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novafarma/docs/KRVAVA_ZETEV_DESIGN.md
2025-12-11 22:44:38 +01:00

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# 🧟 KRVAVA ŽETEV - GAME DESIGN DOCUMENT
**Genre:** Post-Apocalyptic Farm/Life-Sim RPG
**Style:** 2.5D Isometric (Stardew Valley meets Graveyard Keeper)
**Platform:** PC (Windows/Mac/Linux), Mobile (future)
---
## 🎮 **CORE CONCEPT:**
**"Stardew Valley, ampak z zombiji kot delavci."**
Najstnik z dreadlocksi (Hybrid/Alpha) išče svojo sestro v post-apokaliptičnem svetu. Uporablja zombije kot delavce za kmetovanje, rudarjenje in obnovo porušenega mesta.
---
## 🎨 **ART STYLE: 2.5D ISOMETRIC**
### **Izbira Perspektive:**
**2.5D Isometric (PRIPOROČENO)**
- ✅ Similar to: Stardew Valley, Graveyard Keeper
- ✅ Allows depth (zombies walking behind objects)
- ✅ Easier to implement farming (tile-based)
- ✅ Proven successful in farm sims
- ✅ Perfect for procedural world generation
**Alternative (Pure 2D Side-Scrolling):**
- ⚠️ Harder to show farm layout
- ⚠️ Less suitable for top-down farming
**DECISION: 2.5D Isometric ✅**
---
## 🌈 **COLOR PALETTE:**
### **Post-Apocalyptic Farming:**
**Primary Colors:**
- 🟢 **Faded Green:** `#4A7C59` (grass, crops)
- 🟤 **Brown/Rust:** `#8B4513` (dirt, wood)
-**Dark Gray:** `#3C3C3C` (ruins, stone)
- 🔴 **Dried Blood:** `#8B0000` (danger, mutants)
**Accent Colors:**
- 🟡 **Hope Yellow:** `#F4E04D` (crops ready, sun)
- 🔵 **Calm Blue:** `#4A7C8B` (water, night)
- 💜 **Virus Purple:** `#6A0DAD` (player aura, hybrid powers)
- 🧟 **Zombie Green:** `#556B2F` (zombies, decay)
**UI Colors:**
- 🟢 **UI Green:** `#00FF41` (health, selected)
- 🔴 **Warning Red:** `#FF4444` (low health, danger)
-**Text White:** `#FFFFFF` (main text)
-**Panel Dark:** `#1A1A1A` (UI background)
---
## 👤 **PROTAGONIST DESIGN:**
### **Main Character - "Hybrid Alpha"**
**Name:** (Player chooses, default: "Kai")
**Age:** 17-18
**Appearance:**
- **Hair:** Green dreadlocks (virus-tinted)
- **Eyes:** Purple glow (hybrid mutation)
- **Clothes:** Torn hoodie, cargo pants, work boots
- **Tools:** Always carries rusty hoe/pickaxe
**Sprite Size:** 32x32 pixels (base), 64x64 (detailed)
**Animation States:**
- Idle (breathing)
- Walk (8 directions)
- Farm (swing hoe/plant/harvest)
- Attack (swing weapon)
- Tired (hunched, slow)
**Pixel Art Reference:**
```
👤
/|\\ Dreadlocks flow behind
/ | \\ Purple aura shimmer
🔧 | 🔧 Tools in hands
/ \\ Work boots
```
---
## 🧟 **ZOMBIE WORKERS DESIGN:**
### **Zombie Types:**
**1. Basic Zombie (Common)**
- **Look:** Stagger walk, torn clothes, green skin
- **Jobs:** Farming, Watering, Harvesting
- **Speed:** 50% of player
- **Sprite:** 32x32, simple shuffle animation
**2. Miner Zombie (Uncommon)**
- **Look:** Hard hat, pickaxe stuck in hand
- **Jobs:** Mining, Digging, Rock breaking
- **Speed:** 60% of player (stronger)
- **Sprite:** 32x32, swinging pickaxe loop
**3. Guard Zombie (Rare)**
- **Look:** Police uniform, military gear
- **Jobs:** Patrolling, Fighting mutants
- **Speed:** 70% of player (aggressive)
- **Sprite:** 32x32, patrol + attack states
**4. Elite Zombie (Legendary)**
- **Look:** Glowing eyes, intact uniform
- **Jobs:** All tasks, can manage others
- **Speed:** 90% of player
- **Sprite:** 48x48, detailed animations
**Sprite Animations:**
- Walk (shuffle)
- Work (farming/mining)
- Idle (sway, moan)
- Decay (falling apart)
- Rest (in grave, regenerating)
---
## 🏠 **ENVIRONMENT TILES:**
### **Terrain (32x32 isometric diamonds):**
**Farm Tiles:**
- Grass (full, half, patchy)
- Dirt (dry, tilled, watered)
- Crops (wheat, carrot, potato - 4 growth stages)
- Water (animated, 4 frames)
**Path Tiles:**
- Stone path
- Dirt path
- Gravel
- Broken asphalt (ruins)
**Special Tiles:**
- Farm fence (wood, stone, metal)
- Graves (zombie beds!)
- Workstations (furnace, crafting table)
- Mario Plants (piranha flowers - 3 sizes)
---
## 🏚️ **RUINED CITY DESIGN:**
### **Main Hub - "Cidade Morta" (Dead City)**
**Districts:**
**1. Farm District** (Starting area)
- 8x8 Micro Farm (player starts here)
- Expandable zones (unlock by clearing)
- Fence perimeter (build to protect)
**2. Residential District** (NPC homes)
- 5-10 Ruined houses
- Each house = 1 NPC questline
- Repair costs: Wood, Stone, Gold
**3. Market Square** (Economy)
- Merchant stalls (repair to unlock)
- Blacksmith (Kovač) - Tier 1 building
- Baker (Pekarna) - Tier 2
- Inventor (Mutant Tech) - Tier 3
**4. Lab Ruins** (Late game)
- Underground entrance
- Where virus started
- Sister's location (final quest)
**5. Forest Edge** (Danger zone)
- Where Zmaj-Volk (Dragon-Wolf) roams
- High-tier resources
- Mutant encounters
---
## 🛠️ **UI DESIGN (2.5D HUD):**
### **Layout (Stardew-inspired):**
```
┌─────────────────────────────────────────────┐
│ ❤️❤️❤️ HP 🍖🍖 Hunger 💰 123 Gold │
│ Day 7 🌙 Hybrid Lv.3 XP: ████─ │
├─────────────────────────────────────────────┤
│ │
│ [ISOMETRIC GAME VIEW] │
│ │
│ Player walking on farm │
│ Zombies working in background │
│ │
├─────────────────────────────────────────────┤
│ 🔧 Hoe 🌱 Seeds ⚔️ Sword 🪓 Axe ⛏️ Pick │ ← Hotbar
│ [1] [2] [3] [4] [5] │
└─────────────────────────────────────────────┘
```
**UI Elements:**
- **Top Bar:** Health, Hunger, Gold, Day/Time, Level
- **Hotbar:** 5 quick slots (tools, items)
- **Mini-map:** Top-right corner (expandable)
- **Zombie Panel:** Left side (shows all workers + status)
---
## 🎭 **FIRST NPC - KOVAČ (BLACKSMITH)**
### **Character Profile:**
**Name:** Ivan Kovač
**Age:** 45
**Role:** Blacksmith, Tool Maker
**Appearance:**
- **Build:** Muscular, bald, burn scars
- **Clothes:** Leather apron, thick gloves
- **Personality:** Gruff but fair, loves hard work
**Sprite:** 32x32, hammer swing animation
**House State:**
- **Ruined:** Roof collapsed, forge cold
- **Repaired:** New roof, working forge, smoke
**Repair Requirements:**
- 100 Wood
- 50 Stone
- 10 Gold Coins
- 1 Iron Bar (from mining)
**Unlocks After Repair:**
- Tier 2 Tools (Iron Hoe, Iron Pickaxe)
- Tool Repair Service
- Zombie Rental (rent 2 zombies for 5 gold/day)
- Quest: "Lost Hammer" (find his father's hammer in ruins)
**Dialogue:**
```
First Meeting:
"Eh? You're alive? And you smell like... zombie?
Strange. But if you can fix my forge, I'll make you
the best tools in this cursed land."
After Repair:
"You did good, kid. Now, what do you need?
Iron? Steel? Or maybe... a weapon for that
Dragon-Wolf everyone fears?"
```
---
## 📐 **TILE SIZE & RESOLUTION:**
**Game Resolution:** 1280x720 (720p, scalable to 1080p)
**Tile Size:** 32x32 pixels (base)
**Isometric Diamond:** 64x32 (width x visual height)
**Character Sprite:** 32x32 (player), 48x48 (detailed NPCs)
**UI Scale:** 100% (can scale to 150%, 200% for accessibility)
---
## 🎯 **VISUAL HIERARCHY:**
**Depth Layers (Back to Front):**
1. **Background:** Sky, clouds (parallax)
2. **Far Terrain:** Distant ruins, mountains
3. **Mid Terrain:** Trees, buildings
4. **Ground:** Grass, dirt, paths
5. **Crops:** Wheat, carrots (player interacts)
6. **Entities:** Player, zombies, NPCs
7. **Effects:** Particles, shadows
8. **UI:** HUD, menus (always on top)
---
## 🌟 **UNIQUE VISUAL FEATURES:**
### **1. Hybrid Aura (Player):**
- Purple shimmer around player (subtle pulse)
- Intensifies when near zombies
- Glows brighter at night
### **2. Zombie Decay:**
- Zombies slowly change color (green → gray)
- Cracks appear on skin
- Eventually collapse into fertilizer pile
### **3. Grave Mechanic:**
- Zombies sleep IN graves (not beds)
- Graves have dirt mound + cross/tombstone
- Glow effect when zombie is resting
### **4. Mario Plants (Carnivorous):**
- 3 Growth stages: Sprout → Bud → Full Flower
- Animated mouth (opens/closes)
- Particles when fed (drip blood/glow)
---
## 📝 **NEXT STEPS:**
**For Visual Development:**
1. [ ] Create player sprite (dreadlocks, purple eyes)
2. [ ] Design 3 zombie types (basic, miner, guard)
3. [ ] Draw Kovač (blacksmith) sprite
4. [ ] Create 5 core tiles (grass, dirt, water, stone, wood)
5. [ ] UI mockup (HUD layout)
**For Gameplay:**
6. [ ] Implement isometric movement
7. [ ] Add zombie pathfinding
8. [ ] Create grave building mechanic
9. [ ] NPC dialogue system
10. [ ] Farm expansion system
---
**VISION SET! Ready for art generation! 🎨**
*Created: 11.12.2025 - 21:40*