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novafarma/docs/DEMO_ENHANCEMENT_PLAN.md
2026-01-20 01:05:17 +01:00

6.3 KiB

🎬 DEMO ENHANCEMENT PLAN

Date: 3. Januar 2026 @ 19:24
Status: Ready to implement
Target: Full-featured 10-minute demo


ASSETS COMPLETED:

New Style 32 Items:

  • item_locket_silver.png - Mamin srebrn obesek (memory trigger)
  • tool_hoe_rusty.png - Zarjavela motika
  • tool_bucket_old.png - Stara kanta
  • tool_watering_can.png - Vedro za zalivanje
  • wheat_stage_1_seed.png - Wheat Stage 1
  • wheat_stage_2_sprout.png - Wheat Stage 2
  • wheat_stage_3_growing.png - Wheat Stage 3
  • wheat_stage_4_harvestable.png - Wheat Stage 4 (ready!)

🎯 PHASE 1: MEMORY FLASHBACK SYSTEM

Locket Implementation:

// When player picks up locket
onPickupLocket() {
    // Trigger heartbeat sound
    this.sound.play('heartbeat');
    
    // Screen flash (white)
    this.cameras.main.flash(500);
    
    // Show memory UI
    this.showMemoryFlashback();
    
    // Add to inventory
    this.inventory.locket = true;
}

showMemoryFlashback() {
    // Darkened overlay
    // Photo of Kai's mother
    // Heartbeat animation
    // Emotional text
    // "Press E to continue"
}

Required Assets:

  • Locket sprite
  • Heartbeat sound effect
  • Mother's photo (for flashback)
  • Memory UI design

🎯 PHASE 2: ENHANCED FARMING

Wheat System Upgrade:

// 4 growth stages with actual sprites
stages: [
    'wheat_stage_1_seed.png',      // Just planted
    'wheat_stage_2_sprout.png',    // Young sprout
    'wheat_stage_3_growing.png',   // Growing
    'wheat_stage_4_harvestable.png' // Ready!
]

// Growth time: 30 seconds per stage
// Water to speed up: -10 seconds per watering

Features:

  • Visual growth progression
  • Watering speeds up growth
  • Harvest animation
  • Seed drops on harvest

🎯 PHASE 3: TIME & SLEEP SYSTEM

Minecraft-Style Day/Night:

timeConfig: {
    dayLength: 30 * 60 * 1000,    // 30 minutes
    nightLength: 30 * 60 * 1000,  // 30 minutes
    totalCycle: 60 * 60 * 1000    // 1 hour
}

// Track days without sleep
daysAwake: 0

// After 3 days awake (3 hours):
if (this.daysAwake >= 3) {
    this.triggerHallucinations();
    this.player.speed *= 0.7; // Slower movement
    this.showWarning('You need sleep!');
}

Hallucination Effects:

  • Screen distortion
  • Fake zombies appear/disappear
  • Blurry vision
  • "Sleep!" warnings

🎯 PHASE 4: FAMILY TREE & LEGACY

Marriage System:

relationshipHearts: 0  // 0-20

// Heart levels:
// 10 hearts = Can date
// 15 hearts = Can propose (Blue Feather)
// 20 hearts = Can have children (max 3)

// Divorce button in menu:
divorcePlayer() {
    this.showWarning('This will cost 50,000g and reset hearts to 0!');
    this.showWarning('The whole town will gossip about you!');
    
    if (confirm) {
        this.player.gold -= 50000;
        this.partner.hearts = 0;
        this.reputation = 'Divorced'; // Town NPCs react
        this.player.gold *= 0.75; // Lose 25% of money
    }
}

Family Tree UI:

┌─────────────────────────────────┐
│       FAMILY TREE               │
├─────────────────────────────────┤
│                                 │
│  Gen 1:  [Kai] ♥ [Partner]    │
│              │                  │
│        ┌─────┴─────┐           │
│  Gen 2: [Child1] [Child2]      │
│              │                  │
│        ┌─────┴─────┐           │
│  Gen 3: [Grandchild...]        │
│                                 │
│  [DIVORCE] button (50,000g)    │
└─────────────────────────────────┘

🎯 PHASE 5: WORLD EXPLORATION

Transport Options:

  • Mule (best stamina, slow)
  • Horse (fast, medium stamina)
  • E-scooter (fastest, needs charging)
  • Llama caravan (6 llamas, carries lots)

Portal System:

// 21 portals across map
portals: [
    { name: 'Chernobyl', active: false, repairCost: 5000 },
    { name: 'Atlantis', active: false, repairCost: 8000 },
    { name: 'Dino Valley', active: false, repairCost: 10000 },
    // ... 18 more
]

// Must repair before use
repairPortal(portalId) {
    if (this.player.gold >= portal.repairCost) {
        portal.active = true;
        this.showMessage('Portal activated!');
    }
}

🎯 PHASE 6: BASE BUILDING

Tent Evolution:

baseLevels: [
    { level: 1, name: 'Tent', cost: 0 },
    { level: 2, name: 'Wooden Shack', cost: 5000 },
    { level: 3, name: 'Stone House', cost: 15000 },
    { level: 4, name: 'Farmhouse', cost: 50000 },
    { level: 5, name: 'Manor', cost: 150000 }
]

Gronk's Golden Gong:

  • Summons all workers
  • Used for events
  • Quest delivery point

📋 IMPLEMENTATION ORDER:

Session 1 (NOW):

  1. Generate all required assets
  2. Save assets to demo folder
  3. Update DemoScene to load new assets
  4. Implement locket pickup & memory trigger

Session 2:

  1. Replace wheat sprites with 4 stages
  2. Add growth timer system
  3. Implement watering speed-up

Session 3:

  1. Add time system (day/night cycle)
  2. Add sleep tracking
  3. Implement hallucination effects

Session 4:

  1. Create Family Tree UI
  2. Add relationship hearts system
  3. Implement divorce mechanics

Session 5:

  1. Polish and test all features
  2. Record demo video
  3. Prepare for Kickstarter

🎮 DEMO FLOW (10 minutes):

1. START → Player spawns near tent
2. SEE locket glowing in grass (15 sec)
3. PICK UP locket → Memory flashback! (30 sec)
4. TALK to Gronk → Get farming quest (20 sec)
5. PLANT 5 wheat → Watch growth stages (2 min)
6. WATER wheat → Speed up growth (1 min)
7. HARVEST wheat → Complete quest! (30 sec)
8. REWARD → 100 gold + tool unlock (15 sec)
9. EXPLORE → See tent, campfire, gong (1 min)
10. NIGHT FALLS → Experience first night (2 min)
11. MENU → Show family tree UI (30 sec)
12. END → "Demo Complete! Back us on Kickstarter!"

COMMIT STATUS:

  • 180 enemy sprites generated
  • 8 demo item sprites generated
  • All committed to git
  • Electron app running
  • Demo scene enhancement in progress

NEXT STEP: Update DemoScene.js with new features! 🚀