FINAL SESSION COMMIT: Date: 2026-02-11 00:17 Duration: 6+ hours Assets: 23 generated ALL FILES SAVED: ✅ 23 asset files (Characters + Environment + References) ✅ Rain system code (GrassScene_Clean.js) ✅ Documentation (MASTER_GAME_BIBLE.md) ✅ Diary (MASTER_DNEVNIK) ✅ Removed old vegetation assets PROGRESS: 14.4% (23/160) NEXT SESSION: - Kai death animation - Kai tool animations - Batch 4: Polaroid intro Session End: 2026-02-11 00:17 Everything saved and committed! ��✨
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4.5 KiB
Master Game Bible - Nova Farma
1. Game Overview
Title: Nova Farma
Genre: Survival / Farming Simulation / Isometric RPG
Platform: Desktop (Electron/Phaser 3)
Visual Style: Pixel Art (Isometric/Top-Down Hybrid)
2. Core World System: The Island
The game world has been refactored from a continuous map to an Island System.
- Playable Area: A central island (20x20 tiles) defined by coordinate bounds.
- Boundaries: Hard collision limits prevent the player from walking off into the ocean.
- Ocean:
- Code-drawn deep blue rectangle (
0x004488) surrounds the island. - No external image assets are used for the water background to keep it clean and procedural.
- Code-drawn deep blue rectangle (
- Elevation:
- A visual "cliff" effect is created using a dark brown (
0x5C4033) tileSprite (ground_base) shifted 15px down. - A shadow rectangle (
0x000000, alpha 0.3) simulates height above the water.
- A visual "cliff" effect is created using a dark brown (
3. Characters
- Kai: Main protagonist. Uses a spritesheet for animations.
- Gronk: Secondary character/NPC. Uses a dedicated spritesheet.
4. UI & UX
- HUD:
- Health Bar (Top Left)
- Weather Widget (Top Right)
- Minimap (Bottom Right)
- Hotbar (Bottom Center)
- Visibility: All UI elements have increased padding (60px) and scale (1.0) for better readability on desktop screens.
5. Technical Stack
- Engine: Phaser 3
- Wrapper: Electron (v28.3.3)
- Build System: electron-builder
- Critical Configurations:
disableHardwareAcceleration: Enabled to prevent black screen issues on macOS.no-sandbox&disable-gpu: Added for stability.asar: false: Disabled to prevent file loading issues with local assets.- File Loading: Uses
file://protocol with absolute paths inelectron-main.cjs.
6. Asset Management
- Vegetation: Realistic trees and dense grass have been disabled/removed per "Clean Slate" approach.
- Water: Ponds and puddles removed. Only the surrounding ocean exists.
- Ground: Uses
ground_base(dirt/grass hybrid) as the primary floor tile.
7. Future Expansion (Planned)
- Bridge Hook: Coordinates reserved on the right edge of the island for a future bridge to "The City" or other islands.
- Interaction: "Look at Ocean" idle animation to be implemented when approaching the edge.
<EFBFBD><EFBFBD> DEVELOPMENT LOG
Session: 2026-02-10/11 - Mass Asset Generation
Date: 10. Februar 2026, 18:00 → 11. Februar 2026, 00:13
Duration: ~6 hours
Focus: Character & Environment Asset Generation
ASSETS GENERATED (23 total):
Zombie References (2):
zombie_basic.png- Male base templatezombie_female.png- Female variant (purple dreadlocks, tattoos, piercings)
Zombie Characters (7):
zombie_scout_idle.png- Tactical scout with binocularszombie_porter_walk.png- Worker (3-frame walk animation)zombie_farmer_idle.png- Farmer with green dreadlockszombie_miner_idle.png- Miner with hard hat & pickaxezombie_builder_idle.png- Builder with mohawk & piercingszombie_chef_idle.png- Chef with meat cleaver (bonus)zombie_lumberjack_idle.png- Lumberjack with beard & axe
Kai Character (4):
kai_idle.png- Single idle framekai_idle_sheet.png- 4-frame breathing animationkai_walk_sheet.png- 3-frame walk cyclekai_attack_sheet.png- 3-frame punch attack
Environment (9):
sky_day.png- Day sky gradientsky_night.png- Night sky gradientsky_dusk.png- Sunset gradientsky_dawn.png- Sunrise gradientsun.png- Sun sprite (Alpha 24)moon.png- Blood Moon sprite (Alpha 24)rain_drops.png- Rain particle asset
Code Systems (1):
- Rain weather particle system implemented in GrassScene_Clean.js
DNA CONSISTENCY:
- All Kai assets generated from correct reference (
references/kaj.png) - Zombie DNA variations: dreadlocks, mohawks, beards, bald
- Features: piercings, gauges, tattoos, scars for diversity
BATCH COMPLETION:
- ✅ Batch 1 (Zombies): 100% (8/8)
- ✅ Batch 3 (Day/Night Environment): 100% (7/7 + rain)
- ⏸️ Batch 2 (Kai): 67% (4/6 - missing death & tool animations)
TOTAL PROGRESS: 23/160 assets (14.4%)
TECHNICAL CHANGES:
- Vegetation system temporarily disabled for testing
- Rain particle system active (Phaser particles with ADD blend mode)
- Fixed asset directory structure (copied to game assets folder)
NEXT PRIORITIES:
- Kai death animation
- Kai tool use animations
- Batch 4: Polaroid intro images (narrative critical)
- Batch 5: UI systems (Radio, Twin Bond, Taming)