Files
novafarma/GAME_SYSTEMS_JAN_04_EXPANSION.md
David Kotnik c64fe460df 📚 GAME BIBLE UPDATE - Jan 04 Systems Expansion
Added comprehensive documentation for 5 major new systems:

1. 🏠 Home Upgrade System:
   - 3-tier sleep system (sleeping bag → wooden → king-size)
   - Crafting tables (small → large for expeditions)
   - House extensions (kitchen + basement w/ alchemy lab)
   - Home customization & furniture placement

2. 🏪 New Town Buildings:
   - Bakery (food shop, gifts, baking competitions)
   - Barber Shop (hairstyles, piercings, dreadlocks, zombie makeover)
   - Lawyer Office (divorce mechanics, 50k cost, 25% money loss)

3. ⛏️ Functional Mines:
   - 100 levels deep with difficulty scaling
   - Zombie miner automation (auto-collect ore)
   - Mine machines (elevators, crushers, ventilation)
   - Boss at level 100 (The Deep One)

4. 🏘️ Town Growth:
   - Dynamic town sign (auto-updates population count)
   - NPC limit system (starts 4, expands to 20)
   - Small villages scattered across map (2-3 houses each)

5. 🔒 NPC Privacy & Decoration:
   - Hobby-based auto-decoration (fisherman, baker, barber themes)
   - Heart-locked doors (bedroom requires 5+ hearts)
   - Visit tracking & relationship effects

Documentation files:
- GAME_BIBLE_COMPLETE.md (updated)
- GAME_SYSTEMS_JAN_04_EXPANSION.md (new)
- GAME_SYSTEMS_EXPANSION_PLAN.md (implementation plan)

Total new content: ~400 lines of game mechanics
Asset requirements: ~170 interior PNG sprites
2026-01-04 11:46:12 +01:00

6.7 KiB

⛏️ FUNCTIONAL MINES & AUTOMATION SYSTEM

Added: January 4, 2026

Mine Structure (100 Levels Deep)

Level Progression:

  • Levels 1-20: COPPER ZONE (weak enemies, basic ore)
  • Levels 21-50: IRON ZONE (moderate enemies, better ore)
  • Levels 51-80: GOLD ZONE (strong enemies, valuable ore)
  • Levels 81-100: DIAMOND ZONE (boss-tier enemies, rare gems)

Depth Mechanics:

  • Each 10 levels = difficulty spike
  • Lighting gets darker (need torches/lanterns)
  • Temperature drops (hypothermia risk at level 80+)
  • Oxygen decreases (need air supply below level 60)

Zombie Miner System

How It Works:

  1. Assign zombie worker to mine entrance
  2. Zombie descends to assigned level
  3. Auto-mines ore based on level depth
  4. Ore teleports to your storage chests
  5. Zombie continues 24/7 (never sleeps!)

Efficiency Factors:

  • Zombie quality (Level 1-5 zombies)
  • Tools equipped (better pickaxe = faster)
  • Level depth (deeper = slower but rarer ore)
  • Number of zombies (max 5 per mine)

Ore Generation Rates:

  • Level 1-20: 5 copper/hour per zombie
  • Level 21-50: 3 iron/hour per zombie
  • Level 51-80: 1 gold/hour per zombie
  • Level 81-100: 0.5 diamond/hour per zombie

Mine Machines & Upgrades

Elevator System:

  • Manual Ladder: Free, slow, dangerous
  • Rope Elevator: 5,000g - Faster, safer
  • Steam Elevator: 15,000g - Instant travel, automatic
  • Teleporter: 50,000g - Teleport to ANY level instantly

Stone Crusher:

  • Cost: 10,000g + 50 Iron + 25 Gears
  • Function: Processes raw ore 2x faster
  • Bonus: 10% chance for extra ore
  • Placement: Near mine entrance

Automated Carts:

  • Cost: 8,000g + 30 Iron + Track Rails
  • Function: Move ore from deep levels to surface
  • Capacity: 100 ore per trip
  • Speed: 1 trip every 5 minutes

Ventilation System:

  • Cost: 12,000g + 40 Iron Pipes
  • Function: Allows safe descent to level 100
  • Without it: Suffocation damage below level 60

Mine Exploration (Player)

Manual Mining:

  • Descend yourself for adventure
  • Fight enemies for XP and loot
  • Find secret rooms (treasure chests)
  • Discover gemstone veins (instant harvest)

Combat Challenges:

  • Cave Spiders (levels 1-30)
  • Rock Golems (levels 31-60)
  • Lava Elementals (levels 61-80)
  • Shadow Demons (levels 81-100)
  • Boss: The Deep One (level 100 - guards ancient treasure)

Rewards:

  • Rare ores (iridium, platinum, obsidian)
  • Ancient artifacts (museum donations)
  • Mining skill XP
  • Secret passages (shortcuts between levels)

🏘️ TOWN GROWTH & SIGNAGE SYSTEM

Added: January 4, 2026

Town Sign (Dynamic Counter)

Creation:

  • Appears automatically when first building is constructed
  • Placed at town entrance
  • Updates in real-time

Display:

╔═══════════════════╗
║  DOLINA SMRTI     ║
║  Population: 4    ║
║  Status: Growing  ║
╚═══════════════════╝

Mechanics:

  • NPC count updates instantly on move-in
  • "Status" changes based on happiness
    • Thriving (avg happiness >80%)
    • Growing (avg happiness 50-80%)
    • Struggling (avg happiness <50%)
  • Celebration effects at milestone populations (5, 10, 15, 20)

NPC Population System

Initial Limit: 4 NPCs

  • Blacksmith, Trader, Doctor, Carpenter (essential services)

Expansion Requirements:

  • Build Marketplace → +4 NPC slots (total 8)
  • Build Town Hall → +4 NPC slots (total 12)
  • Build Cathedral → +8 NPC slots (total 20)

Max Population: 20 NPCs (keeps town intimate)


Small Villages (Scattered World)

Auto-Generation:

  • 5-10 small villages spawn across map
  • Each has 2-3 houses
  • Purpose: Trade outposts, rest stops

Village Types:

  • Farming Hamlet (sells crops, seeds)
  • Fishing Village (near water, sells fish)
  • Hunter's Lodge (sells meat, furs)
  • Hermit Camp (single house, unique NPC with rare items)

Inhabitants:

  • 1-3 NPCs per village
  • Cannot recruit to your town
  • Unique dialogue about local area
  • Sell regional items

🔒 NPC PRIVACY & HOME DECORATION SYSTEM

Added: January 4, 2026

Hobby-Based Home Decoration

Automatic Interior Generation: When NPC moves in, house decorates based on their hobby/profession:

Fisherman:

  • Fishing nets on walls
  • Fish smell particle effect
  • Tackle boxes scattered
  • Mounted fish trophies
  • Blue/aqua color scheme

Baker:

  • Ovens and baking tools
  • Bread smell particle effect
  • Flour bags stacked
  • Rolling pins, mixing bowls
  • Warm orange lighting

Barber:

  • Mirrors and styling chairs
  • Scissors, razors displayed
  • Hair dye bottles
  • Piercing tools
  • Rainbow color accents

Zombie Worker:

  • Chains hanging from ceiling
  • Brain jar on shelf
  • Dark candles (purple flame)
  • Blood stains (cosmetic)
  • Cold, dark atmosphere

Farmers, Blacksmiths, Doctors: Each get unique themed interiors


Door Lock System (Heart-Based)

Main Room Access:

  • NPC must be HOME (in town)
  • If not home: "Nobody's here right now."
  • If home: Door is unlocked, enter freely

Bedroom Access:

  • Locked by default
  • Requires ≥5 hearts with NPC
  • If <5 hearts: NPC dialogue
    • Friendly: "Sorry, that's my private space!"
    • Neutral: "I'd rather you didn't go in there."
    • Upset: "Get out of my house!"

Special Rooms:

  • Basement/Attic: Requires ≥10 hearts (best friends)
  • Unlock special quest items or secrets

NPC Home Visits Mechanics

Tracking:

  • System logs every time you enter NPC home
  • Frequency affects relationship
    • 1st visit: +2 hearts ("You came to visit!")
    • Daily visits: +0.5 hearts (friendly neighbor)
    • Too many visits (>5/day): -1 heart (stalker vibes!)

Time-of-Day:

  • Morning (6am-12pm): NPC might still be sleeping (bedroom locked)
  • Afternoon (12pm-6pm): NPC usually at work/out
  • Evening (6pm-10pm): BEST time to visit (NPC home, relaxed)
  • Night (10pm-6am): Knocking on door wakes them up (-2 hearts!)

Gifts at Home:

  • Bringing gift during visit: +3 hearts (extra bonus)
  • Leaving gift on doorstep when not home: +1 heart (still nice)

🎯 SESSION JAN 04, 2026 - GAME SYSTEMS EXPANSION

Updated: 11:44 CET

Systems Added Today:

  1. Home Upgrade System (Sleep, Crafting, Extensions)
  2. New Town Buildings (Bakery, Barber, Lawyer)
  3. Functional Mines (100 levels, zombie workers)
  4. Town Growth (Dynamic sign, NPC limits)
  5. NPC Privacy (Locked doors, hobby decoration)

Assets Required:

  • Interior Objects: ~170 PNGs
  • New Buildings: 3 exteriors
  • Mine Equipment: 15 sprites
  • Town Signs: 5 variants

Next Steps:

  • Generate HIGH PRIORITY interior sprites
  • Code Sleep System prototype
  • Test bakery shop interface

Last Updated: January 4, 2026 @ 11:44 CET