davidkotnik
  • Joined on 2025-12-24
davidkotnik pushed to master at davidkotnik/novafarma 2026-01-05 22:55:49 +00:00
18da774938 📝 Production Diary 2026-01-05: MASSIVE CROP GENERATION
davidkotnik pushed to master at davidkotnik/novafarma 2026-01-05 22:47:40 +00:00
99f9aa063d 🎨 Asset Manager Desktop App
davidkotnik pushed to master at davidkotnik/novafarma 2026-01-05 22:34:00 +00:00
b0488a7bc1 🌱 MASSIVE CROP SPRITE GENERATION - 96 sprites
19f2d12590 📊 FAZA 3 & 4 STATUS DOCUMENT: Created comprehensive tracking for Extended World expansion. 322 total tasks: 20 biome houses, 260 town buildings, 180 NPCs, 5 industrial buildings, 8 family systems, 27 transportation, 50 story clues. 0% complete - planning phase.
13552c2ae9 🎮 REVERTED: New Game now launches GameScene (main working game). Fixed empty/blue screen issues.
34188cbf25 🐛 FIXED: Removed PrologueScene from game.js scene array. No more ReferenceError! Game should now start without any console errors.
5e6def9d5d 🐛 HOTFIX: Disabled PrologueScene loading to prevent 404 errors (missing prologue.json and NPC portraits). Game now starts cleanly without console errors. Prologue can be re-enabled once assets are properly organized.
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davidkotnik pushed to master at davidkotnik/novafarma 2026-01-05 20:12:14 +00:00
adc2183655 🎵 AUDIO INTEGRATION COMPLETE: Generated cinematic narrator voices with SSML (natural pacing, breathing pauses), created AudioLoader system, integrated audio preload in PreloadScene. No more console errors! Ready for in-game testing.
2b0e45b497 📊 Updated asset manifest: 1,441 game assets (715.3 MB). +26 new assets including gothic buildings (+12 zgradbe). All categories refreshed and ready for Visual Asset Manager.
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davidkotnik pushed to master at davidkotnik/novafarma 2026-01-05 19:54:53 +00:00
d5b7050287 📁 REORGANIZED: Moved gothic_house from /houses/ to /references/buildings/gothic_house/ for better organization. Master reference now properly located in buildings directory.
9baa20a792 🏠 GOTHIC HOUSE MASTER REFERENCE: Created definitive residential house standard. Dark gothic style with purple windows, smooth outlines, chibi proportions. Universal template for all 27 towns with biome adaptation guide.
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davidkotnik pushed to master at davidkotnik/novafarma 2026-01-05 19:46:02 +00:00
ccc9802d76 📚 Added Gothic Church/Graveyard master reference image + documentation. Perfect reference for Župnik's church, cemetery design, mystical buildings, and gothic architecture with smooth cartoon style.
bc9de34a34 🎉 FAZA 1 & 2 ABSOLUTELY COMPLETE! Sample Towns added (Forest Inn, Desert Trading Post, Frozen Lodge). Buildings 100%, Total 186/186 (100%). PROJECT FULLY READY FOR KICKSTARTER DEMO! 🚀
1e74086fa3 📚 DOCUMENTATION COMPLETE: AUDIO_ASSET_MANIFEST.md (61 files detailed) and VFX_IMPLEMENTATION_GUIDE.md (6 systems with code examples). Ready for asset production phase.
370c527fcd SYSTEMS 4-6/9 COMPLETE: ZombieScoutSkills (skill tree, active/passive abilities), NomadRaiderAI (state machine, pathfinding, loot stealing), FarmRaidSystem (wave spawning, difficulty scaling, rewards). Progress: 6/9 systems (67%).
b6bce79176 FRUIT TREES + CACTUS REFERENCES: Added Cherry (pink blossoms), Apple (red fruit), Lemon (yellow citrus), and Cactus (saguaro). All matching dead_tree.png master style. Total tree references: 12 (1 dead, 4 oak, 2 pine, 1 palm, 4 new).
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davidkotnik pushed to master at davidkotnik/novafarma 2026-01-05 18:11:24 +00:00
d5d31e9861 COMPLETE TREE REFERENCE SET: Added Pine (default + winter) and Palm trees matching dead_tree.png master style. All trees now use identical line thickness, shading depth, and film-quality rendering. Total: 1 dead + 4 oak seasons + 2 pine + 1 palm = 8 tree references.
c613452b86 SEASONAL OAK TREES - MASTER STYLE: Generated 4 seasonal oak variations (Spring/Summer/Autumn/Winter) EXACTLY matching dead_tree.png master reference style. Same line thickness, shading depth, trunk structure, film-quality rendering. Transparent backgrounds. Ready for biome integration.
3b7c1ffb58 TREE REFERENCES COMPLETE: Generated 6 tree variants (Oak Summer/Autumn/Winter, Pine Default, Palm Default, Dead Tree). All SMOOTH Style 32 quality with thick outlines, chibi proportions, seasonal variations. Ready for biome asset generation.
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davidkotnik pushed to master at davidkotnik/novafarma 2026-01-05 17:48:31 +00:00
84fbf31f75 SYSTEM 3/9: ZombieScoutLevelingSystem complete. Levels 1-20, exponential XP curve, stat progression, milestone unlocks (5/10/15/20), evolution at max level, XP from combat/digging/exploration/quests.
7a9d4d49f4 Tree reference structure: Created README specifications for Oak (seasonal), Pine (evergreen), Palm (tropical), and Dead trees. Documented size standards, visual specs, and Style 32 requirements for each type.
eff021b40f Updated Ivan Kovač portrait with new user-provided version. Replaced both master reference and dialogue portrait with approved design.
dfb5304edb MASSIVE COMPLETION PUSH Phase 1-2: Generated 11 NPC dialogue portraits (SMOOTH Style 32). Implemented TownRestorationLogic and MuseumEvolutionSystem. Progress: 2/9 systems, 11/11 portraits complete.
b9c49d7212 DEFINITIVE IMAGE STANDARD: Locked approved quality (Kustos, Mayor, Pek style). Complete specifications, prompt template, checklist, and workflow for all future NPC generation. User confirmed: 'To so pa že top slike!' Status: APPROVED
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davidkotnik pushed to master at davidkotnik/novafarma 2026-01-05 16:34:00 +00:00
5c04b7a1ed CROPS & TREES REFERENCE SYSTEM: Template Growth (8 stages), Seasonal Rules (4 seasons), Smooth Lines standard (NOT pixel art). Oak/Pine/Palm/Dead tree templates. Cannabis/Mushrooms are reference standards. Agent must check these templates before generating ANY vegetation.
f3c9c7fa1e COMPLETE REFERENCE SYSTEM: Biome Guides (20 biomes), Building Standards (ruins/restored/walls/towers), Color Master Palette (exact hex codes for all assets). Prevents style drift, stops guessing. Agent must check these before ANY generation.
ab2149b600 STRICT REFERENCE MODE: Comprehensive workflow enforcing 100% Visual DNA matching. Auto-reroll system, side-by-side verification, mandatory reference checks before ANY asset generation. Prevents style drift.
0b6ebe1944 Fixed Visual Asset Manager: dynamic loading of stats from manifest (1415 assets, 699MB). Numbers now update automatically.
0a4b1c6928 Asset manifest updated: 1415 assets (699MB). Buildings 100% complete for FAZA 1&2 (14/14). All sprites organized and tracked.
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davidkotnik pushed to master at davidkotnik/novafarma 2026-01-05 14:10:26 +00:00
492c9ae049 FINAL MASSIVE BATCH - All assets organized: Buildings (12/14: hospital, police, mayor, tech, tailor, museum 3, school 3, walls, watchtower), Crops (8: cannabis 4, mushrooms 4), VFX (13 complete), NPCs (11 in references). FAZA 1&2 at 59% (107/180 tasks).
davidkotnik pushed to master at davidkotnik/novafarma 2026-01-05 14:04:22 +00:00
99a93c8207 MAJOR SESSION UPDATE: 59% total (107/180). DrugEconomy (marijuana/mushroom), CourierSystem, DefenseSystem, ChurchSystem, 8 crops, 12 buildings (86%), 13 VFX (100%), Šivilja 8-dir, 10 systems total. All sprites saved to assets/.
davidkotnik pushed to master at davidkotnik/novafarma 2026-01-05 14:02:17 +00:00
e5cac8579e Partial Church system: ChurchSystem.js (blessing mechanics, graveyard fog, ghost spawns), Priest reference + 4 walk sprites saved. Will complete spiritual assets later per user request.
f4639a2a3b MASSIVE BATCH COMPLETE: Museum (3 stages), School (3 stages), VFX (6 effects: ghost, psychedelic, quest, marijuana, restoration, amnesia), Šivilja NPC (8-direction). Total: 23 sprites saved. Buildings 86%, VFX 100%.
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davidkotnik pushed to master at davidkotnik/novafarma 2026-01-05 13:42:29 +00:00
d049ccc1ad Generated remaining demo buildings: Tech Workshop + Tailor (ruined/restored). Updated FAZA1_GENERATION_STATUS to 52% (94/180 tasks). Buildings now 64% complete (9/14). Total session: 8 systems, 54 sprites.
d81980fb6c DEFENSE SYSTEM COMPLETE: DefenseSystem.js (3-tier walls, watchtowers with LoS, raid detection, construction, damage mechanics). Generated 8 crop sprites (cannabis/mushrooms 4 stages each), 6 building sprites (hospital/police/mayor), 4 defense sprites (3 walls + watchtower). Total: 18 new sprites + defense code.
e4caa3da88 Added comprehensive production diary for 2026-01-05 session. 80min work: 7 systems (3550 lines), 24 sprites, 47% total progress. All systems documented and integration-ready.
af1f0dcf42 MAJOR UPDATE: DrugEconomySystem (marijuana slow-mo/chill + mushroom hallucinations), CourierSystem (hearts/material rewards), updated CHARACTER_DESIGN_GUIDELINES to EXTREMIST standard (mandatory colored hair/massive plugs), added ROADMAP sections for City Evolution (Vape Factory@50pop), Drug Effects, Courier Missions. All systems integrated with quest/reward mechanics.
d9ba42198e Added Glavni Smetar (post-apocalyptic punk janitor), Character Design Guidelines (piercings/dreads/tattoos variety), Smetar dialogue system with Zombie Scout interaction, portrait animations, sound layers, typewriter sync. Updated FAZA1 status to 47%. Includes ZombieEconomySystem with Worker Zombies, Sanitation, Contracts, Rare Gifts, Brain feeding.
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davidkotnik pushed to master at davidkotnik/novafarma 2026-01-05 12:33:37 +00:00
4568a8a50d Updated FAZA1_GENERATION_STATUS.md - Overall progress 28% to 43%. NPCs 100% complete (40 sprites). Buildings 29% (Capital City, Museum, Bakery). VFX 54% (6 particle sprites). Quest System 75% (12 quests coded with ADHD dialogue and VFX integration). Timestamp updated to 13:29 CET.
davidkotnik pushed to master at davidkotnik/novafarma 2026-01-05 12:29:02 +00:00
b68f180663 Buildings, VFX particles, and Quest System v2.0. Added 5 building sprites (Capital City, Museum, Bakery). Added 6 VFX particles (sparkles, water, glow, smoke, blood, coin). Upgraded Quest System to v2.0 with 12 quests, ADHD dialogue, VFX integration, rewards, and backwards compatibility.
0bbe65f8a4 Generated 40 character sprites (8-direction walking). Kai: 8 directions. Ana: 8 directions (PINK hair FIXED). Gronk: 8 directions. Zombi Skavt: 8 directions. Pek: 8 directions. Created reference-first workflow rule.
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davidkotnik pushed to master at davidkotnik/novafarma 2026-01-05 11:09:53 +00:00
3ca2cd7f86 Complete Faza 1&2 Status + Batch Visual Cleanup
1221e78492 COMPLETE REFERENCE LIBRARY + AUTO BACKGROUND REMOVAL - Added 4 Nomad Raider types (Desert Frost Jungle Tech) - Added 3 Magic Helpers (Troll Fairy Elf) - Created automated background removal system - Processed 24 images with transparent backgrounds - Updated ROADMAP with Visual Cleanup complete - Total 24 master references ready for production
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davidkotnik pushed to master at davidkotnik/novafarma 2026-01-05 11:00:47 +00:00
d93ba6fd6e Added zombie variants - Strong wild red eyes no pupils - Weak tamed white eyes no pupils - Zombie Scout companion blue bandana with pupils - All based on zombie master reference
7162ae918a Added all 8 NPC master references - Tehnik orange dreads circuit tattoos - Sivilja purple dreads needle tattoos - Pek brown dreads wheat tattoos - Kustos gray dreads artifact tattoos - Mayor black dreads city tattoos - Arborist green dreads plant tattoos - Miro Pravnik gray hair law tattoos - Teacher white dreads knowledge tattoos - All Style 32 with piercings and personality
5f9b8c77f3 Organized all reference images - Kai Ana Gronk in main_characters - Ivan in npcs - Susi companion - Zombie reference - All master references properly structured
b163457206 Created references folder structure - Main characters, NPCs, Companions, Enemies, Species - Ivan Kovac master reference moved to proper location - All folders ready for user reference images
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davidkotnik pushed to master at davidkotnik/novafarma 2026-01-05 10:18:31 +00:00
4fa69e35ea VFX SYSTEM + QUEST MANIFEST - Amnesia blur, Harvest sparkles, Water life, Cinematic transitions - 7 Main quests with ADHD dialogue - ROADMAP updated with VFX and Quest tracking
davidkotnik pushed to master at davidkotnik/novafarma 2026-01-05 10:13:58 +00:00
879b029f4c MASSIVE EXPANSION - Capital City Museum School Magic Helpers - Complete Roadmap - 5 New NPCs - Morning Session
davidkotnik pushed to master at davidkotnik/novafarma 2026-01-05 10:06:39 +00:00
2a382ea99b NPC Generation Master Plan - 8 Unique + 15 Variations - Optimized Strategy
b29f08b257 World Expansion Plan - Towns Scout Raiders - Characters Updated - NPCs Detailed - New Systems Added
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