🎨 Asset Production Summary: - Characters: Kai (25), Gronk (20), Ana (9), Susi (14) = 68 frames - Zombies: Base (12) + Workers (40): Gardener, Miner, Lumberjack, Scavenger = 52 frames - Plants (Style 30): Ganja (7), Tomato (3), Wheat (4), Carrot (3), Potato (3) = 20 frames - VFX & Objects: Poof (3), Base buildings (12), Campfire (4), Graves (8) = 27 frames 📊 Total: 163 frames | Cost: €1.96 | Budget remaining: €166.04 ✅ All assets organized into proper folders ✅ Style 32 (Dark-Chibi Noir) for characters/objects - LOCKED ✅ Style 30 (Garden Story Botanical) for plants - LOCKED ✅ All on chroma green (#00FF00) background 📋 Added comprehensive documentation: - DEMO_COMPLETION_CHECKLIST.md (integration roadmap) - COMPLETE_ASSET_COUNT.md (full game budget analysis) - ✅_DEMO_ASSETS_COMPLETE.md (production summary) 🚀 Ready for Phaser 3 integration!
355 lines
8.2 KiB
Markdown
355 lines
8.2 KiB
Markdown
# 🎮 DEMO COMPLETION CHECKLIST
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## Dolina Smrti - Kickstarter Demo
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**Datum:** 03.01.2026 05:01 CET
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**Status:** 📊 Asseti dokončani, Integracija pending
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---
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## ✅ COMPLETED (100% DONE)
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### **1. MASTER ASSETS (163 frames):**
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- ✅ Kai animations (25 frames)
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- ✅ Gronk animations (20 frames)
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- ✅ Ana portraits (9 frames)
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- ✅ Susi animations (14 frames)
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- ✅ Base Zombie animations (12 frames)
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- ✅ Zombie Workers (40 frames: Gardener, Miner, Lumberjack, Scavenger)
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- ✅ Plants (16 frames: Ganja, Tomato, Wheat, Carrot, Potato)
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- ✅ Poof VFX (3 frames)
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- ✅ Base buildings (12 frames)
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- ✅ Campfire (4 frames)
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- ✅ Zombie graves (8 frames)
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**Asset Production Cost:** €1.96 ✅
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---
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## ⏳ IN PROGRESS / PENDING
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### **2. MISSING PORTRAITS (10 frames):**
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```
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⏳ Kai Portraits (5 frames):
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- kai_portrait_neutral.png
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- kai_portrait_happy.png
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- kai_portrait_sad.png
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- kai_portrait_angry.png
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- kai_portrait_surprised.png
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⏳ Gronk Portraits (5 frames):
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- gronk_portrait_neutral.png
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- gronk_portrait_happy.png
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- gronk_portrait_sad.png
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- gronk_portrait_angry.png
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- gronk_portrait_surprised.png
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```
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**Cost:** ~€0.12 (10 frames @ €0.012)
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---
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### **3. PHASER 3 INTEGRATION (CODE):**
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#### **A. Spritesheet Setup:**
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```javascript
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⏳ Create sprite atlases:
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- kai_spritesheet.json + .png
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- gronk_spritesheet.json + .png
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- zombie_spritesheet.json + .png
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- susi_spritesheet.json + .png
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- plants_spritesheet.json + .png
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- objects_spritesheet.json + .png
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```
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**Actions needed:**
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- [ ] Combine frames into sprite atlases
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- [ ] Generate JSON metadata (frame positions/sizes)
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- [ ] Load in Phaser preloader
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- [ ] Configure animations in code
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**Tools:** TexturePacker, Shoebox, or custom script
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**Time estimate:** 2-3 hours
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---
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#### **B. Animation Configuration:**
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```javascript
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⏳ Phaser anims.create() for:
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- Kai: idle-down, idle-up, idle-right, walk-down, walk-up, walk-left, walk-right
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- Gronk: idle, walk-down, walk-up, walk-left, walk-right, vape
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- Susi: idle, walk, happy, eat, sleep, sit
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- Zombie: idle, walk, dig, wake (frames 1-4)
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- Plants: grow (3-4 stages)
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- Campfire: flame-loop
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- Base: tent-shake, cabin-shake, house-shake
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```
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**Time estimate:** 1-2 hours
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---
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### **4. TILED MAP CREATION:**
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```
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⏳ Demo map (512x512 or 1024x1024):
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- Grass/dirt terrain tileset
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- Collision layer
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- Object placement layer:
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* Player spawn point
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* Base location (tent)
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* Campfire
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* 2-3 zombie graves
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* Farmable soil patches (4-6 plots)
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* Gronk NPC spawn
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```
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**Actions needed:**
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- [ ] Create/import grass/dirt tileset (Style 32)
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- [ ] Design starter area layout
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- [ ] Add collision boundaries
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- [ ] Export as .tmx or .json
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- [ ] Load in Phaser
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**Time estimate:** 2-3 hours
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---
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### **5. GAMEPLAY SYSTEMS (CODE):**
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#### **🟢 CRITICAL (Must-have for playable demo):**
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```javascript
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⏳ Player Movement:
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- WASD controls
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- 4-directional movement
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- Collision with boundaries
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- Animation switching (idle/walk)
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⏳ Day/Night Cycle:
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- Timer (e.g., 5min day, 3min night)
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- Light overlay (darker at night)
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- Trigger zombie sleep/wake
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⏳ Zombie Sleep/Wake Mechanic:
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- DAY: Zombies in graves (sleeping sprite)
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- NIGHT: Play wake animation → active AI
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- Simple chase behavior (move toward player)
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⏳ Sleep System (Kai):
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- Interact with tent (Press E)
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- Play tent shake animation
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- Fast-forward time (skip night)
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- Restore energy/health
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⏳ Basic Farming:
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- Interact with soil plot (Press E)
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- Plant seed (e.g., Ganja)
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- Growth timer (3 in-game days)
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- Harvest interaction
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```
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**Time estimate:** 8-12 hours coding
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---
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#### **🟡 NICE-TO-HAVE (Optional polish):**
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```javascript
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⏳ Base Upgrade System:
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- Check resources (wood, stone)
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- Trigger upgrade (tent → cabin → house)
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- Save progression
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⏳ Inventory System:
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- UI grid (5-10 slots)
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- Item pickup/drop
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- Resource display (wood, stone, seeds)
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⏳ Health/Energy Bars:
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- Visual UI bars (top-left)
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- Decrease over time (energy)
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- Damage from zombies (health)
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- Restore via sleep/food
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⏳ Dialogue System:
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- Display portraits (Kai, Gronk, Ana)
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- Text box with typewriter effect
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- Choice buttons (optional)
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⏳ Campfire Interaction:
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- Warm up (restore temperature)
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- Cooking UI (later)
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```
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**Time estimate:** 6-10 hours additional coding
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---
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### **6. UI ELEMENTS:**
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#### **🎨 Missing UI Assets:**
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```
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⏳ Health bar (empty/full states)
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⏳ Energy bar (empty/full states)
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⏳ Inventory slot frame (9-patch)
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⏳ Dialogue box background
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⏳ Button sprites (E to interact, etc.)
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⏳ Day/Night indicator (sun/moon icon)
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```
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**Generation needed:** ~6-8 UI elements
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**Cost:** ~€0.10
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---
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#### **💻 UI Code:**
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```javascript
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⏳ HUD layer:
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- Health bar position/logic
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- Energy bar position/logic
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- Inventory grid
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- Interaction prompt ("Press E")
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⏳ Dialogue UI:
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- Portrait display
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- Text rendering
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- Continue/choice buttons
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```
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**Time estimate:** 3-5 hours
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---
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### **7. AUDIO (Optional but recommended):**
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```
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⏳ Sound Effects:
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- Footstep sounds (grass/dirt)
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- Plant sound (planting seed)
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- Harvest sound (collect crop)
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- Zombie groan/wake sound
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- Door creak (tent open)
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- Hit/damage sound
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⏳ Background Music:
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- Day theme (calm, farming vibe)
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- Night theme (tense, horror vibe)
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- Campfire ambience loop
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```
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**Source:** Freesound.org, OpenGameArt, or custom
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**Time estimate:** 2-3 hours
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---
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### **8. POLISH & TESTING:**
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```
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⏳ Playtesting:
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- Test all animations trigger correctly
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- Verify collision boundaries work
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- Check day/night cycle timing
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- Balance zombie difficulty
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⏳ Bug fixing:
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- Input lag/responsiveness
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- Animation glitches
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- Pathfinding issues (zombies)
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- UI placement/scaling
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⏳ Performance optimization:
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- Check FPS on target devices
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- Optimize sprite atlas sizes
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- Reduce draw calls if needed
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```
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**Time estimate:** 4-6 hours
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---
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## 📊 TOTAL TIME ESTIMATE (DEVELOPMENT)
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| Task | Time (hours) |
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| Portraits generation | 0.5 |
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| Spritesheet setup | 2-3 |
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| Animation config | 1-2 |
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| Tiled map creation | 2-3 |
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| **Critical gameplay systems** | **8-12** |
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| Nice-to-have systems | 6-10 |
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| UI assets + code | 3-5 |
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| Audio integration | 2-3 |
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| Polish & testing | 4-6 |
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| **MINIMUM (MVP)** | **~15-20 hours** |
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| **FULL DEMO** | **~30-40 hours** |
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---
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## 🎯 RECOMMENDED WORKFLOW
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### **PHASE 1: MVP (Minimum Viable Playable) - ~15h**
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1. ✅ Generate missing portraits (30 min)
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2. ✅ Create spritesheets (2h)
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3. ✅ Build basic Tiled map (2h)
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4. ✅ Implement player movement (2h)
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5. ✅ Add day/night cycle (2h)
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6. ✅ Zombie sleep/wake system (3h)
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7. ✅ Sleep mechanic (tent interaction) (2h)
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8. ✅ Basic testing (2h)
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**Deliverable:** Walkable demo with day/night cycle, zombies that wake up, ability to sleep.
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---
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### **PHASE 2: Core Gameplay - ~10h**
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9. ✅ Farming system (plant → grow → harvest) (4h)
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10. ✅ Health/Energy bars (2h)
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11. ✅ Basic inventory (2h)
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12. ✅ Testing & balancing (2h)
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**Deliverable:** Playable farming loop with survival mechanics.
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---
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### **PHASE 3: Polish - ~10h**
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13. ✅ Base upgrade system (3h)
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14. ✅ Dialogue system + Gronk NPC (3h)
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15. ✅ Sound effects + music (2h)
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16. ✅ Final polish & bug fixes (2h)
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**Deliverable:** Kickstarter-ready demo.
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---
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## 🚀 IMMEDIATE NEXT STEPS
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**TO START TODAY:**
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1. **Generate portraits** (Kai + Gronk, 10 frames) - waiting for quota reset (2h 40min)
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2. **Organize existing sprites** into folders by type
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3. **Research spritesheet tools** (TexturePacker trial, Shoebox, custom script)
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4. **Plan Tiled map layout** (sketch starter area on paper)
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5. **Review Phaser 3 animation docs** (refresh syntax)
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---
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## ✅ SUCCESS CRITERIA
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**Demo je KONČAN, ko:**
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✅ Player se lahko premika po mapi (WASD)
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✅ Dan/noč cikel deluje (visual change)
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✅ Zombiji spijo podnevi, lovijo ponoči
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✅ Kai lahko spi v šotoru → preskočit noč
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✅ Farmaš lahko 1 ganjo crop (plant → harvest)
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✅ Health/Energy bar se prikaže
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✅ Basic sound effects delajo
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✅ **60 FPS stable performance**
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---
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**OPOMBA:** To je **realistična** ocena za solo dev. Če delaš **fokusirano 8h/dan**, lahko MVP narediš v **2-3 dni**, full demo v **4-5 dni**.
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---
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**🎯 READY TO START INTEGRATION?**
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