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