Files
novafarma/SESSION_DNEVNIK_JAN_18_2026.md
David Kotnik 8631958ade 📚 MASTER DOCUMENTATION UPDATE - Complete Game Bible & Production Guides
## New Master Documents (16 files):

### Game Content:
- GAME_BIBLE_FINAL_2026.md (5703 lines - Ultimate master bible)
- GAME_BIBLE_2026_ULTIMATE.md (All specs + systems)
- GAME_BIBLE_2026_MASTER.md (Overview)
- BIOMES_ALL_20_COMPLETE.md (All 20 biomes detailed)
- STORY_COMPLETE_MASTER.md (Complete story + dialogues)

### Production & Phases:
- PRODUCTION_10_FAZAS_FINAL.md (10-phase release roadmap)
- DEMO_FAZA1_FAZA2_COMPLETE_GUIDE.md (Assets, NPCs, progression)
- DEMO_FAZA1_FAZA2_FINAL.md (Asset counts breakdown)

### Game Systems:
- DRUG_EMPIRE_SYSTEM_COMPLETE.md (Cannabis, mushrooms, zombie dealers)
- DRUG_SYSTEM_DEMO_F1_F2.md (Phase comparison + BUILD-TO-SPAWN)

### Identity & Features:
- HIPODEVIL666_TRADEMARK.md (Brand signature, philosophy)
- WHY_SPECIAL.md (10 unique selling points)
- ACCESSIBILITY_SLOVENIAN.md (Accessibility + language support)

### Technical:
- ELECTRON_STATUS_COMPLETE.md (Desktop app status)
- GLASBA_LICENCE_SUMMARY.md (Music + voiceover licenses)

### Session Log:
- SESSION_DNEVNIK_JAN_18_2026.md (Development diary)

## Key Highlights:

 20 biomes fully documented
 10-phase release strategy locked
 Drug empire system complete (BUILD-TO-SPAWN mechanics)
 HIPODEVIL666CITY confirmed (town name)
 Accessibility features documented (one-handed mode, color blind)
 Full Slovenian voiceover (21 tracks)
 Electron desktop app status
 Zoombucks currency (replaced €)
 Kevin MacLeod music (CC BY 3.0) + attribution

## Total Documentation:
- 16 new master files
- ~15,000+ lines of documentation
- Complete production roadmap
- All game systems documented

Ready for production! 🚀
2026-01-19 15:40:39 +01:00

47 lines
2.0 KiB
Markdown

# Dnevnik Seje - 18. Januar 2026
**Čas:** 04:00 - 05:35 (1h 35min)
**Avtor:** Antigravity (Assistant)
**Status:** WIP (Work In Progress)
## Povzetek
V tej seji smo se osredotočili na popravilo in izboljšanje `GameScene.js`, prehod na WebGL renderer ter implementacijo naprednih kontrol kamere.
## Opravljeno
1. **GameScene Restauracija:**
- Uspešno obnovili manjkajočo definicijo razreda `GameScene`, ki je povzročala zrušitev igre.
2. **WebGL Implementacija:**
- Preklopili `game.js` konfiguracijo na `Phaser.WEBGL` namesto `CANVAS`.
- To omogoča bolj gladko premikanje, `tileSprite` in napredne efekte.
3. **Napredne Kontrole Kamere:**
- **Zoom:** Implementiran zoom na kolešček miške (Mouse Wheel).
- **Premikanje:**
- S puščicami (Arrow Keys) za natančen premik.
- Z desnim klikom in vlečenjem (Mouse Drag) za paniranje.
- **Sledenje:** Kamera sledi Kai-u, dokler igralec ne prevzame nadzora.
4. **Ozadje (Background):**
- Odstranili "CSS Background" hack, ki je povzročal desinhronizacijo zooma.
- Implementirali `Phaser.TileSprite` velikosti 4000x4000px, centriran na zaslon.
- To teoretično omogoča ozadje "čez cel zaslon" pri vseh zoomih.
## Trenutne Težave
- **Črn Zaslon (Background):** Kljub temu, da je `TileSprite` ustvarjen, se ozadje ne izriše pravilno (črn zaslon).
- Poskusi popravila:
- Menjava teksture (`grass_tile.png` -> `grass_noir.png` -> Proceduralno).
- Sprememba Depth (`-1000` -> `-99` -> `-100`).
- Uporaba proceduralno generirane teksture (Graphics API).
- **Sum:** Možna težava z WebGL cullingom, alpha kanalom ali specifično Electron varnostno nastavitvijo pri teksturah.
## Naslednji Koraki
1. Debugirati, zakaj je TileSprite neviden (poskusiti s preprostim `add.rectangle` ali `add.image` namesto TileSprite za test).
2. Potrditi delovanje proceduralne teksture.
3. Zagotoviti, da je trava vidna čez celotno mapo.
## Ure
- **Začetek:** 04:00
- **Konec:** 05:35
- **Skupaj:** 1h 35min