Files
novafarma/nova farma TRAE/MASTER_GAME_BIBLE.md
David Kotnik d3a93b6e7b 🎉 SESSION COMPLETE - Final Save
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! ��
2026-02-11 00:17:17 +01:00

4.5 KiB
Raw Blame History

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.
  • 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.

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 in electron-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 template
  • zombie_female.png - Female variant (purple dreadlocks, tattoos, piercings)

Zombie Characters (7):

  • zombie_scout_idle.png - Tactical scout with binoculars
  • zombie_porter_walk.png - Worker (3-frame walk animation)
  • zombie_farmer_idle.png - Farmer with green dreadlocks
  • zombie_miner_idle.png - Miner with hard hat & pickaxe
  • zombie_builder_idle.png - Builder with mohawk & piercings
  • zombie_chef_idle.png - Chef with meat cleaver (bonus)
  • zombie_lumberjack_idle.png - Lumberjack with beard & axe

Kai Character (4):

  • kai_idle.png - Single idle frame
  • kai_idle_sheet.png - 4-frame breathing animation
  • kai_walk_sheet.png - 3-frame walk cycle
  • kai_attack_sheet.png - 3-frame punch attack

Environment (9):

  • sky_day.png - Day sky gradient
  • sky_night.png - Night sky gradient
  • sky_dusk.png - Sunset gradient
  • sky_dawn.png - Sunrise gradient
  • sun.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)