Files
novafarma/DEMO_COMPLETION_CHECKLIST.md
David Kotnik e8bf2064e8 DEMO ASSETS COMPLETE - 163 frames generated (Style 32 + Style 30)
🎨 Asset Production Summary:
- Characters: Kai (25), Gronk (20), Ana (9), Susi (14) = 68 frames
- Zombies: Base (12) + Workers (40): Gardener, Miner, Lumberjack, Scavenger = 52 frames
- Plants (Style 30): Ganja (7), Tomato (3), Wheat (4), Carrot (3), Potato (3) = 20 frames
- VFX & Objects: Poof (3), Base buildings (12), Campfire (4), Graves (8) = 27 frames

📊 Total: 163 frames | Cost: €1.96 | Budget remaining: €166.04

 All assets organized into proper folders
 Style 32 (Dark-Chibi Noir) for characters/objects - LOCKED
 Style 30 (Garden Story Botanical) for plants - LOCKED
 All on chroma green (#00FF00) background

📋 Added comprehensive documentation:
- DEMO_COMPLETION_CHECKLIST.md (integration roadmap)
- COMPLETE_ASSET_COUNT.md (full game budget analysis)
- _DEMO_ASSETS_COMPLETE.md (production summary)

🚀 Ready for Phaser 3 integration!
2026-01-03 05:07:04 +01:00

8.2 KiB

🎮 DEMO COMPLETION CHECKLIST

Dolina Smrti - Kickstarter Demo

Datum: 03.01.2026 05:01 CET
Status: 📊 Asseti dokončani, Integracija pending


COMPLETED (100% DONE)

1. MASTER ASSETS (163 frames):

  • Kai animations (25 frames)
  • Gronk animations (20 frames)
  • Ana portraits (9 frames)
  • Susi animations (14 frames)
  • Base Zombie animations (12 frames)
  • Zombie Workers (40 frames: Gardener, Miner, Lumberjack, Scavenger)
  • Plants (16 frames: Ganja, Tomato, Wheat, Carrot, Potato)
  • Poof VFX (3 frames)
  • Base buildings (12 frames)
  • Campfire (4 frames)
  • Zombie graves (8 frames)

Asset Production Cost: €1.96


IN PROGRESS / PENDING

2. MISSING PORTRAITS (10 frames):

⏳ Kai Portraits (5 frames):
   - kai_portrait_neutral.png
   - kai_portrait_happy.png
   - kai_portrait_sad.png
   - kai_portrait_angry.png
   - kai_portrait_surprised.png

⏳ Gronk Portraits (5 frames):
   - gronk_portrait_neutral.png
   - gronk_portrait_happy.png
   - gronk_portrait_sad.png
   - gronk_portrait_angry.png
   - gronk_portrait_surprised.png

Cost: ~€0.12 (10 frames @ €0.012)


3. PHASER 3 INTEGRATION (CODE):

A. Spritesheet Setup:

 Create sprite atlases:
   - kai_spritesheet.json + .png
   - gronk_spritesheet.json + .png
   - zombie_spritesheet.json + .png
   - susi_spritesheet.json + .png
   - plants_spritesheet.json + .png
   - objects_spritesheet.json + .png

Actions needed:

  • Combine frames into sprite atlases
  • Generate JSON metadata (frame positions/sizes)
  • Load in Phaser preloader
  • Configure animations in code

Tools: TexturePacker, Shoebox, or custom script
Time estimate: 2-3 hours


B. Animation Configuration:

 Phaser anims.create() for:
   - Kai: idle-down, idle-up, idle-right, walk-down, walk-up, walk-left, walk-right
   - Gronk: idle, walk-down, walk-up, walk-left, walk-right, vape
   - Susi: idle, walk, happy, eat, sleep, sit
   - Zombie: idle, walk, dig, wake (frames 1-4)
   - Plants: grow (3-4 stages)
   - Campfire: flame-loop
   - Base: tent-shake, cabin-shake, house-shake

Time estimate: 1-2 hours


4. TILED MAP CREATION:

⏳ Demo map (512x512 or 1024x1024):
   - Grass/dirt terrain tileset
   - Collision layer
   - Object placement layer:
     * Player spawn point
     * Base location (tent)
     * Campfire
     * 2-3 zombie graves
     * Farmable soil patches (4-6 plots)
     * Gronk NPC spawn

Actions needed:

  • Create/import grass/dirt tileset (Style 32)
  • Design starter area layout
  • Add collision boundaries
  • Export as .tmx or .json
  • Load in Phaser

Time estimate: 2-3 hours


5. GAMEPLAY SYSTEMS (CODE):

🟢 CRITICAL (Must-have for playable demo):

 Player Movement:
   - WASD controls
   - 4-directional movement
   - Collision with boundaries
   - Animation switching (idle/walk)

 Day/Night Cycle:
   - Timer (e.g., 5min day, 3min night)
   - Light overlay (darker at night)
   - Trigger zombie sleep/wake

 Zombie Sleep/Wake Mechanic:
   - DAY: Zombies in graves (sleeping sprite)
   - NIGHT: Play wake animation  active AI
   - Simple chase behavior (move toward player)

 Sleep System (Kai):
   - Interact with tent (Press E)
   - Play tent shake animation
   - Fast-forward time (skip night)
   - Restore energy/health

 Basic Farming:
   - Interact with soil plot (Press E)
   - Plant seed (e.g., Ganja)
   - Growth timer (3 in-game days)
   - Harvest interaction

Time estimate: 8-12 hours coding


🟡 NICE-TO-HAVE (Optional polish):

 Base Upgrade System:
   - Check resources (wood, stone)
   - Trigger upgrade (tent  cabin  house)
   - Save progression

 Inventory System:
   - UI grid (5-10 slots)
   - Item pickup/drop
   - Resource display (wood, stone, seeds)

 Health/Energy Bars:
   - Visual UI bars (top-left)
   - Decrease over time (energy)
   - Damage from zombies (health)
   - Restore via sleep/food

 Dialogue System:
   - Display portraits (Kai, Gronk, Ana)
   - Text box with typewriter effect
   - Choice buttons (optional)

 Campfire Interaction:
   - Warm up (restore temperature)
   - Cooking UI (later)

Time estimate: 6-10 hours additional coding


6. UI ELEMENTS:

🎨 Missing UI Assets:

⏳ Health bar (empty/full states)
⏳ Energy bar (empty/full states)
⏳ Inventory slot frame (9-patch)
⏳ Dialogue box background
⏳ Button sprites (E to interact, etc.)
⏳ Day/Night indicator (sun/moon icon)

Generation needed: ~6-8 UI elements
Cost: ~€0.10


💻 UI Code:

 HUD layer:
   - Health bar position/logic
   - Energy bar position/logic
   - Inventory grid
   - Interaction prompt ("Press E")

 Dialogue UI:
   - Portrait display
   - Text rendering
   - Continue/choice buttons

Time estimate: 3-5 hours


⏳ Sound Effects:
   - Footstep sounds (grass/dirt)
   - Plant sound (planting seed)
   - Harvest sound (collect crop)
   - Zombie groan/wake sound
   - Door creak (tent open)
   - Hit/damage sound

⏳ Background Music:
   - Day theme (calm, farming vibe)
   - Night theme (tense, horror vibe)
   - Campfire ambience loop

Source: Freesound.org, OpenGameArt, or custom
Time estimate: 2-3 hours


8. POLISH & TESTING:

⏳ Playtesting:
   - Test all animations trigger correctly
   - Verify collision boundaries work
   - Check day/night cycle timing
   - Balance zombie difficulty

⏳ Bug fixing:
   - Input lag/responsiveness
   - Animation glitches
   - Pathfinding issues (zombies)
   - UI placement/scaling

⏳ Performance optimization:
   - Check FPS on target devices
   - Optimize sprite atlas sizes
   - Reduce draw calls if needed

Time estimate: 4-6 hours


📊 TOTAL TIME ESTIMATE (DEVELOPMENT)

Task Time (hours)
Portraits generation 0.5
Spritesheet setup 2-3
Animation config 1-2
Tiled map creation 2-3
Critical gameplay systems 8-12
Nice-to-have systems 6-10
UI assets + code 3-5
Audio integration 2-3
Polish & testing 4-6
MINIMUM (MVP) ~15-20 hours
FULL DEMO ~30-40 hours

PHASE 1: MVP (Minimum Viable Playable) - ~15h

  1. Generate missing portraits (30 min)
  2. Create spritesheets (2h)
  3. Build basic Tiled map (2h)
  4. Implement player movement (2h)
  5. Add day/night cycle (2h)
  6. Zombie sleep/wake system (3h)
  7. Sleep mechanic (tent interaction) (2h)
  8. Basic testing (2h)

Deliverable: Walkable demo with day/night cycle, zombies that wake up, ability to sleep.


PHASE 2: Core Gameplay - ~10h

  1. Farming system (plant → grow → harvest) (4h)
  2. Health/Energy bars (2h)
  3. Basic inventory (2h)
  4. Testing & balancing (2h)

Deliverable: Playable farming loop with survival mechanics.


PHASE 3: Polish - ~10h

  1. Base upgrade system (3h)
  2. Dialogue system + Gronk NPC (3h)
  3. Sound effects + music (2h)
  4. Final polish & bug fixes (2h)

Deliverable: Kickstarter-ready demo.


🚀 IMMEDIATE NEXT STEPS

TO START TODAY:

  1. Generate portraits (Kai + Gronk, 10 frames) - waiting for quota reset (2h 40min)
  2. Organize existing sprites into folders by type
  3. Research spritesheet tools (TexturePacker trial, Shoebox, custom script)
  4. Plan Tiled map layout (sketch starter area on paper)
  5. Review Phaser 3 animation docs (refresh syntax)

SUCCESS CRITERIA

Demo je KONČAN, ko:

Player se lahko premika po mapi (WASD)
Dan/noč cikel deluje (visual change)
Zombiji spijo podnevi, lovijo ponoči
Kai lahko spi v šotoru → preskočit noč
Farmaš lahko 1 ganjo crop (plant → harvest)
Health/Energy bar se prikaže
Basic sound effects delajo
60 FPS stable performance


OPOMBA: To je realistična ocena za solo dev. Če delaš fokusirano 8h/dan, lahko MVP narediš v 2-3 dni, full demo v 4-5 dni.


🎯 READY TO START INTEGRATION?