168 lines
5.6 KiB
Markdown
168 lines
5.6 KiB
Markdown
# 🗺️ Task Map & Roadmap - NovaFarma
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## 🟢 Phase 1: Core Systems (Foundation)
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Vzpostavitev temeljev igre, sveta in igralca.
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- [x] **Project Setup** (Vite, Phaser, Project Structure)
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- [x] **Isometric Engine** (IsometricUtils, Grid conversion, Depth sorting)
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- [x] **Terrain System**
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- [x] Perlin Noise Generation (Grass, Dirt, Water)
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- [x] Decoration Placement (Trees, Stones, Bushes)
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- [x] Decoration Rendering (Correct depth, scale, variety)
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- [x] **Player Entity**
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- [x] Isometric Movement (WASD)
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- [x] Animations (Idle, Walk)
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- [x] Directional Facing (8-way or 4-way)
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- [x] Tool Handling (Visual sword/axe/pickaxe in hand)
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## 🟡 Phase 2: Gameplay Mechanics (Current Focus)
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Dodajanje interakcije, boja in ekonomije.
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- [x] **Interaction System**
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- [x] Mouse Click Interaction (Precise grid selection)
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- [x] Keyboard Interaction ('E' Key for ease of use)
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- [x] Distance Checking (Range limits)
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- [x] **NPC System (Zombies)**
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- [x] Spawning & Rendering
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- [x] Basic AI (Random Walk, Chase Player)
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- [x] **Combat:**
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- [x] Player Attack (Spacebar / Click with Weapon)
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- [x] Zombie Health & Damage (Take Damage, Red Flash)
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- [x] Death & Loot Drops (Skeleton/Bone drop)
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- [x] **Taming:**
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- [x] Interact to Tame (Empty hand / 'E')
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- [x] Visuals (Hearts, Blue Eyes for tamed zombie)
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- [x] Command Logic (Follow/Stay basics)
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- [x] **Inventory & UI**
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- [x] Inventory UI (Slots, Selection)
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- [x] Crafting Menu ('C' Key)
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- [x] Resource Gathering (Wood from trees, Stone from rocks)
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- [x] **Save System**
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- [x] LocalStorage Integration
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- [x] Auto-load on start
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- [x] Manual Save (F5)
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## 🔴 Phase 3: Expansion (Next Steps)
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Razširitev vsebine in izboljšava mehanik.
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- [x] **Farming Mechanics** (Polishing)
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- [x] Hoeing dirt to farmland
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- [x] Planting seeds
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- [x] Growth Stages (Time-based growth)
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- [x] Harvesting crops
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- [ ] Watering mechanics
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- [x] **Advanced NPC AI**
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- [x] Pathfinding (A* or efficient grid traversal)
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- [x] Zombie Attacks Player (Player takes damage)
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- [x] Tamed Zombie Defense (Attacks enemies)
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- [x] Zombie Hordes (Night time events)
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- [x] **Economy**
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- [x] Merchant NPC (Trading interface)
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- [x] Selling crops/items for Gold
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- [x] Buying Seeds & Tools
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- [x] **Building System**
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- [x] Placing Walls/Fences (Snap to grid)
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- [x] Crafting Buildings (House, Barn)
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- [x] UI for selecting buildings
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## 🔵 Phase 4: Polish & Visuals
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Lepotni popravki in vzdušje.
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- [x] **Day/Night Cycle**
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- [x] Lighting overlay (Darkness at night)
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- [x] Dawn/Dusk transitions
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- [x] Night-only Zombie Spawns
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- [x] **Audio/SFX**
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- [x] Footsteps sounds
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- [x] Attack/Hit sounds
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- [x] Ambient nature sounds (Procedural Rain)
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- [x] Background Music
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- [x] **Visual FX**
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- [x] Particle effects (Leaves falling, blood particles)
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- [x] UI Animations (Smooth inventory opening)
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- [x] Weather (Rain, Fog)
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## 🟣 Phase 5: Story & Quests
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Dodajanje globine in ciljev igri.
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- [x] **Story Mode**
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- [x] Intro Sequence
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- [x] Main Questline
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- [x] **Boss Battles**
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- [x] "Zombie King" Boss
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- [x] Special Arenas
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- [x] **Quest System**
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- [x] NPC dialogue interaction
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- [x] Rewards & Notifications
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## 🟠 Phase 6: Multiplayer & Export
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Možnost igranja s prijatelji.
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- [x] **Local/LAN Multiplayer**
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- [x] Syncing Player Positions
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- [x] Visual Indicators
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- [x] **Mobile Support**
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- [x] Virtual Joystick
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- [x] Responsive Design
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- [x] **Export**
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- [x] Desktop (Electron)
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- [x] Android (Capacitor Guide)
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## ⚪ Phase 7: World Structure (New Direction)
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Strukturiranje sveta s fiksnimi lokacijami za boljši gameplay flow.
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- [x] **Zone Definition**
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- [x] Define Constants (FARM @ 20,20; CITY @ 65,65)
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- [x] Implement Terrain Overrides (Dirt for Farm, Pavement for City)
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- [ ] **City Content**
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- [x] Generate Ruins (Walls, Rubble, Rooms)
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- [ ] High-Level Zombie Spawners
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- [ ] Better Loot tables in City
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- [ ] **Farm Content**
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- [x] Safe Zone Logic (Night Spawns prevented near Farm)
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- [ ] Starter Resources (Chest with seeds?)
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- [ ] **Navigation**
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- [ ] Add Signposts or Roads connecting areas
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- [x] **Pathfinding System**
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- [x] Web Worker Integration (Async processing)
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- [x] A* Algorithm Implementation
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- [x] Integration with NPCs
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- [x] **Asset Optimization**
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- [x] Loading Screen (Visual Progress Bar)
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- [x] Transparent Sprite Processing
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- [x] Custom Asset Integration (Rocks, Trees)
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- [x] Asset Scaling Fixes
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## 🟢 Phase 8: Gameplay Loop & Content
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Fokus na igralnost, loot in napredovanje.
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- [ ] **City Content**
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- [ ] Unique Loot in Ruins (Scrap metal, Chips)
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- [ ] Elite Zombies in City
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- [ ] **Combat Polish**
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- [ ] Visual Feedback on Hit (White flash)
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- [ ] Knockback effect
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- [ ] **World Details**
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- [ ] Roads connecting Farm and City
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- [ ] Signposts
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## 🧬 Phase 9: Antigravity Transformation (Design Overhaul)
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Implementacija arhitekturnih stebrov po zgledu Stardew Valley.
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- [x] **Core Engine Setup** (`Antigravity.js`)
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- [x] Global Namespace & Config
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- [x] Centralized Update Loop
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- [x] **Rendering Pipeline**
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- [x] NEAREST Filter enforce
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- [x] Tile Padding/Extrude (No bleeding)
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- [x] Pixel-Perfect Math.round positioning
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- [x] **Depth Sorting v2.0**
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- [x] Y-Sorting za vse entitete
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- [ ] **Concept Integration**
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- [ ] Poenotenje vseh sistemov pod `Antigravity` namespace (Future Refactor)
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---
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**PROJECT STATUS: TRANSFORMING...** 🦋
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*Last Updated: 2025-12-08 (Antigravity Engine Integration)*
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