1315 lines
32 KiB
Markdown
1315 lines
32 KiB
Markdown
# ✅ BASE GAME COMPLETE CHECKLIST
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**Vse kar rabimo za celotno igro (brez DLC!)**
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*Based on COMPLETE_BIOME_MANIFEST.md (18 biomov = sedaj v base game!)*
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---
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## 📊 QUICK SUMMARY
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```
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Total Assets Needed: ~14,000 PNGs
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Currently Done: 789 PNGs ✅
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Remaining: 13,211 PNGs ❌
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Progress: 5.6%
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```
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---
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## 🎯 CATEGORY BREAKDOWN
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### **1. CHARACTERS** (87 PNGs) - ✅ **100% DONE!**
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```
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✅ Kai (Player): 15 sprites
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✅ Gronk (NPC): 19 sprites
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✅ Zombies (Base): 53 sprites
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```
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**Status:** COMPLETE! Ready for game!
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---
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### **2. FARM CROPS** (1,600 PNGs) - ❌ **0% DONE!**
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#### **Base Crops** (40 types × 8 growth stages × 4 seasons = 1,280 sprites)
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```
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❌ Wheat (8 stages × 4 seasons = 32)
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❌ Corn (8 × 4 = 32)
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❌ Tomatoes (8 × 4 = 32)
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❌ Carrots (8 × 4 = 32)
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❌ Potatoes (8 × 4 = 32)
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❌ Pumpkins (8 × 4 = 32)
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❌ Strawberries (8 × 4 = 32)
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❌ Cucumbers (8 × 4 = 32)
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❌ Lettuce (8 × 4 = 32)
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❌ Cabbage (8 × 4 = 32)
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❌ Onions (8 × 4 = 32)
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❌ Garlic (8 × 4 = 32)
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❌ Peppers (8 × 4 = 32)
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❌ Eggplant (8 × 4 = 32)
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❌ Zucchini (8 × 4 = 32)
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❌ Broccoli (8 × 4 = 32)
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❌ Cauliflower (8 × 4 = 32)
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❌ Spinach (8 × 4 = 32)
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❌ Beets (8 × 4 = 32)
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❌ Radishes (8 × 4 = 32)
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... + 20 more crops
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```
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#### **Fruit Trees** (8 types × 10 sprites × 4 seasons = 320 sprites)
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```
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❌ Apple tree (growth + seasons = 40)
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❌ Orange tree (40)
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❌ Cherry tree (40)
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❌ Pear tree (40)
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❌ Peach tree (40)
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❌ Plum tree (40)
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❌ Grape vine (40)
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❌ Berry bushes (40)
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```
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**Total Crops: 1,600 sprites** ❌
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---
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### **3. ANIMALS** (480 PNGs) - ❌ **0% DONE!**
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#### **Farm Animals** (Normal + Mutant variants)
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```
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❌ Chickens (4 animations × 3 breeds × 2 variants = 24)
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❌ Cows (4 animations × 3 breeds × 2 variants = 24)
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❌ Pigs (4 animations × 3 breeds × 2 variants = 24)
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❌ Sheep (4 animations × 3 breeds × 2 variants = 24)
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❌ Horses (4 animations × 3 breeds × 2 variants = 24)
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❌ Goats (4 animations × 3 breeds × 2 variants = 24)
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❌ Dogs (4 animations × 2 breeds = 8)
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❌ Cats (4 animations × 2 breeds = 8)
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```
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#### **Biome Animals** (per biome, 10-16 types)
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```
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❌ Dino Valley: T-Rex, Raptors, etc. (32 types)
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❌ Mythical: Dragons, Griffins, Unicorns (16 types)
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❌ Atlantis: Whales, Sharks, Octopus (10 types)
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❌ Egypt: Camels, Scorpions, Cobras (10 types)
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❌ Chernobyl: Mutant wolves, bears (10 types)
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❌ Arctic: Polar bears, seals (10 types)
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❌ Forest: Wolves, bears, deer (16 types)
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❌ ... + 11 more biomes
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```
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**Total Animals: ~480 sprites** ❌
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---
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### **4. BUILDINGS** (250 PNGs) - ⚠️ **4% DONE!**
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#### **Farm Buildings** (upgrades)
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```
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❌ Farmhouse (5 levels × 4 variations = 20)
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❌ Barn (3 levels × 4 variations = 12)
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❌ Greenhouse (3 levels × 4 variations = 12)
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❌ Storage Shed (3 levels × 4 variations = 12)
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❌ Laboratory (5 levels × 3 variations = 15)
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❌ Workshop (3 levels = 3)
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❌ Chicken Coop (3 levels = 3)
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❌ Stable (3 levels = 3)
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❌ Well (3 levels = 3)
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```
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#### **Biome Buildings** (per biome)
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```
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❌ Dino Valley: Cave, Hut, Altar (4 buildings)
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✅ Tent (basic) - 1 sprite ✅
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❌ Mythical: Dragon nest, Temple, Tower (3)
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❌ Atlantis: Underwater temple, Palace (4)
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❌ Egypt: Pyramid, Tomb, Temple (5)
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❌ Chernobyl: Reactor, Bunker, Apartment (5)
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❌ ... + 13 more biomes
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```
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**Total Buildings: ~250 sprites** ❌
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---
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### **5. BIOMES - TERRAIN & TILES** (1,080 PNGs) - ⚠️ **0.2% DONE!**
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#### **Per Biome** (18 biomes × 60 sprites each)
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Each biome needs:
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- Ground tiles (grass, dirt, stone) = 3 tiles
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- Decorations (rocks, plants, props) = 15 sprites
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- Vegetation (trees, bushes) = 10 sprites
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- Props (unique to biome) = 12 sprites
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- Special effects = 20 sprites
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```
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⚠️ Starting Valley: 2/60 (grass, dirt) ✅
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❌ Dino Valley: 0/60
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❌ Mythical Highlands: 0/60
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❌ Atlantis: 0/60
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❌ Egyptian Desert: 0/60
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❌ Chernobyl: 0/60
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❌ Mushroom Forest: 0/60
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❌ Arctic Zone: 0/60
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❌ Endless Forest: 0/60
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❌ Amazon Rainforest: 0/60
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❌ Loch Ness: 0/60
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❌ Catacombs: 0/60
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❌ Volcanic: 0/60
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❌ Crystal Caves: 0/60
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❌ Swamp: 0/60
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❌ Tundra: 0/60
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❌ Savanna: 0/60
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❌ Witch Forest: 0/60
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```
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**Total Biome Assets: 1,080 sprites** ❌
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---
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### **6. WEAPONS & TOOLS** (800 PNGs) - ⚠️ **6% DONE!**
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#### **Basic Tools** (Farm + Survival)
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```
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✅ Hoe (rusty) - 1 sprite ✅
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✅ Bucket (old) - 1 sprite ✅
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✅ Watering Can - 1 sprite ✅
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❌ Axe (5 tiers: wood, stone, iron, gold, diamond)
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❌ Pickaxe (5 tiers)
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❌ Scythe (5 tiers)
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❌ Shovel (5 tiers)
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❌ Fishing Rod (5 tiers)
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❌ Hammer (5 tiers)
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```
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#### **Weapons** (Melee + Ranged)
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```
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❌ Swords (10 types × 3 tiers = 30)
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❌ Axes (combat, 10 types × 3 tiers = 30)
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❌ Spears (10 types × 3 tiers = 30)
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❌ Bows (10 types × 3 tiers = 30)
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❌ Crossbows (5 types × 3 tiers = 15)
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❌ Guns (15 types × 2 tiers = 30)
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❌ Magic weapons (staves, wands) (20 types)
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```
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#### **Biome-Specific Weapons** (per biome)
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```
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❌ Dino Valley: Bone axe, Stone spear, etc. (10 weapons)
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❌ Mythical: Dragon sword, Crystal staff (10)
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❌ Atlantis: Trident, Harpoon (8)
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❌ Egypt: Khopesh, Staff of Ra (8)
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❌ ... + 14 more biomes
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```
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**Total Weapons/Tools: ~800 sprites** ❌
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---
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### **7. CLOTHING & ARMOR** (1,200 PNGs) - ❌ **0% DONE!**
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#### **Base Armor Sets** (5 tiers × 4 pieces × 3 variants)
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```
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❌ Leather (helmet, chest, legs, boots) × 3 = 12
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❌ Iron (4 pieces × 3) = 12
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❌ Gold (4 × 3) = 12
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❌ Diamond (4 × 3) = 12
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❌ Mythril (4 × 3) = 12
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```
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#### **Biome-Specific Clothing** (per biome, 6-8 pieces)
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```
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❌ Dino: Dino hide armor, bone helmet (8 pieces)
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❌ Mythical: Dragon scale, Griffin cloak (8)
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❌ Atlantis: Fish scale, Diving suit (6)
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❌ Egypt: Pharaoh crown, Mummy wraps (8)
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❌ Chernobyl: Hazmat suit, Gas mask (6)
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❌ Arctic: Fur coat, Ice armor (6)
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❌ ... + 12 more biomes
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```
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#### **Seasonal Outfits** (4 seasons × 5 sets)
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```
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❌ Spring outfits (5 sets)
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❌ Summer outfits (5)
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❌ Fall outfits (5)
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❌ Winter outfits (5)
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```
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**Total Clothing: ~1,200 sprites** ❌
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---
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### **8. FOOD & COOKING** (2,000 PNGs) - ❌ **0% DONE!**
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#### **Basic Food** (Farm produce)
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```
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❌ Raw crops (40 types)
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❌ Cooked crops (40 cooked variants)
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❌ Processed food (bread, pasta, etc.) (50 types)
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❌ Drinks (juice, wine, beer) (30 types)
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❌ Desserts (cake, pie, cookies) (40 types)
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```
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#### **Animal Products**
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```
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❌ Eggs (chicken, dino, phoenix) (10 types)
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❌ Milk (cow, goat, mutant) (6 types)
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❌ Cheese (various) (15 types)
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❌ Butter (3 types)
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❌ Meat (raw, 30 animal types)
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❌ Cooked meat (30 types)
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```
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#### **Biome-Specific Food** (per biome, 10-16 recipes)
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```
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❌ Dino Valley: Dino steak, Dino eggs (16 foods)
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❌ Mythical: Dragon steak, Ambrosia (12 foods)
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❌ Atlantis: Grilled Octopus, Sea bread (14 foods)
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❌ Egypt: Dates, Flatbread, Beer (10 foods)
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❌ ... + 14 more biomes
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```
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#### **Special Food** (Buffs, Potions)
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```
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❌ Health potions (5 tiers)
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❌ Stamina potions (5 tiers)
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❌ Buff food (strength, speed, etc.) (20 types)
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❌ Magical food (various effects) (30 types)
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```
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**Total Food: ~2,000 sprites** ❌
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---
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### **9. MATERIALS & RESOURCES** (1,500 PNGs) - ❌ **0% DONE!**
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#### **Basic Materials**
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```
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❌ Wood (10 tree types × 3 variants = 30)
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❌ Stone (10 types: granite, marble, etc.)
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❌ Ores (iron, gold, diamond, etc.) (15 types)
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❌ Gems (ruby, sapphire, emerald, etc.) (20 types)
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❌ Leather (various animals) (15 types)
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❌ Cloth (linen, wool, silk) (10 types)
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```
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#### **Biome-Specific Materials** (per biome, 8-12 types)
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```
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❌ Dino: Bones, Hide, Scales, Teeth (12 materials)
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❌ Mythical: Dragon scales, Mythril ore (10)
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❌ Atlantis: Pearls, Coral, Shells (8)
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❌ Egypt: Gold, Papyrus, Lapis (10)
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❌ Chernobyl: Uranium, Lead, Scrap (8)
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❌ ... + 13 more biomes
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```
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#### **Crafting Components**
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```
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❌ Nails, screws, bolts (20 types)
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❌ Wires, cables (10 types)
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❌ Gears, springs (15 types)
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❌ Electronics (chips, circuits) (20 types)
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❌ Magical components (crystals, runes) (30 types)
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```
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**Total Materials: ~1,500 sprites** ❌
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---
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### **10. NPCs** (360 PNGs) - ⚠️ **5% DONE!**
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#### **Town NPCs** (Essential)
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```
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✅ Gronk (NPC) - 19 sprites ✅
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❌ Merchant (3 variations)
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❌ Blacksmith (3 variations)
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❌ Doctor/Healer (3)
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❌ Farmer (3)
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❌ Fisherman (3)
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❌ Miner (3)
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❌ Lumberjack (3)
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❌ Chef (3)
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❌ Tailor (3)
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❌ Scientist (3)
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```
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#### **Biome NPCs** (per biome, 2-3 unique NPCs)
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```
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❌ Dino Valley: Tribal hunter, Shaman, Cave dweller (3)
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❌ Mythical: Mountain sage, Dragon rider, Mage (3)
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❌ Atlantis: Atlantean, Diver, Treasure hunter (3)
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❌ Egypt: Archaeologist, Tomb raider, Nomad (3)
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❌ ... + 14 more biomes
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```
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#### **Quest NPCs** (Story + Side quests)
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```
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❌ Ana (sister, various stages) (10 sprites)
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❌ Main story NPCs (20 characters)
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❌ Side quest NPCs (30 characters)
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```
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**Total NPCs: ~360 sprites** ❌
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---
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### **11. ENEMIES & BOSSES** (1,800 PNGs) - ⚠️ **3% DONE!**
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#### **Basic Zombies** (Already done!)
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```
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✅ Base zombie variants - 53 sprites ✅
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```
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#### **Biome Enemies** (per biome, 10-15 enemy types × 4 animations)
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```
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❌ Dino Valley: Zombies + Dinos (32 enemies × 4 = 128)
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❌ Mythical: Ethereal ghosts, Crystal zombies (16 × 4 = 64)
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❌ Atlantis: Drowned zombies, Sea horrors (10 × 4 = 40)
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❌ Egypt: Mummies, Sand zombies (10 × 4 = 40)
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❌ Chernobyl: Rad zombies, Mutants (10 × 4 = 40)
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❌ ... + 13 more biomes
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```
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#### **Bosses** (1 per biome + special)
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```
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❌ Dino Valley Boss: Alpha T-Rex (6 animations)
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❌ Mythical Boss: Ancient Dragon (8 animations)
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❌ Atlantis Boss: Kraken (8 animations)
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❌ Egypt Boss: Pharaoh's Curse (6 animations)
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❌ ... + 14 more biome bosses
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❌ Final Boss: Master Zombie (12 animations)
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```
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**Total Enemies: ~1,800 sprites** ❌
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---
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### **12. UI & ICONS** (1,500 PNGs) - ⚠️ **5% DONE!**
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#### **Inventory Icons** (Every item needs icon)
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```
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❌ Item icons (all items, ~1000 icons)
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❌ Tool icons (100)
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❌ Weapon icons (200)
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❌ Food icons (200)
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❌ Material icons (300)
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```
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#### **UI Elements**
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```
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❌ Buttons (50 types)
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❌ Panels (20 types)
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❌ Status bars (health, stamina, etc.) (15)
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❌ Menus (inventory, crafting, etc.) (30 screens)
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❌ Icons (stats, buffs, debuffs) (100 icons)
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```
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#### **Character Portraits**
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```
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❌ Kai portraits (emotions, aging) (20 portraits)
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❌ Ana portraits (20)
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❌ NPC portraits (50 NPCs × 3 emotions = 150)
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```
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**Total UI: ~1,500 sprites** ❌
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---
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### **13. EFFECTS & PARTICLES** (500 PNGs) - ❌ **0% DONE!**
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```
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❌ Magic effects (fire, ice, lightning, etc.) (100)
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❌ Weather effects (rain, snow, fog) (50)
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❌ Combat effects (slash, explosion, blood) (80)
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❌ Farming effects (dust, sparkles, growth) (40)
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❌ Environmental effects (water splash, smoke) (60)
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❌ Status effects (poison, burn, freeze) (40)
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❌ Biome-specific effects (per biome, 10 each) (180)
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```
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**Total Effects: ~500 sprites** ❌
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---
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### **14. VEHICLES & TRANSPORTATION** (120 PNGs) - ❌ **0% DONE!**
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```
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❌ Bicycle (3 variations)
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❌ Motorcycle (3 variations)
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❌ Scooter (3 variations)
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❌ Horse cart (3 variations)
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❌ Boat (5 types)
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❌ Submarine (2 types)
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❌ Minecart (2 types)
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❌ Train (10 variations)
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❌ Hot air balloon (2 types)
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❌ Hang glider (2 types)
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```
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**Total Vehicles: ~120 sprites** ❌
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---
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### **15. FURNITURE & DECORATIONS** (800 PNGs) - ❌ **0% DONE!**
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#### **House Furniture** (Per room)
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```
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❌ Bedroom (bed, dresser, nightstand, etc.) (20 items)
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❌ Kitchen (stove, fridge, counter, etc.) (25 items)
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❌ Living room (couch, TV, table, etc.) (20 items)
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❌ Bathroom (toilet, sink, shower, etc.) (15 items)
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❌ Dining room (table, chairs, etc.) (10 items)
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❌ Office (desk, computer, bookshelf) (15 items)
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```
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#### **Farm Decorations**
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```
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❌ Fences (10 types)
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❌ Paths (10 types)
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❌ Lights (lamps, torches) (20 types)
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❌ Planters (10 types)
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❌ Statues (15 types)
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❌ Decorative objects (100+ items)
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```
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**Total Furniture: ~800 sprites** ❌
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---
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## 📊 FINAL SUMMARY
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| Category | Sprites Needed | Done | Remaining | % Complete |
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|----------|----------------|------|-----------|------------|
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| **Characters** | 87 | 87 ✅ | 0 | 100% |
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| **Farm Crops** | 1,600 | 0 | 1,600 ❌ | 0% |
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| **Animals** | 480 | 0 | 480 ❌ | 0% |
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| **Buildings** | 250 | 10 | 240 ❌ | 4% |
|
||
| **Biomes** | 1,080 | 2 | 1,078 ❌ | 0.2% |
|
||
| **Weapons/Tools** | 800 | 50 | 750 ❌ | 6% |
|
||
| **Clothing** | 1,200 | 0 | 1,200 ❌ | 0% |
|
||
| **Food** | 2,000 | 0 | 2,000 ❌ | 0% |
|
||
| **Materials** | 1,500 | 0 | 1,500 ❌ | 0% |
|
||
| **NPCs** | 360 | 19 | 341 ❌ | 5% |
|
||
| **Enemies** | 1,800 | 53 | 1,747 ❌ | 3% |
|
||
| **UI** | 1,500 | 75 | 1,425 ❌ | 5% |
|
||
| **Effects** | 500 | 0 | 500 ❌ | 0% |
|
||
| **Vehicles** | 120 | 0 | 120 ❌ | 0% |
|
||
| **Furniture** | 800 | 3 | 797 ❌ | 0.4% |
|
||
| **TOTAL** | **14,077** | **299** | **13,778** | **2.1%** |
|
||
|
||
---
|
||
|
||
## ⭐ TOP 5 PRIORITIES
|
||
|
||
### **1. FARM CROPS** ⭐⭐⭐⭐⭐
|
||
**Needed:** 1,600 sprites
|
||
**Why:** Core gameplay loop!
|
||
**Time:** 4-6 weeks
|
||
|
||
### **2. ANIMALS** ⭐⭐⭐⭐
|
||
**Needed:** 480 sprites
|
||
**Why:** Farm management essential
|
||
**Time:** 2-3 weeks
|
||
|
||
### **3. FOOD SYSTEM** ⭐⭐⭐⭐
|
||
**Needed:** 2,000 sprites
|
||
**Why:** Survival mechanics
|
||
**Time:** 4-5 weeks
|
||
|
||
### **4. BIOME TILES** ⭐⭐⭐
|
||
**Needed:** 1,080 sprites
|
||
**Why:** World exploration
|
||
**Time:** 3-4 weeks
|
||
|
||
### **5. WEAPONS/TOOLS** ⭐⭐⭐
|
||
**Needed:** 800 sprites
|
||
**Why:** Combat & progression
|
||
**Time:** 2-3 weeks
|
||
|
||
---
|
||
|
||
## ⏱️ PRODUCTION TIMELINE
|
||
|
||
### **REALISTIC (50 sprites/day):**
|
||
```
|
||
13,778 sprites ÷ 50 = 276 days
|
||
= ~9 months (to October 2026)
|
||
```
|
||
|
||
### **AGGRESSIVE (100 sprites/day):**
|
||
```
|
||
13,778 ÷ 100 = 138 days
|
||
= ~4.5 months (to June 2026)
|
||
```
|
||
|
||
### **WITH TEAM (200 sprites/day):**
|
||
```
|
||
13,778 ÷ 200 = 69 days
|
||
= ~2.3 months (to April 2026)
|
||
```
|
||
|
||
---
|
||
|
||
## ✅ RECOMMENDED APPROACH
|
||
|
||
**FOCUS ON CORE SYSTEMS FIRST:**
|
||
|
||
1. **Month 1:** Crops (1,600) → Enables farming
|
||
2. **Month 2:** Animals (480) + Food (1,000) → Complete farm loop
|
||
3. **Month 3:** Biomes (1,080) → World exploration
|
||
4. **Month 4-6:** Everything else (~10,000) → Polish & complete
|
||
|
||
**FULL GAME READY: June-July 2026!** 🎮
|
||
|
||
---
|
||
|
||
*Generated: Jan 03, 2026 @ 22:38*
|
||
*Based on COMPLETE_BIOME_MANIFEST.md (18 biomes integrated)*
|
||
|
||
---
|
||
|
||
## 🏚️ SPECIAL BUILDING: UNDERGROUND BUNKER (Grow Room)
|
||
|
||
**Added: Jan 03, 2026 @ 22:50**
|
||
|
||
### **UNDERGROUND BUNKER** (15 sprites total)
|
||
|
||
**Purpose:** Secret underground facility for cultivating "special" crops (Cannabis & Magic Mushrooms)
|
||
|
||
#### **5 UPGRADE LEVELS:**
|
||
|
||
**Level 1: Hidden Basement** (3 sprites)
|
||
```
|
||
Size: 3×3 tiles (small room)
|
||
Capacity: 10 plants OR 5 mushroom boxes
|
||
Features:
|
||
- Basic stone walls
|
||
- Wooden door (hidden entrance)
|
||
- Single grow light (basic)
|
||
- Manual watering system
|
||
- No climate control
|
||
|
||
Cost: 5,000 Zł
|
||
Materials: 50 Wood, 100 Stone, 20 Iron
|
||
Build Time: 2 days
|
||
|
||
Visual: Stone basement with wooden supports
|
||
```
|
||
|
||
**Level 2: Basic Grow Room** (3 sprites)
|
||
```
|
||
Size: 5×5 tiles (medium room)
|
||
Capacity: 25 plants OR 15 mushroom boxes
|
||
Features:
|
||
- Concrete walls
|
||
- Steel door (lockable)
|
||
- Multiple grow lights (LED)
|
||
- Irrigation system (auto-water)
|
||
- Basic ventilation fan
|
||
- Temperature gauge
|
||
|
||
Cost: 15,000 Zł
|
||
Materials: 100 Stone, 50 Steel, 30 Glass, 10 Electronics
|
||
Build Time: 3 days
|
||
|
||
Visual: Modern basement with metal fixtures
|
||
```
|
||
|
||
**Level 3: Advanced Facility** (3 sprites)
|
||
```
|
||
Size: 8×8 tiles (large room)
|
||
Capacity: 60 plants OR 30 mushroom boxes
|
||
Features:
|
||
- Reinforced walls (soundproof)
|
||
- Keypad-locked entrance
|
||
- Full spectrum LEDs (optimal growth)
|
||
- Automated drip irrigation
|
||
- Climate control (temp + humidity)
|
||
- Carbon filter (odor control!)
|
||
- Multiple chambers (separate strains)
|
||
|
||
Cost: 40,000 Zł
|
||
Materials: 200 Concrete, 100 Steel, 50 Electronics, 20 Gold
|
||
Build Time: 5 days
|
||
|
||
Visual: Professional grow room with tech
|
||
```
|
||
|
||
**Level 4: Professional Setup** (3 sprites)
|
||
```
|
||
Size: 12×12 tiles (xl room)
|
||
Capacity: 120 plants OR 60 mushroom boxes
|
||
Features:
|
||
- All Level 3 features PLUS:
|
||
- Separate veg/flower rooms
|
||
- Automated nutrient dosing
|
||
- CO2 enrichment system
|
||
- Security cameras (monitors outside)
|
||
- Air conditioning (precise temp)
|
||
- Dehumidifier (precise humidity)
|
||
- Clone/mother room (breeding)
|
||
|
||
Cost: 100,000 Zł
|
||
Materials: 500 Concrete, 200 Steel, 100 Electronics, 50 Gold
|
||
Build Time: 7 days
|
||
|
||
Visual: Industrial-grade facility
|
||
```
|
||
|
||
**Level 5: Secret Laboratory** (3 sprites)
|
||
```
|
||
Size: 15×15 tiles (massive)
|
||
Capacity: 250 plants OR 120 mushroom boxes
|
||
Features:
|
||
- All Level 4 features PLUS:
|
||
- Research lab (genetics)
|
||
- Tissue culture station (cloning)
|
||
- Extraction lab (concentrates)
|
||
- Drying/curing room (automated)
|
||
- Multiple entrances (escape routes)
|
||
- Hidden from radar (undetectable)
|
||
- Bunker blast door (apocalypse-proof!)
|
||
- Living quarters (can stay underground)
|
||
|
||
Cost: 250,000 Zł
|
||
Materials: 1000 Concrete, 500 Steel, 300 Electronics, 100 Gold, 50 Diamond
|
||
Build Time: 10 days
|
||
|
||
Visual: High-tech underground complex
|
||
```
|
||
|
||
---
|
||
|
||
### **BUNKER FEATURES:**
|
||
|
||
#### **Security System:**
|
||
```
|
||
Level 1-2: Basic lock
|
||
- NPCs can discover if nearby
|
||
- Police raids possible (if illegal)
|
||
|
||
Level 3-4: Advanced security
|
||
- Keypad entry
|
||
- Hidden entrance (hard to find)
|
||
- Security cameras (early warning)
|
||
|
||
Level 5: Maximum security
|
||
- Biometric lock (fingerprint)
|
||
- Multiple exits (escape tunnels)
|
||
- Undetectable (satellite/radar proof)
|
||
- Panic room (if raided, hide here)
|
||
```
|
||
|
||
#### **Climate Control:**
|
||
|
||
**Cannabis Optimization:**
|
||
```
|
||
Vegetative Stage:
|
||
- Temperature: 24-26°C (75-79°F)
|
||
- Humidity: 60-70%
|
||
- Light: 18 hours on, 6 hours off
|
||
- Nutrients: Nitrogen-rich
|
||
|
||
Flowering Stage:
|
||
- Temperature: 20-24°C (68-75°F)
|
||
- Humidity: 40-50%
|
||
- Light: 12 hours on, 12 hours off
|
||
- Nutrients: Phosphorus/potassium-rich
|
||
```
|
||
|
||
**Mushroom Optimization:**
|
||
```
|
||
Colonization (Mycelium Growth):
|
||
- Temperature: 24-27°C (75-81°F)
|
||
- Humidity: 95-100%
|
||
- Light: None (complete darkness)
|
||
- Fresh air: Minimal
|
||
|
||
Fruiting (Mushroom Formation):
|
||
- Temperature: 18-24°C (64-75°F)
|
||
- Humidity: 85-95%
|
||
- Light: 12 hours indirect light
|
||
- Fresh air: High (FAE - Fresh Air Exchange)
|
||
```
|
||
|
||
#### **Automation Features:**
|
||
|
||
**Level 3+ Automation:**
|
||
```
|
||
✅ Auto-watering (scheduled drip system)
|
||
✅ Auto-feeding (nutrient dosing)
|
||
✅ Auto-climate (temp/humidity adjust)
|
||
✅ Auto-lights (timer controlled)
|
||
✅ Auto-harvest alert (when ready)
|
||
✅ Growth tracking (database logs)
|
||
```
|
||
|
||
**Level 5 AI System:**
|
||
```
|
||
🤖 AI Grower Assistant:
|
||
- Monitors all plants 24/7
|
||
- Detects problems (pests, disease, deficiency)
|
||
- Adjusts environment automatically
|
||
- Suggests strain improvements
|
||
- Predicts harvest dates
|
||
- Optimizes yield (learns from past grows)
|
||
```
|
||
|
||
---
|
||
|
||
### **BUNKER LOCATIONS:**
|
||
|
||
```
|
||
Location Options:
|
||
|
||
1. Under Farmhouse (most common)
|
||
- Entrance: Basement trapdoor
|
||
- Pro: Convenient access
|
||
- Con: More visible
|
||
|
||
2. Under Barn
|
||
- Entrance: False wall in barn
|
||
- Pro: Larger space available
|
||
- Con: Animals might notice smell
|
||
|
||
3. Under Greenhouse
|
||
- Entrance: Tunnel from greenhouse
|
||
- Pro: Disguised as greenhouse overflow
|
||
- Con: Must own greenhouse first
|
||
|
||
4. Remote Forest Location
|
||
- Entrance: Hidden cave entrance
|
||
- Pro: Maximum secrecy
|
||
- Con: Far from farm base
|
||
|
||
5. Abandoned Mine Shaft
|
||
- Entrance: Old mine elevator
|
||
- Pro: Pre-existing space (cheaper!)
|
||
- Con: Requires mine access quest
|
||
```
|
||
|
||
---
|
||
|
||
### **GAMEPLAY MECHANICS:**
|
||
|
||
#### **Discovery Risk:**
|
||
|
||
```
|
||
Base Risk (if illegal):
|
||
- NPC discovery chance: 5% per day
|
||
- Police suspicion: Power usage monitored
|
||
- Smell detection: Neighbors complain
|
||
|
||
Risk Reduction:
|
||
- Carbon filter: -70% smell detection
|
||
- Solar panels: -80% power suspicion
|
||
- Remote location: -60% NPC discovery
|
||
- Level 5 bunker: -95% all detection
|
||
```
|
||
|
||
#### **Production Bonuses:**
|
||
|
||
```
|
||
Bunker vs. Outdoor Growing:
|
||
|
||
Cannabis:
|
||
- Outdoor: 2-3 harvests/year, weather-dependent
|
||
- Bunker: 4-6 harvests/year, year-round!
|
||
- Quality: +50% (controlled environment)
|
||
- Yield: +100% (optimal conditions)
|
||
|
||
Mushrooms:
|
||
- Outdoor: Seasonal only (fall/spring)
|
||
- Bunker: Year-round unlimited!
|
||
- Contamination: -90% (sterile environment)
|
||
- Multiple flushes: +200% total yield
|
||
```
|
||
|
||
---
|
||
|
||
### **QUESTS:**
|
||
|
||
**"Underground Farmer" Quest:**
|
||
```
|
||
1. Discover blueprints (find in abandoned bunker)
|
||
2. Gather materials (build Level 1)
|
||
3. First grow (cannabis or mushrooms)
|
||
4. Survive first harvest (avoid detection)
|
||
5. Reward: Automation unlocked
|
||
```
|
||
|
||
**"The Grow Op" Quest:**
|
||
```
|
||
1. Mysterious buyer wants quality product
|
||
2. Must build Level 3+ bunker
|
||
3. Grow specific strain (perfect conditions)
|
||
4. Deliver discreetly (stealth mission)
|
||
5. Reward: 50,000 Zł + rare genetics
|
||
```
|
||
|
||
**"Bunker Raid!" Event:**
|
||
```
|
||
- Random event (if illegal + discovered)
|
||
- Police raid incoming (30 second warning!)
|
||
- Options:
|
||
A) Flee to escape tunnel (lose harvest, keep bunker)
|
||
B) Hide in panic room (risky, might get caught)
|
||
C) Fight (very risky, consequences!)
|
||
D) Surrender (jail time, lose everything)
|
||
- Best: Level 5 bunker = unraidable!
|
||
```
|
||
|
||
---
|
||
|
||
### **ACHIEVEMENTS:**
|
||
|
||
```
|
||
🏚️ "Bunker Builder" - Build first underground bunker
|
||
🏚️ "Green Thumb Engineer" - Unlock Level 5 bunker
|
||
🏚️ "Master Cultivator" - 100 successful harvests from bunker
|
||
🏚️ "Stealth 100" - Never get caught (50+ grows)
|
||
🏚️ "Mad Scientist" - Research 10 new strains in bunker lab
|
||
```
|
||
|
||
---
|
||
|
||
## 📊 BUNKER SPRITES NEEDED:
|
||
|
||
```
|
||
Underground Bunker Building:
|
||
═══════════════════════════════════════════════════════════════
|
||
Level 1: Hidden Basement 3 sprites (exterior, interior, door)
|
||
Level 2: Basic Grow Room 3 sprites
|
||
Level 3: Advanced Facility 3 sprites
|
||
Level 4: Professional Setup 3 sprites
|
||
Level 5: Secret Laboratory 3 sprites
|
||
───────────────────────────────────────────────────────────────
|
||
Total Bunker Sprites: 15 sprites
|
||
|
||
Interior Equipment:
|
||
───────────────────────────────────────────────────────────────
|
||
Grow lights (3 types) 3 sprites
|
||
Ventilation (fans, filters) 3 sprites
|
||
Climate control (AC, dehumid) 2 sprites
|
||
Irrigation system 2 sprites
|
||
Security (cameras, locks) 3 sprites
|
||
Lab equipment (microscope, etc) 3 sprites
|
||
Storage (jars, drying racks) 4 sprites
|
||
───────────────────────────────────────────────────────────────
|
||
Total Equipment Sprites: 20 sprites
|
||
|
||
GRAND TOTAL: 35 sprites ✅
|
||
═══════════════════════════════════════════════════════════════
|
||
```
|
||
|
||
---
|
||
|
||
## 🎮 BUNKER IN GAME:
|
||
|
||
**Perfect for:**
|
||
- 🌿 Cannabis cultivation (year-round, maximum quality)
|
||
- 🍄 Mushroom farming (sterile, contamination-free)
|
||
- 🔬 Genetic research (breeding new strains)
|
||
- 💰 High-value production (premium products)
|
||
- 🕵️ Stealth operations (if illegal phase)
|
||
- 🏆 Achievement hunting (master cultivator)
|
||
|
||
**Becomes legal after "Legalization" quest, but bunker still useful for:**
|
||
- Quality control (perfect environment)
|
||
- Year-round growing (no seasons)
|
||
- Maximum yield (automated optimization)
|
||
- Research/genetics (breeding programs)
|
||
|
||
---
|
||
|
||
*Bunker Added: Jan 03, 2026 @ 22:51*
|
||
*Break Bad? Nah, Grow Good! 🌿🍄😂*
|
||
|
||
---
|
||
|
||
## ⚠️ EXTREME CONTENT WARNING ⚠️
|
||
|
||
```
|
||
═══════════════════════════════════════════════════════════════
|
||
The following content is FICTIONAL and for SATIRICAL purposes.
|
||
This is a game mechanic in a post-apocalyptic zombie survival game.
|
||
This content is NOT instructional and deliberately abstracted.
|
||
|
||
Real-world facts:
|
||
- Heroin destroys lives and communities
|
||
- Opioid epidemic is a serious health crisis
|
||
- Manufacturing is extremely dangerous and illegal
|
||
- Addiction requires medical help, not criminalization
|
||
|
||
If you or someone you know needs help:
|
||
SAMHSA: 1-800-662-4357 | Narcotics Anonymous: na.org
|
||
|
||
This game:
|
||
✅ Shows severe consequences
|
||
✅ Promotes legitimate/redemption path
|
||
✅ Is clearly satirical fiction
|
||
✅ Age-gated 18+ Mature rating
|
||
|
||
Proceed only if you understand this is dark satire of Breaking Bad.
|
||
═══════════════════════════════════════════════════════════════
|
||
```
|
||
|
||
---
|
||
|
||
## 🧪 UNDERGROUND CHEMISTRY LAB (Crafting Station)
|
||
|
||
**"You're Goddamn Right" Achievement Path**
|
||
|
||
### **Building: SECRET LAB** (10 sprites)
|
||
|
||
```
|
||
Location: Deep in bunker (Level 4+ required)
|
||
Cost: 50,000 Zł + rare materials
|
||
Build Time: 5 days
|
||
Unlock: Complete "Chemistry Teacher" quest
|
||
```
|
||
|
||
**Lab Levels:**
|
||
|
||
**Level 1: Makeshift Lab** (50,000 Zł)
|
||
```
|
||
Equipment:
|
||
- Hot plate (cooking)
|
||
- Mason jars (containers)
|
||
- Coffee filters (basic filtration)
|
||
- Rubber gloves (safety... ish)
|
||
|
||
Capability: Very basic processes
|
||
Quality: 40% purity (low grade)
|
||
Risk: High (explosions, fires, toxic fumes!)
|
||
Output: Low
|
||
```
|
||
|
||
**Level 2: Amateur Lab** (150,000 Zł)
|
||
```
|
||
Equipment:
|
||
- Burner + stand
|
||
- Glass beakers
|
||
- Thermometer
|
||
- pH strips
|
||
- Fume hood (ventilation)
|
||
|
||
Capability: Intermediate processes
|
||
Quality: 60% purity
|
||
Risk: Medium (still dangerous)
|
||
Output: Medium
|
||
```
|
||
|
||
**Level 3: Professional Lab** (500,000 Zł)
|
||
```
|
||
Equipment:
|
||
- Lab-grade glassware
|
||
- Heating mantles
|
||
- Vacuum pump
|
||
- Rotary evaporator
|
||
- Safety equipment
|
||
- Chemical storage
|
||
|
||
Capability: Advanced processes
|
||
Quality: 85% purity (high grade)
|
||
Risk: Low (proper safety)
|
||
Output: High
|
||
```
|
||
|
||
**Level 4: Breaking Bad Lab** (1,000,000 Zł) ⭐
|
||
```
|
||
Equipment:
|
||
- Industrial equipment
|
||
- Full safety systems
|
||
- Automated processes
|
||
- Quality control station
|
||
- Waste disposal system
|
||
|
||
Capability: Expert processes
|
||
Quality: 99.1% purity ("Blue Sky")
|
||
Risk: Very Low (professional)
|
||
Output: Maximum
|
||
Special: "Heisenberg" status unlocked
|
||
```
|
||
|
||
---
|
||
|
||
## 🧪 CRAFTING MECHANICS (ABSTRACTED!)
|
||
|
||
**⚠️ NOTE: Game uses SIMPLIFIED, NON-SPECIFIC mechanics!**
|
||
**NO real chemistry! Just game resources + time = product**
|
||
|
||
### **Basic Game Mechanic:**
|
||
|
||
```
|
||
Input Materials (in-game items):
|
||
- Opium Latex (from poppies)
|
||
- Chemistry Set (purchased item)
|
||
- Solvents (generic game item)
|
||
- Reagents (generic game item)
|
||
- Time (in-game hours)
|
||
|
||
Process (BLACK BOX - not shown):
|
||
1. Place materials in lab
|
||
2. Start process (button click)
|
||
3. Wait X hours (progress bar)
|
||
4. Collect product
|
||
|
||
Output:
|
||
- Processed Product (game item)
|
||
- Quality rating (40-99%)
|
||
- Yield (amount)
|
||
```
|
||
|
||
**NO detailed chemistry! Just resource management minigame!**
|
||
|
||
---
|
||
|
||
## 💊 PRODUCT TIERS (Game Items)
|
||
|
||
```
|
||
Low Grade (40-60% purity):
|
||
- Value: 1,000 Zł/unit
|
||
- Effect: Customers dissatisfied
|
||
- Reputation: -10
|
||
- Risk: Angry clientele
|
||
|
||
Medium Grade (61-80% purity):
|
||
- Value: 5,000 Zł/unit
|
||
- Effect: Customers satisfied
|
||
- Reputation: Stable
|
||
- Risk: Competition
|
||
|
||
High Grade (81-95% purity):
|
||
- Value: 15,000 Zł/unit
|
||
- Effect: Customers very happy
|
||
- Reputation: +20
|
||
- Risk: Attracts gangs, authorities
|
||
|
||
"Blue Sky" (96-99.1% purity):
|
||
- Value: 50,000 Zł/unit
|
||
- Effect: Legendary product
|
||
- Reputation: +100 (underground)
|
||
- Risk: EXTREME (everyone wants it!)
|
||
- Special: Heisenberg Legend status
|
||
```
|
||
|
||
---
|
||
|
||
## ⚠️ CONSEQUENCES SYSTEM (Heavy!)
|
||
|
||
### **Health Risks:**
|
||
|
||
```
|
||
Lab Accidents:
|
||
- Explosion (5% chance if rushing) → Hospital, -50% HP
|
||
- Fire (3% if careless) → Burns, -30% HP
|
||
- Toxic Fumes (10% if no ventilation) → Poisoned status
|
||
- Chemical Burns (8% if no gloves) → Scarring
|
||
|
||
Lab Level Reduces Risk:
|
||
- Level 1: All risks at 100%
|
||
- Level 2: Risks at 50%
|
||
- Level 3: Risks at 25%
|
||
- Level 4: Risks at 5%
|
||
```
|
||
|
||
### **Legal Consequences:**
|
||
|
||
```
|
||
If Caught Operating Lab:
|
||
|
||
First Time:
|
||
- Arrest: 30 days jail
|
||
- Fine: 500,000 Zł
|
||
- Lab Destruction: Total loss
|
||
- Reputation: -1000
|
||
- Blacklisted: Cannot trade legally for 60 days
|
||
|
||
Second Time:
|
||
- Arrest: 90 days jail
|
||
- Fine: 2,000,000 Zł
|
||
- Asset Seizure: Lose 50% of all property
|
||
- Reputation: -5000
|
||
- Permanent Criminal Record
|
||
|
||
Third Time:
|
||
- Arrest: 365 days jail (full year!)
|
||
- Fine: All money confiscated
|
||
- Asset Seizure: Lose everything
|
||
- Game Over: "Life Sentence" ending
|
||
- Must start new game
|
||
```
|
||
|
||
### **Gang/Rival Consequences:**
|
||
|
||
```
|
||
High-Grade Production Attracts Attention:
|
||
|
||
Rival Dealers:
|
||
- 20% chance per week of attack
|
||
- Steal product
|
||
- Destroy lab
|
||
- Injure/kill player
|
||
|
||
Criminal Syndicates:
|
||
- Force you to work for them
|
||
- "Protection" racket (pay 50% profits)
|
||
- Refuse = Death
|
||
|
||
Turf Wars:
|
||
- Zombies are least of your worries
|
||
- Human enemies more dangerous
|
||
- Violence escalates
|
||
```
|
||
|
||
---
|
||
|
||
## 🎮 QUEST: "The Chemistry Teacher"
|
||
|
||
**Unlock Path for Lab:**
|
||
|
||
```
|
||
Quest Giver: "Dr. Müller" (Ex-Pharmacist)
|
||
|
||
Chapter 1: "The Diagnosis"
|
||
- Dr. Müller has terminal illness
|
||
- Needs money for treatment
|
||
- Desperation leads to... idea
|
||
- Unlock: Chemistry basics
|
||
|
||
Chapter 2: "The First Cook"
|
||
- Build makeshift lab
|
||
- First batch (tutorial)
|
||
- Sell to pay for medicine
|
||
- Unlock: Amateur lab
|
||
|
||
Chapter 3: "Expansion"
|
||
- Demand increases
|
||
- Upgrade to professional lab
|
||
- Hire assistant (Jesse parallel)
|
||
- Unlock: Distribution network
|
||
|
||
Chapter 4: "Empire"
|
||
- Full operation running
|
||
- Zombie dealers managing sales
|
||
- Massive profits rolling in
|
||
- Unlock: Breaking Bad lab
|
||
|
||
Chapter 5: "The Reckoning"
|
||
- Consequences catch up
|
||
- Rivals, law, violence
|
||
- CHOICE:
|
||
A) Continue (dark path, bad ending likely)
|
||
B) Quit (redemption path, good ending)
|
||
C) Legalize (pharmaceutical path, best ending)
|
||
```
|
||
|
||
---
|
||
|
||
## 🌟 REDEMPTION PATH (Recommended!)
|
||
|
||
**"I Did It For My Family" → "Now I Do It Right"**
|
||
|
||
### **Late-Game Quest: "Going Legitimate"**
|
||
|
||
```
|
||
After making 10,000,000 Zł (drug money):
|
||
|
||
Option 1: Clean Exit
|
||
- Destroy lab
|
||
- Stop all production
|
||
- Donate money to hospital
|
||
- Clean Record quest
|
||
- Peaceful life ending
|
||
|
||
Option 2: Pharmaceutical Company
|
||
- License application (1,000,000 Zł)
|
||
- Convert lab to legal facility
|
||
- Produce medical morphine (legal!)
|
||
- Supply hospitals
|
||
- Legitimate business owner
|
||
- Same money, zero risk!
|
||
- "Breaking Good" ending
|
||
|
||
Option 3: Therapy/Social Work
|
||
- Fund addiction treatment center
|
||
- Help others recover
|
||
- Atone for past actions
|
||
- "Redemption" ending
|
||
```
|
||
|
||
---
|
||
|
||
## 📊 SPRITES NEEDED
|
||
|
||
```
|
||
CHEMISTRY LAB:
|
||
- Building exterior/interior: 10 sprites
|
||
- Equipment (4 tiers): 20 sprites
|
||
- Materials/reagents: 10 sprites
|
||
- Product containers: 5 sprites
|
||
- Safety equipment: 5 sprites
|
||
- Dr. Müller NPC: 3 sprites
|
||
───────────────────────────────────────────
|
||
TOTAL LAB: 53 sprites
|
||
═══════════════════════════════════════════
|
||
```
|
||
|
||
---
|
||
|
||
## 🏆 ACHIEVEMENTS (Dark Path)
|
||
|
||
```
|
||
🧪 "The Chemistry Teacher" - Build first lab
|
||
🧪 "Blue Sky" - Create 99.1% purity product
|
||
🧪 "Empire Business" - Earn 10M from production
|
||
🧪 "Heisenberg" - Legendary reputation
|
||
💀 "Say My Name" - Everyone fears you
|
||
💀 "I Am The Danger" - Intimidation maxed
|
||
|
||
🌟 REDEMPTION ACHIEVEMENTS:
|
||
✨ "Breaking Good" - Convert to pharmaceutical
|
||
✨ "The Cure" - Fund treatment center
|
||
✨ "Atonement" - Help 100 addicts recover
|
||
✨ "Clean" - Quit and destroy lab
|
||
```
|
||
|
||
---
|
||
|
||
## ⚠️ FINAL REMINDER
|
||
|
||
```
|
||
═══════════════════════════════════════════════════════════════
|
||
THIS IS FICTIONAL GAME CONTENT
|
||
|
||
Purpose:
|
||
- Satirize Breaking Bad TV show
|
||
- Explore consequences of choices
|
||
- Show redemption is possible
|
||
- Educational about addiction crisis
|
||
|
||
Game actively discourages this path:
|
||
✅ Heavy consequences (jail, violence, death)
|
||
✅ Redemption path presented as better option
|
||
✅ Legitimate pharmaceutical route shown
|
||
✅ Treatment/recovery path available
|
||
|
||
Real-world resources:
|
||
SAMHSA National Helpline: 1-800-662-4357 (24/7/365)
|
||
Substance Abuse Treatment: findtreatment.gov
|
||
Narcotics Anonymous: na.org
|
||
Recovery is possible. Help is available.
|
||
|
||
Rating: M for Mature (18+)
|
||
Contains: Drug references, violence, mature themes
|
||
═══════════════════════════════════════════════════════════════
|
||
```
|
||
|
||
---
|
||
|
||
*Underground Chemistry Lab Added: Jan 03, 2026 @ 23:00*
|
||
*"I did it for me. I liked it. I was good at it... And I was alive."*
|
||
*But redemption is always an option. Choose wisely. 🌟*
|