**
|
||
- [ ] JSON prevodi (SLO, EN, DE, IT, CN).
|
||
- [ ] Language Selector v meniju.
|
||
- [ ] **Steam Integration**: Achievements & Cloud Save.
|
||
- [x] **Entities & Items** ✅ **DONE TODAY!**
|
||
- [x] **Playtime Tracker**: Beleženje ur igranja (Persistent Stats).
|
||
- [x] **Osel (Donkey):** Jahanje in Inventory.
|
||
- [x] **Jablana (Apple Tree):** Trajnica, daje pridelek jeseni.
|
||
- [x] **Seasonal Crops**: Logika rasti (Spring/Summer/Autumn only).
|
||
- [x] **Starter Chest**: Naključen loot ob New Game (Seed based). ✅
|
||
- [x] **Bone Tools**: Crafting z receptom `Bone + Wood`. ✅
|
||
- [x] **Gems:** Diamond/Emerald kot rare drop (za prodajo). ✅
|
||
|
||
## 🎬 Phase 14: Kickstarter Prep (Vertical Slice)
|
||
Priprava poliranega dema za javnost.
|
||
- [x] **Demo Mode**: Omejitev igranja na 3 in-game dneve.
|
||
- [ ] **UI Polish**: Zamenjava placeholder UI z "Rustikalnim/Post-apo" stilom.
|
||
- [ ] **Trailer Tools**: Skripta za gladko premikanje kamere (za snemanje).
|
||
- [x] **Visual Polish**: Dodajanje "Juice" efektov (Particles, Screenshake, Lighting).
|
||
|
||
## 🎨 Phase 15: Polish & Release Prep
|
||
- [x] **Concept Integration**
|
||
- [x] Main Menu Redesign
|
||
- [x] Settings Menu Implementation
|
||
- [ ] Poenotenje vseh sistemov pod `Antigravity` namespace (Future Refactor)
|
||
|
||
## 🧪 Phase 16: Integration Testing ✅ **DONE TODAY!**
|
||
Testiranje in integracija vseh sistemov.
|
||
- [x] **System Integration Testing** ✅
|
||
- [x] Mount System + Perennial Crops interaction testing
|
||
- [x] Weather System + Temperature damage verification
|
||
- [x] Localization across all UI elements
|
||
- [x] PlaytimeTracker stat recording
|
||
- [x] Visual Effects integration (screenshake, particles)
|
||
- [x] **Cross-System Testing** ✅
|
||
- [x] Mount + Inventory system
|
||
- [x] Perennial crops + Season system
|
||
- [x] Steam achievements + Gameplay events
|
||
- [x] Temperature + Greenhouse protection
|
||
- [x] **Performance Testing** ✅
|
||
- [x] FPS monitoring with all systems active (F3 monitor)
|
||
- [x] Memory leak detection
|
||
- [x] Load time optimization
|
||
- [x] **Bug Fixes** ✅
|
||
- [x] Fix any integration issues found
|
||
- [x] Polish NPC AI sprite transparency
|
||
- [x] Resolve any rendering artifacts
|
||
|
||
## 🎨 Phase 17: UI Polish & Visual Theme
|
||
Rustic/Post-apocalyptic visual overhaul.
|
||
- [x] **Visual Theme Implementation**
|
||
- [x] Rustic/Post-apo color palette (browns, greys, greens)
|
||
- [x] Weathered texture overlays
|
||
- [x] Consistent border styles (wood/metal frames)
|
||
- [x] Hand-drawn UI element style
|
||
- [ ] **Interface Redesign**
|
||
- [ ] Inventory UI (rustic containers)
|
||
- [ ] Crafting Menu (workbench aesthetic)
|
||
- [ ] Health/Hunger bars (organic shapes)
|
||
- [ ] Quest log (torn paper aesthetic)
|
||
- [ ] Minimap (aged parchment)
|
||
- [ ] **Icon Updates**
|
||
- [ ] Item icons (pixel art style)
|
||
- [ ] Building icons
|
||
- [ ] Tool icons
|
||
- [ ] Resource icons
|
||
- [x] **Typography**
|
||
- [x] Consistent font usage (Courier New + handwritten accents)
|
||
- [x] Readable text sizes
|
||
- [x] Color contrast improvements
|
||
|
||
## 💾 Phase 18: Save/Load System
|
||
Kompletni sistem shranjevanja.
|
||
- [x] **Save System Architecture**
|
||
- [x] SaveManager class implementation
|
||
- [x] JSON serialization for all game state
|
||
- [x] Multiple save slots (3 slots)
|
||
- [x] Auto-save functionality (every 5 minutes)
|
||
- [x] **Data Persistence**
|
||
- [x] PlaytimeTracker integration
|
||
- [x] Inventory state
|
||
- [x] World state (tiles, crops, buildings)
|
||
- [x] NPC positions and states
|
||
- [x] Quest progress
|
||
- [x] Unlocked achievements
|
||
- [ ] **Steam Cloud Integration**
|
||
- [ ] Wire up SteamIntegrationSystem
|
||
- [ ] Cloud save upload/download
|
||
- [ ] Conflict resolution (local vs cloud)
|
||
- [ ] Fallback to localStorage
|
||
- [x] **Load System**
|
||
- [x] Load game UI in main menu
|
||
- [x] Save file preview (thumbnail, playtime, day)
|
||
- [x] Delete save option
|
||
- [x] New game vs Continue detection
|
||
|
||
## 🎬 Phase 19: Trailer & Marketing Tools
|
||
Cinematske orodja za marketing.
|
||
- [ ] **Camera System**
|
||
- [ ] Smooth camera movement scripting
|
||
- [ ] Bezier curve paths
|
||
- [ ] Cinematic zoom controls
|
||
- [ ] Camera shake intensity controls
|
||
- [ ] **Recording Mode**
|
||
- [ ] Hide UI toggle (F4)
|
||
- [ ] Free camera mode (noclip)
|
||
- [ ] Time slow-mo (0.5x, 0.25x speed)
|
||
- [ ] Screenshot mode (high-res capture)
|
||
- [ ] **Cinematic Sequences**
|
||
- [ ] Intro cutscene (farm arrival)
|
||
- [ ] Boss encounter intro
|
||
- [ ] Day/night transition showcase
|
||
- [ ] Season change sequence
|
||
- [ ] **Demo Recording**
|
||
- [ ] 60-second gameplay loop recording
|
||
- [ ] Key feature highlights
|
||
- [ ] Combat showcase
|
||
- [ ] Building showcase
|
||
|
||
## 🏆 Phase 20: Achievement System Wiring
|
||
Povezava dogodkov z achievementi.
|
||
- [x] **Achievement Triggers**
|
||
- [x] `FIRST_HARVEST` - First crop harvested
|
||
- [x] `GOLD_RUSH` - 1000 gold earned
|
||
- [x] `ZOMBIE_SLAYER` - 100 zombies killed
|
||
- [x] `MASTER_FARMER` - 1000 crops harvested
|
||
- [x] `DAY_30` - Survive 30 days
|
||
- [x] `GREENHOUSE` - Build greenhouse
|
||
- [x] `TAMED_ZOMBIE` - Tame first zombie
|
||
- [x] `OCEAN_EXPLORER` - Discover 5 islands
|
||
- [x] **Notification UI**
|
||
- [x] Achievement unlock popup
|
||
- [x] Trophy icon animation
|
||
- [x] Sound effect (ding!)
|
||
- [x] Progress tracking UI (e.g., 50/100 zombies)
|
||
- [x] **Achievement Menu**
|
||
- [x] View all achievements
|
||
- [x] Locked/Unlocked status
|
||
- [x] Progress bars for incremental achievements
|
||
- [x] Rarity indicators (common/rare/legendary)
|
||
- [ ] **Steam Integration Testing**
|
||
- [ ] Test with Greenworks SDK
|
||
- [ ] Verify cloud sync
|
||
- [ ] Test offline vs online behavior
|
||
|
||
---
|
||
**PROJECT STATUS: 🔥 CODING MARATHON - 21 COMMITS IN 1 DAY! 🔥** 🚀
|
||
*Last Updated: 11.12.2025 - 13:42*
|
||
*Version: MEGA ULTRA UPDATE (6 Phases Complete!)*
|
||
*Next Milestone: Water Animation + Trailer Tools*
|
||
|
||
**🏆 LEGENDARY SESSION (11.DEC.2025 - 12:00-13:42 - 4.8 URE!):**
|
||
**21 COMMITS | 2,109 LINES OF CODE | 6 PHASES COMPLETE!**
|
||
|
||
### **✅ PHASE 13: ENTITIES & ITEMS** (100% COMPLETE)
|
||
- ✅ Starter Chest System (seed-based loot: guaranteed + rare drops)
|
||
- ✅ Bone Tools (4 crafting recipes: pickaxe, axe, hoe, sword)
|
||
- ✅ Gem Drop System (4 gems: 💎 Diamond, <20> Emerald, ❤️ Ruby, 💙 Sapphire)
|
||
- ✅ PlaytimeTracker (verified - already implemented)
|
||
- ✅ Mount/Donkey System (verified - riding + saddlebags)
|
||
- ✅ Perennial Crops/Apple Tree (verified - seasonal harvest)
|
||
|
||
### **✅ PHASE 15: POLISH & RELEASE PREP** (100% COMPLETE)
|
||
- ✅ Antigravity Systems Registry (centralized namespace)
|
||
- ✅ registerSystem() / getSystem() helper methods
|
||
- ✅ Unified system architecture
|
||
|
||
### **✅ PHASE 16: INTEGRATION TESTING** (100% COMPLETE)
|
||
- ✅ Performance Monitor (FPS + memory + sprite count + visual graph)
|
||
- 📊 F3 toggle, real-time stats, 60fps baseline
|
||
- ✅ Integration Test Suite (runTests() command)
|
||
- 🧪 20+ automated tests (systems, cross-integration, performance)
|
||
- ✅ Cross-system verification (inventory, mounts, crafting, gems)
|
||
|
||
### **✅ PHASE 18: SAVE/LOAD SYSTEM** (100% COMPLETE)
|
||
- ✅ SaveManager class (3 save slots with full metadata)
|
||
- ✅ Auto-save every 5 minutes (with notification)
|
||
- ✅ Export/Import save files (JSON backup/restore)
|
||
- ✅ Slot metadata (playtime, day count, level, thumbnail ready)
|
||
- ✅ Quick save/load console commands (save(1), load(1))
|
||
|
||
### **✅ PHASE 20: ACHIEVEMENT SYSTEM** (100% COMPLETE)
|
||
- ✅ Achievement Triggers (auto-tracking gameplay events)
|
||
- ✅ 8 achievements implemented & wired:
|
||
- 🌾 FIRST_HARVEST (first crop harvested)
|
||
- 💰 GOLD_RUSH (earn 1000 gold)
|
||
- 🧟 ZOMBIE_SLAYER (kill 100 zombies)
|
||
- 🌾 MASTER_FARMER (harvest 1000 crops)
|
||
- 📅 DAY_30 (survive 30 days)
|
||
- 🏡 GREENHOUSE (build greenhouse)
|
||
- 🧟♂️ TAMED_ZOMBIE (tame first zombie)
|
||
- 🏝️ OCEAN_EXPLORER (discover 5 islands)
|
||
- ✅ Fancy achievement popup UI (animated, gold border, trophy icon)
|
||
- ✅ Progress tracking & persistence (localStorage)
|
||
- ✅ Steam Integration ready (Greenworks compatible)
|
||
|
||
### **✅ PHASE 17: UI POLISH** (50% COMPLETE - IN PROGRESS)
|
||
- ✅ UITheme system (rustic/post-apo color palette)
|
||
- 🎨 Complete color system (browns, greys, nature accents)
|
||
- 🎨 Typography (Courier New primary, fallbacks)
|
||
- 🎨 Border styles (rustic wood, metal, parchment)
|
||
- 🎨 Button styles (primary, secondary, danger)
|
||
- 🎨 Panel templates (wooden, metal, parchment)
|
||
- ✅ UIHelpers (quick UI component creators)
|
||
- 🖼️ createButton() - themed buttons
|
||
- 🖼️ createPanel() - rustic panels
|
||
- 🖼️ createProgressBar() - health/hunger bars
|
||
- 🖼️ createTooltip() - hover tooltips
|
||
- 🖼️ createNotification() - popup notifications
|
||
- 🖼️ createCheckbox() - settings checkboxes
|
||
- 🖼️ createIconButton() - emoji/icon buttons
|
||
- ⏳ Icon Updates (pending)
|
||
- ⏳ Interface Redesign (pending)
|
||
|
||
### **✅ WORLD IMPROVEMENTS:**
|
||
- ✅ Flat grass platform (100x100, clean - no hills/decorations)
|
||
- ✅ Minecraft-style grass blocks (green top #44aa44, brown sides #8B4513)
|
||
- ✅ Vijugast water river (150 tiles, sin wave path)
|
||
- ✅ Water animation frames (4 frames ready, cyan + dark blue isometric)
|
||
- ✅ Light grey background (#c8c8c8)
|
||
- ⏳ Water animation loop (needs debugging - timer not firing)
|
||
|
||
### **📁 NEW FILES CREATED (10):**
|
||
1. `src/systems/StarterChestSystem.js` (129 lines)
|
||
2. `src/data/CraftingRecipes.js` (190 lines)
|
||
3. `src/systems/GemDropSystem.js` (191 lines)
|
||
4. `src/utils/PerformanceMonitor.js` (204 lines)
|
||
5. `src/utils/IntegrationTests.js` (253 lines)
|
||
6. `src/systems/SaveManager.js` (274 lines)
|
||
7. `src/systems/AchievementTriggers.js` (322 lines)
|
||
8. `src/ui/UITheme.js` (233 lines)
|
||
9. `src/ui/UIHelpers.js` (313 lines)
|
||
10. Debug updates in Antigravity & TerrainSystem
|
||
|
||
**TOTAL NEW CODE:** 2,109 vrstic! 🔥🔥🔥
|
||
|
||
### **🎮 FEATURES READY TO USE:**
|
||
- 💾 **Save/Load**: `save(1)`, `load(1)` in console
|
||
- 🧪 **Integration Tests**: `runTests()` in console
|
||
- 📊 **FPS Monitor**: Press `F3` to toggle
|
||
- ⚡ **Auto-save**: Every 5 minutes automatically
|
||
- 🏆 **Achievements**: 8 achievements auto-tracking
|
||
- 💎 **Gems**: 4 gem types with rarity drops
|
||
- 🔨 **Bone Tools**: 4 craftable tools
|
||
- 🎁 **Starter Chest**: Random loot on new game
|
||
- 🎨 **UI Theme**: `UITheme.getColor()`, `UIHelpers.createButton()`
|
||
|
||
### **🐛 KNOWN ISSUES:**
|
||
- ⚠️ Water animation not playing (update loop issue - debug logs ready)
|
||
- ⚠️ No visual confirmation of achievement progress in-game UI yet
|
||
|
||
**PREVIOUS SESSION (11.DEC.2025 - MORNING):**
|
||
- ✅ Fixed FARM_SIZE (8 → 100) - Large green platform
|
||
- ✅ Fixed FARM_CENTER (20,20 → 50,50) - Centered map
|
||
- ✅ Fixed Background color (#1a1a2e → #c8c8c8) - Light grey bg
|
||
- ✅ Restored working version from 8.DEC evening (commit b46c5dc)
|
||
|
||
---
|
||
|
||
## ♿ **Accessibility Features (Dostopnost)**
|
||
Features for players with disabilities and special needs.
|
||
|
||
### **Launch Features (Alpha 1.0):**
|
||
- [x] **Creative Mode / Sandbox**
|
||
- [x] Unlimited resources
|
||
- [x] No enemy spawns
|
||
- [x] Instant crafting
|
||
- [x] God mode
|
||
- [x] Free camera
|
||
- [x] Weather control
|
||
- [x] **♿ Accessibility Button** (Main Menu)
|
||
- [ ] **High Contrast Mode**
|
||
- [ ] Black & White mode
|
||
- [ ] Yellow on Black
|
||
- [ ] Large UI (150%-200%)
|
||
- [ ] Bold outlines
|
||
- [ ] **Color Blind Support**
|
||
- [ ] Protanopia mode (red-blind)
|
||
- [ ] Deuteranopia mode (green-blind)
|
||
- [ ] Tritanopia mode (blue-blind)
|
||
- [ ] Achromatopsia mode (total color blind)
|
||
- [ ] Shape coding (not just colors)
|
||
- [ ] Pattern overlays
|
||
- [ ] **Photosensitivity Protection**
|
||
- [ ] No rapid flashing (< 3 flashes/sec)
|
||
- [ ] Disable lightning effects
|
||
- [ ] Reduce particles
|
||
- [ ] Epilepsy warning screen
|
||
- [ ] Motion sickness options
|
||
- [ ] Brightness limiter
|
||
- [x] **Progressive Difficulty (Story Mode)**
|
||
- [x] Day 1-10: Easy (50% damage, 75% HP)
|
||
- [x] Day 11-20: Normal (100% damage)
|
||
- [x] Day 21-30: Hard (125% damage)
|
||
- [x] Day 31+: Expert (150% damage)
|
||
- [x] Enemy scaling formula
|
||
- [ ] **Hearing Accessibility (Za Gluhe)**
|
||
- [ ] **Smart Subtitles**
|
||
- [ ] Closed Captions [SOUND EFFECT]
|
||
- [ ] Speaker names & colors
|
||
- [ ] Directional arrows (< Sound >)
|
||
- [ ] Background opacity slider
|
||
- [ ] **Visual Sound Cues**
|
||
- [ ] Visual heartbeat (low health)
|
||
- [ ] Damage direction indicator
|
||
- [ ] Screen flash notifications
|
||
- [ ] Fishing bobber visual queue
|
||
- [ ] **Subtitle System**
|
||
- [ ] Always enabled by default
|
||
- [ ] Adjustable size (Small to Very Large)
|
||
- [ ] Background box for readability
|
||
- [ ] **Remappable Controls**
|
||
- [ ] Full keyboard remapping
|
||
- [ ] Controller button remapping
|
||
- [ ] Multiple control profiles
|
||
- [ ] One-handed layouts
|
||
|
||
### **Post-Launch (Beta 1.5):**
|
||
- [ ] **Screen Reader Support**
|
||
- [ ] NVDA/JAWS compatibility
|
||
- [ ] VoiceOver (macOS/iOS)
|
||
- [ ] Full UI narration
|
||
- [ ] Audio cues for all actions
|
||
- [ ] Navigation sounds
|
||
- [ ] Inventory audio
|
||
- [ ] **Dyslexia Support**
|
||
- [ ] OpenDyslexic font option
|
||
- [ ] Larger text (16pt-24pt)
|
||
- [ ] Increased line spacing
|
||
- [ ] Text-to-speech
|
||
- [ ] Simplified language option
|
||
- [ ] **ADHD/Autism Support**
|
||
- [ ] Focus mode (hide non-essential UI)
|
||
- [ ] Reminder system
|
||
- [ ] Simplified menus
|
||
- [ ] No jump scares
|
||
- [ ] Predictable UI patterns
|
||
- [ ] **Motor Accessibility**
|
||
- [ ] One-handed mode (left/right)
|
||
- [ ] Auto-aim assist
|
||
- [ ] Sticky keys
|
||
- [ ] Reduced input complexity
|
||
- [ ] Slow-motion option
|
||
|
||
### **Future (2.0+):**
|
||
- [ ] **Advanced Input**
|
||
- [ ] Eye tracking (Tobii)
|
||
- [ ] Voice control
|
||
- [ ] Head tracking
|
||
- [ ] Foot pedal support
|
||
- [ ] **Audio-Only Mode** (Experimental)
|
||
- [ ] 3D positional audio
|
||
- [ ] Audio radar
|
||
- [ ] Voice commands
|
||
- [ ] Haptic feedback
|
||
|
||
### **Compliance Goals:**
|
||
- [ ] WCAG 2.1 Level AA
|
||
- [ ] CVAA Compliance
|
||
- [ ] AbleGamers certification
|
||
- [ ] Can I Play That? full review
|
||
|
||
---
|
||
|
||
## 🎨 **Visual Improvements (Vizualne Izboljšave)**
|
||
Polish in visual enhancement tasks.
|
||
|
||
- [ ] **Animated Textures**
|
||
- [ ] Crop growth stage animations (smooth transitions)
|
||
- [ ] Water flow animation improvements
|
||
- [ ] Tree leaf rustling animation
|
||
- [ ] Fire/torch flickering effects
|
||
|
||
- [ ] **Weather Visual Enhancement**
|
||
- [ ] Snow particle improvements (accumulation on ground)
|
||
- [ ] Rain splash effects on tiles
|
||
- [ ] Wind direction indicators (grass sway)
|
||
- [ ] Lightning flash effects
|
||
- [ ] Fog rendering (morning mist)
|
||
|
||
- [ ] **Lighting System**
|
||
- [ ] Dynamic light sources (torches, lanterns)
|
||
- [ ] Day/night ambient lighting
|
||
- [ ] Player flashlight/torch item
|
||
- [ ] Building interior lighting
|
||
- [ ] Campfire glow effect
|
||
|
||
- [ ] **Shadow System**
|
||
- [ ] Entity shadows (player, NPCs, buildings)
|
||
- [ ] Dynamic shadow direction (sun position)
|
||
- [ ] Shadow opacity based on time of day
|
||
- [ ] Shadow blur/softness
|
||
|
||
- [ ] **Fog of War**
|
||
- [ ] Unexplored areas darkened
|
||
- [ ] Gradual reveal as player explores
|
||
- [ ] Memory of visited areas
|
||
- [ ] Re-fog for dungeons/caves
|
||
|
||
- [ ] **Building Animations**
|
||
- [ ] Construction progress visualization
|
||
- [ ] Building placement preview
|
||
- [ ] Destruction/decay animations
|
||
- [ ] Smoke from chimneys
|
||
|
||
- [ ] **Icon & UI Graphics**
|
||
- [ ] Higher resolution item icons (32x32 → 64x64)
|
||
- [ ] Animated UI elements (pulse, glow)
|
||
- [ ] Custom cursor designs
|
||
- [ ] Loading screen artwork
|
||
- [ ] Achievement badges/trophies
|
||
|
||
- [ ] **UI Transitions & Effects**
|
||
- [ ] Smooth menu slide animations
|
||
- [ ] Page turn effects for book UIs
|
||
- [ ] Fade transitions between scenes
|
||
- [ ] Particle effects on button clicks
|
||
- [ ] Screen shake on impacts
|
||
|
||
- [ ] **Farm Automation Visuals**
|
||
- [ ] **Worker Animations**
|
||
- [ ] Zombie walking with tools (hoe, watering can)
|
||
- [ ] Creature carrying items (Donkey cart animation)
|
||
- [ ] Worker fatigue indicators (slower walk when tired)
|
||
- [ ] Task completion effects (checkmark particle)
|
||
- [ ] **Building Visuals**
|
||
- [ ] Auto-Planter: Mechanical arm planting seeds
|
||
- [ ] Auto-Harvester: Spinning blades, crop collection
|
||
- [ ] Conveyor belt: Moving items animation
|
||
- [ ] Windmill: Rotating blades, power glow
|
||
- [ ] Storage silo: Fill level indicator
|
||
- [ ] **Power System FX**
|
||
- [ ] Electric arcs between power grid
|
||
- [ ] Glowing cables when active
|
||
- [ ] Windmill particle trail
|
||
- [ ] Solar panel sunlight reflection
|
||
- [ ] **Breeding Visuals**
|
||
- [ ] Heart particles when animals mate
|
||
- [ ] Egg glow effect (ready to hatch)
|
||
- [ ] Baby animal sparkles (birth)
|
||
- [ ] Genetics UI (DNA helix animation)
|
||
- [ ] Mutation Lab: Bubbling vats, lightning
|
||
- [ ] **Mutant Creature FX**
|
||
- [ ] Green glow aura (radioactive)
|
||
- [ ] Extra limbs animation
|
||
- [ ] Particle trail (toxic drip)
|
||
- [ ] Eye glow effect
|
||
- [ ] Size scaling animations
|
||
|
||
## 🎮 **Gameplay Features (Gameplay Izboljšave)**
|
||
Core gameplay mechanics and systems expansion.
|
||
|
||
- [ ] **Skill Tree System**
|
||
- [ ] Player progression tree (Farming/Combat/Survival branches)
|
||
- [ ] Skill points on level up
|
||
- [ ] Passive bonuses (faster farming, more damage)
|
||
- [ ] Active abilities (dash, area harvest)
|
||
- [ ] Skill reset option
|
||
|
||
- [ ] **Crafting Tiers**
|
||
- [ ] Bronze tier tools (Copper + Tin)
|
||
- [ ] Iron tier tools (stronger, faster)
|
||
- [ ] Steel tier tools (Iron + Coal)
|
||
- [ ] Enchanted/Magical tier
|
||
- [ ] Tool durability system
|
||
- [ ] Tool repair mechanics
|
||
|
||
- [ ] **Farming Automation**
|
||
- [ ] **Zombie Worker System** (Already implemented base)
|
||
- [ ] Assign zombies to tasks (Plant, Harvest, Water)
|
||
- [ ] Worker AI (pathfinding to crops)
|
||
- [ ] Task queue system
|
||
- [ ] Efficiency rating (slower than player)
|
||
- [ ] Zombie leveling (experience increases speed)
|
||
- [ ] Worker stations (designated work zones)
|
||
- [ ] **Creature Worker System**
|
||
- [ ] Tamed animals can work (Donkey cart transport)
|
||
- [ ] Bigfoot helpers (forest gathering)
|
||
- [ ] Yeti workers (snow biome tasks)
|
||
- [ ] Elf assistants (crafting automation)
|
||
- [ ] Each creature has specialty
|
||
- [ ] **Automation Buildings**
|
||
- [ ] Auto-Planter (mechanical seeder)
|
||
- [ ] Auto-Harvester (combine machine)
|
||
- [ ] Irrigation System (auto-water pipes)
|
||
- [ ] Conveyor Belts (item transport)
|
||
- [ ] Storage Silos (bulk storage)
|
||
- [ ] Sorting Machine (auto-organize items)
|
||
- [ ] **Power System**
|
||
- [ ] Windmills (renewable energy)
|
||
- [ ] Water wheels (river power)
|
||
- [ ] Solar panels (daytime power)
|
||
- [ ] Zombie treadmills (endless power!)
|
||
- [ ] Power grid (connect buildings)
|
||
- [ ] **Worker Management**
|
||
- [ ] Assign tasks UI
|
||
- [ ] Worker stats display
|
||
- [ ] Rest/hunger mechanics
|
||
- [ ] Worker housing (barracks)
|
||
- [ ] Upgrade system (tools for workers)
|
||
|
||
- [ ] **Advanced Animal Breeding System**
|
||
- [ ] **Normal Animals (Easy Breeding)**
|
||
- [ ] Sheep: Male + Female → Lamb (7 days)
|
||
- [ ] Cows: Bull + Cow → Calf (14 days)
|
||
- [ ] Chickens: Rooster + Hen → Chick (3 days)
|
||
- [ ] Pigs: Boar + Sow → Piglet (10 days)
|
||
- [ ] Horses: Stallion + Mare → Foal (21 days)
|
||
- [ ] Automatic breeding (when in proximity)
|
||
- [ ] Baby growth stages (baby → teen → adult)
|
||
- [ ] **Genetics System**
|
||
- [ ] Color inheritance (parents → offspring)
|
||
- [ ] Size variations (small/medium/large)
|
||
- [ ] Speed traits (fast/slow)
|
||
- [ ] Production traits (more milk, wool, eggs)
|
||
- [ ] Rare mutations (golden sheep, 5% chance)
|
||
- [ ] Breeding UI (show genetics preview)
|
||
- [ ] **Mutated Creatures (Hard Breeding)**
|
||
- [ ] **Requires Special Buildings:**
|
||
- [ ] Mutation Lab (research facility)
|
||
- [ ] Reinforced Stable (metal walls, locks)
|
||
- [ ] Containment Field (energy barrier)
|
||
- [ ] Genetic Sequencer (analyze DNA)
|
||
- [ ] **Quest Requirements:**
|
||
- [ ] "Stable Foundation" - Build Reinforced Stable
|
||
- [ ] "Lab Access" - Find Dr. Ana (story quest)
|
||
- [ ] "Gene Sample" - Collect mutant DNA
|
||
- [ ] "Controlled Breeding" - Complete safety course
|
||
- [ ] **Mutant Breeding Mechanics:**
|
||
- [ ] Mutant Cow + Mutant Cow → Baby Mutant (30 days)
|
||
- [ ] Normal + Mutant = 10% mutant baby
|
||
- [ ] Requires Mutation Serum (crafted item)
|
||
- [ ] Failure chance (50% death, 30% sterile)
|
||
- [ ] Successful breeding = Loot (mutant hide, horns)
|
||
- [ ] **Mutant Animals:**
|
||
- [ ] Mutant Cow (2x size, aggressive)
|
||
- [ ] Three-Headed Chicken (3x eggs)
|
||
- [ ] Giant Pig (rideable mount)
|
||
- [ ] Zombie Horse (undead, never tires)
|
||
- [ ] Fire Sheep (flame wool, fire resistance)
|
||
- [ ] **Breeding Stations**
|
||
- [ ] Love Pen (basic animals, automatic)
|
||
- [ ] Incubation Chamber (eggs, controlled temp)
|
||
- [ ] Mutation Lab (mutants, player-controlled)
|
||
- [ ] Cloning Vat (duplicate creatures, expensive)
|
||
- [ ] **Baby Care System**
|
||
- [ ] Feed babies (special milk/food)
|
||
- [ ] Protection from predators
|
||
- [ ] Growth acceleration (special items)
|
||
- [ ] Training (teach behaviors)
|
||
- [ ] Bonding meter (affects stats)
|
||
|
||
- [ ] **Farm Automation Tiers**
|
||
- [ ] **Tier 1: Manual Labor** (Player does everything)
|
||
- [ ] **Tier 2: Zombie Workers** (Basic automation)
|
||
- [ ] Unlock: Tame 5 zombies
|
||
- [ ] 50% speed of player
|
||
- [ ] Simple tasks only
|
||
- [ ] **Tier 3: Creature Helpers** (Specialized automation)
|
||
- [ ] Unlock: Befriend 10 creatures
|
||
- [ ] 75% speed of player
|
||
- [ ] Complex tasks (crafting, sorting)
|
||
- [ ] **Tier 4: Mechanical Automation** (Full automation)
|
||
- [ ] Unlock: Build all automation buildings
|
||
- [ ] 100% speed (runs 24/7)
|
||
- [ ] No worker management needed
|
||
- [ ] **Tier 5: AI Farm** (Self-sustaining)
|
||
- [ ] Unlock: Complete "Singularity" quest
|
||
- [ ] Self-optimizing system
|
||
- [ ] Automatic resource rebalancing
|
||
- [ ] Player just collects profits
|
||
|
||
- [ ] **Worker Creatures by Type**
|
||
|
||
- [ ] **Animal Breeding & Genetics**
|
||
- [ ] Animal pairing system
|
||
- [ ] Offspring generation
|
||
- [ ] Genetic traits (speed, yield, color)
|
||
- [ ] Breeding UI (family tree)
|
||
- [ ] Rare mutations
|
||
|
||
- [ ] **Cooking & Recipe System**
|
||
- [ ] Cooking station (stove, oven)
|
||
- [ ] Recipe discovery (combine ingredients)
|
||
- [ ] Food buffs (speed, health, stamina)
|
||
- [ ] Spoilage system (food decay)
|
||
- [ ] Cooking skill progression
|
||
|
||
- [ ] **Fishing System**
|
||
- [ ] Fishing rod crafting
|
||
- [ ] Multiple fish types (common/rare/legendary)
|
||
- [ ] Fishing minigame
|
||
- [ ] Bait system
|
||
- [ ] Fish tank/aquarium
|
||
|
||
- [ ] **Mining & Dungeons**
|
||
- [ ] Underground cave generation
|
||
- [ ] Mining elevator/shaft
|
||
- [ ] Ore veins (procedural placement)
|
||
- [ ] Cave enemies (bats, spiders, moles)
|
||
- [ ] Mine cart transport system
|
||
- [ ] Dungeon bosses
|
||
|
||
- [ ] **Boss Battles**
|
||
- [ ] Multi-phase boss fights
|
||
- [ ] Unique boss mechanics
|
||
- [ ] Boss arenas (special locations)
|
||
- [ ] Legendary loot drops
|
||
- [ ] Boss respawn timers
|
||
|
||
## 📖 **Story & Quest Content**
|
||
Narrative elements and quest systems.
|
||
|
||
- [ ] **Act 1: Survival (Day 1-10)**
|
||
- [ ] Quest: "Prvi Pridelek" - Harvest 10 wheat
|
||
- [ ] Quest: "Varno Zatočišče" - Build fence around farm
|
||
- [ ] Quest: "Nočna Straža" - Survive first zombie night
|
||
- [ ] Quest: "Meet the Merchant" - Find Jakob the trader
|
||
- [ ] Rewards: Tool blueprints, seed packs
|
||
|
||
- [ ] **Act 2: Discovery (Day 11-20)**
|
||
- [ ] Quest: "Strange Transmission" - Find radio in city
|
||
- [ ] Quest: "Prvi Poskus" - Tame first zombie
|
||
- [ ] Quest: "Lab Ruins" - Explore abandoned research facility
|
||
- [ ] Quest: "Mutant Contact" - Meet friendly mutant (Lyra/Elf)
|
||
- [ ] Rewards: Radio, zombie worker system, mutation research
|
||
|
||
- [ ] **Act 3: The Truth (Day 21-30)**
|
||
- [ ] Quest: "Lab Notes" - Collect 5 research documents
|
||
- [ ] Quest: "Patient Zero" - Find virus source
|
||
- [ ] Quest: "Difficult Choice" - Choose faction (Human/Zombie/Hybrid)
|
||
- [ ] Quest: "Final Confrontation" - Boss battle
|
||
- [ ] Multiple Endings based on choices
|
||
|
||
- [ ] **Character Development**
|
||
- [ ] Merchant "Old Jakob" - Dialogue tree, backstory
|
||
- [ ] Mutant Elf "Lyra" - Teaching NPC, mutation guide
|
||
- [ ] Troll "Grok" - Guardian, can be befriended
|
||
- [ ] Radio Voice "Dr. Chen" - Remote quest giver
|
||
- [ ] Zombie King - Main antagonist reveal
|
||
|
||
- [ ] **Dialogue System**
|
||
- [ ] NPC dialogue trees
|
||
- [ ] Player dialogue choices
|
||
- [ ] Relationship/reputation tracking
|
||
- [ ] Choice consequences
|
||
- [ ] Voice line text display
|
||
|
||
- [ ] **Cutscene System**
|
||
- [ ] Arrival cutscene (farm overview)
|
||
- [ ] First zombie encounter (tutorial)
|
||
- [ ] City discovery (ruins pan)
|
||
- [ ] Boss reveal (Zombie King emergence)
|
||
- [ ] Multiple ending cutscenes
|
||
|
||
- [ ] **Ending System**
|
||
- [ ] Cure Ending - Save humanity
|
||
- [ ] Zombie King Ending - Rule the undead
|
||
- [ ] Escape Ending - Find new settlement
|
||
- [ ] Farmer Ending - Peaceful farm life
|
||
- [ ] Mutation Ending - Unite both sides
|
||
- [ ] Choice tracking & branching
|
||
|
||
## 🌐 **Multiplayer & Social Features**
|
||
Online and social gameplay elements.
|
||
|
||
- [ ] **Co-op Mode**
|
||
- [ ] 2-4 player support
|
||
- [ ] Host/Join system
|
||
- [ ] Player synchronization
|
||
- [ ] Shared world state
|
||
- [ ] Co-op specific quests
|
||
|
||
- [ ] **Trading & Economy**
|
||
- [ ] Player-to-player trading
|
||
- [ ] Trading post building
|
||
- [ ] Global marketplace
|
||
- [ ] Auction house
|
||
- [ ] Price fluctuation system
|
||
|
||
- [ ] **Leaderboards & Rankings**
|
||
- [ ] Farm productivity rankings
|
||
- [ ] Fastest speedruns
|
||
- [ ] Highest survival days
|
||
- [ ] Richest players
|
||
- [ ] Boss kill times
|
||
|
||
- [ ] **Social Integration**
|
||
- [ ] Share screenshots (Steam overlay)
|
||
- [ ] Farm visiting system
|
||
- [ ] Gift sending
|
||
- [ ] Friend list integration
|
||
- [ ] Community events
|
||
|
||
- [ ] **Seasonal Challenges**
|
||
- [ ] Weekly/Monthly events
|
||
- [ ] Special loot during events
|
||
- [ ] Event leaderboards
|
||
- [ ] Time-limited quests
|
||
- [ ] Holiday themes
|
||
|
||
## 🔧 **Technical & Performance**
|
||
Backend, optimization, and technical improvements.
|
||
|
||
- [ ] **Performance Optimization**
|
||
- [ ] Built-in FPS/memory monitor
|
||
- [ ] Entity pooling system
|
||
- [ ] Chunk loading/unloading
|
||
- [ ] Texture atlas optimization
|
||
- [ ] Audio asset compression
|
||
|
||
- [ ] **Mod Support**
|
||
- [ ] Custom content loading API
|
||
- [ ] Mod folder structure
|
||
- [ ] Mod manager UI
|
||
- [ ] Workshop integration (Steam)
|
||
- [ ] Mod conflict detection
|
||
|
||
- [ ] **Replay & Recording**
|
||
- [ ] Replay system (record inputs)
|
||
- [ ] Playback controls
|
||
- [ ] Save replays to file
|
||
- [ ] Share replays
|
||
- [ ] Replay viewer UI
|
||
|
||
- [ ] **Debug Tools**
|
||
- [ ] In-game debug console
|
||
- [ ] Command line interface
|
||
- [ ] Entity spawning commands
|
||
- [ ] Time manipulation (skip days)
|
||
- [ ] God mode toggle
|
||
- [ ] Teleport commands
|
||
|
||
- [ ] **Auto-Update System**
|
||
- [ ] Version checking
|
||
- [ ] Patch downloading
|
||
- [ ] Auto-install updates
|
||
- [ ] Rollback option
|
||
- [ ] Update changelog display
|
||
|
||
## 📱 **Platform Support**
|
||
Cross-platform compatibility and controls.
|
||
|
||
### **Mobile Controls (Brawl Stars Inspired)**
|
||
- [ ] **Virtual Joystick (Left Side)**
|
||
- [ ] Smooth 360° movement control
|
||
- [ ] Auto-center when released
|
||
- [ ] Transparent circle UI
|
||
- [ ] Adjustable size (Small/Medium/Large)
|
||
- [ ] Adjustable position (drag to reposition)
|
||
- [ ] Haptic feedback on touch
|
||
- [ ] **Action Buttons (Right Side)**
|
||
- [ ] Primary Action button (Plant/Harvest/Attack)
|
||
- [ ] Auto-aim toggle (lock to nearest target)
|
||
- [ ] Manual aim joystick (for precise targeting)
|
||
- [ ] Special ability button (dodge/dash)
|
||
- [ ] Inventory quick-slot (4 items)
|
||
- [ ] **Top HUD (Brawl Stars Layout)**
|
||
- [ ] Health bar (top-left, horizontal)
|
||
- [ ] Hunger bar (below health)
|
||
- [ ] Gold/Resources (top-right)
|
||
- [ ] Mini-map (top-right corner)
|
||
- [ ] Day/Season indicator (top-center)
|
||
- [ ] **Bottom Action Bar**
|
||
- [ ] Weapon/Tool switcher (horizontal scroll)
|
||
- [ ] Building mode toggle
|
||
- [ ] Crafting quick access
|
||
- [ ] Pause button
|
||
- [ ] **Auto-Aim System**
|
||
- [ ] Lock to nearest enemy (red highlight)
|
||
- [ ] Auto-attack when in range
|
||
- [ ] Aim indicator (arrow pointing to target)
|
||
- [ ] Range circle visualization
|
||
- [ ] **Gesture Controls**
|
||
- [ ] Pinch to zoom (camera)
|
||
- [ ] Two-finger pan (camera movement)
|
||
- [ ] Swipe to dodge/dash
|
||
- [ ] Double-tap for special action
|
||
- [ ] **Customization Options**
|
||
- [ ] Save control layouts (3 profiles)
|
||
- [ ] Button opacity (0%-100%)
|
||
- [ ] Button size scaling
|
||
- [ ] Left-handed mode (mirror layout)
|
||
- [ ] Edge margin adjustment
|
||
- [ ] **Tutorial Overlay**
|
||
- [ ] First-time tutorial (show controls)
|
||
- [ ] Context-sensitive hints
|
||
- [ ] Animation demonstrations
|
||
- [ ] Skip option
|
||
|
||
### **Mobile Optimization**
|
||
- [ ] Touch controls refinement
|
||
- [ ] Virtual joystick improvements
|
||
- [ ] UI scaling for small screens
|
||
- [ ] Performance optimization for mobile
|
||
- [ ] Battery optimization
|
||
|
||
- [ ] **Controller Support**
|
||
- [ ] Xbox controller mapping
|
||
- [ ] PlayStation controller support
|
||
- [ ] Nintendo Switch Pro controller
|
||
- [ ] Customizable button layouts
|
||
- [ ] Controller UI icons
|
||
|
||
- [ ] **Steam Deck**
|
||
- [ ] UI scaling adjustments
|
||
- [ ] Steam Deck specific controls
|
||
- [ ] Performance mode (30/60 FPS toggle)
|
||
- [ ] Quick access menu integration
|
||
- [ ] Verified status compliance
|
||
|
||
- [ ] **Linux Build**
|
||
- [ ] Native Linux support
|
||
- [ ] Cross-platform testing
|
||
- [ ] Distro compatibility
|
||
- [ ] Proton compatibility layer
|
||
|
||
- [ ] **Mac Build**
|
||
- [ ] macOS native build
|
||
- [ ] Metal API support
|
||
- [ ] M1/M2 chip optimization
|
||
- [ ] macOS specific UI fixes
|
||
|
||
## 💾 **Save System Expansion**
|
||
Advanced save/load features.
|
||
|
||
- [ ] **Cloud Save Sync**
|
||
- [ ] Steam Cloud full integration
|
||
- [ ] Conflict resolution UI
|
||
- [ ] Manual upload/download
|
||
- [ ] Save backup system
|
||
|
||
- [ ] **Multiple Save Slots**
|
||
- [ ] 3+ save slots
|
||
- [ ] Save slot naming
|
||
- [ ] Save file thumbnails
|
||
- [ ] Play time tracking per save
|
||
|
||
- [ ] **Auto-Save Features**
|
||
- [ ] Configurable auto-save interval
|
||
- [ ] Auto-save indicator
|
||
- [ ] Quick save/load hotkeys
|
||
- [ ] Prevent save during combat
|
||
|
||
## 🎯 **Current Development Priorities**
|
||
|
||
**IMMEDIATE (Phase 16):**
|
||
1. Integration testing of all systems
|
||
2. Bug fixes
|
||
3. Performance profiling
|
||
|
||
**SHORT TERM (Phases 17-18):**
|
||
1. UI visual theme overhaul
|
||
2. Save/Load system implementation
|
||
3. Quest system foundation
|
||
|
||
**MEDIUM TERM (Phases 19-20):**
|
||
1. Trailer tools & camera system
|
||
2. Achievement wiring
|
||
3. Story content (Act 1)
|
||
|
||
**LONG TERM (Future):**
|
||
1. Multiplayer co-op
|
||
2. Mobile ports
|
||
3. DLC/Expansions
|
||
|
||
---
|
||
**Total Tasks:** 200+
|
||
**Categories:** 9
|
||
**Estimated Development Time:** 6-12 months
|
||
**Team Size:** 1-3 developers
|