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

117 lines
4.5 KiB
Markdown
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.
---
## <20><> 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)
---