# VS Vineyard — Development Plan This is a suggested breakdown of the work ahead. Nothing here is set in stone — feel free to reorder, combine, skip, or tackle things differently. It's meant as a starting point for discussion and to help split work between contributors. --- ## Phase 1: Grape Vines (Foundation) Everything else depends on being able to grow and harvest grapes, so this is a natural place to start — but the art and JSON work can happen independently while the C# is being written. ### 1a. Grape Vine Block Logic — *C#* - Create `BlockGrapeVine.cs` to handle growth stages, seasonal transitions, and right-click harvesting - Register it in `VSVineyardModSystem.cs` ### 1b. Grape Vine Block Definition — *JSON* - `blocktypes/grapevine.json` — defines growth stages, drops, and how the vine attaches (trellis, wall, etc.) ### 1c. Grape Vine Textures & Shapes — *Art* - Textures for each growth stage: bare, budding, leafy, fruiting, dormant - 3D shape (or a simple flat cross-plant shape to start) - Tools: pixel art editor (16×16), optionally Blockbench for shapes --- ## Phase 2: Grapes as Items ### 2a. Grape Item Definition — *JSON* - `itemtypes/grapes.json` — nutritional values, variants by grape type ### 2b. Grape Item Texture — *Art* - Inventory sprite for grapes --- ## Phase 3: Juice Pressing ### 3a. Wine Press Block Logic — *C#* - `BlockEntityWinePress.cs` — a container block entity with input/output slots and a pressing interaction ### 3b. Wine Press Definition, Shape & Textures — *JSON + Art* - Blocktype JSON, 3D shape model, textures - Tools: Blockbench, pixel art editor ### 3c. Pressing Recipes — *JSON* - Recipe entries: grapes → grape juice --- ## Phase 4: Fermentation & Barrel Aging This phase has the most complexity. The barrel block entity will need to handle time-based fermentation, liquid storage, and aging — worth discussing the approach before diving in. ### 4a. Wine Barrel Block Entity — *C#* - `BlockEntityWineBarrel.cs` — time-based fermentation, liquid handling, aging stages - Probably the most involved C# task in the mod ### 4b. Barrel Definition, Shape & Textures — *JSON + Art* - Blocktype JSON, shape, textures (empty / filling / full variants) ### 4c. Barrel Recipes — *JSON* - `recipes/barrel/` entries: grape juice → wine over time ### 4d. Wine Item Variants — *JSON + Art* - Item definitions for each wine variety, stat effects, textures --- ## Phase 5: World Generation ### 5a. Wild Vine Worldgen Patches — *JSON* - `worldgen/patches/` — spawn wild vines on trees or cliff faces in appropriate biomes ### 5b. Wild Vine Behaviour — *C# (optional)* - Only needed if wild vines require different behaviour from player-placed vines --- ## Skill Summary | Area | Skill | Can start immediately? | |---|---|---| | Block/item/recipe logic | C# | Phase 1a first, then in parallel | | Block/item/recipe definitions | JSON | Yes — alongside C# once structure is clear | | Textures | Pixel art (16×16) | Yes — fully independent | | 3D block shapes | Blockbench + JSON | Yes — fully independent | | World generation | JSON | After Phase 1 | The art work (textures and shapes) can be picked up **right now** without needing to wait for any code. JSON definitions and C# can generally be split across two people once Phase 1a establishes the patterns to follow. --- *This plan was put together as a rough guide. Adapt it however works best for the group — the goal is to have fun building this.*