- Implement visual HP/Stamina/XP bars using Unicode characters (██░) - Refactor handlers.py (1308 → 377 lines) into specialized modules: * action_handlers.py - World interaction and status display * inventory_handlers.py - Inventory management * combat_handlers.py - Combat actions * profile_handlers.py - Character stats with visual bars * corpse_handlers.py - Looting system * pickup_handlers.py - Item collection - Add utility functions: create_progress_bar(), format_stat_bar() - Organize all documentation into docs/ structure - Create comprehensive documentation index with navigation - Add UI examples showing before/after visual improvements
5.8 KiB
5.8 KiB
Game Mechanics Overview
Core Systems
1. Health & Stamina System
Health Points (HP)
- Purpose: Measure of character's life force
- Starting Value: 100 HP
- Range: 0 to max_hp
- Death: Occurs when HP reaches 0
- Regeneration: Does not auto-regenerate (requires items or rest)
- Display: Visual bar with percentage
❤️ HP: ███████░░░ 70% (70/100)
Stamina
- Purpose: Resource for actions and movement
- Starting Value: 100 Stamina
- Range: 0 to max_stamina
- Usage:
- Movement between locations (varies by distance and inventory weight)
- Actions on interactables (searching, opening, etc.)
- Regeneration: Passive over time (1 + endurance/10 per cycle)
- Display: Visual bar with percentage
⚡ Stamina: █████░░░░░ 50% (50/100)
2. Character Progression
Experience (XP)
- Gained From:
- Defeating enemies
- Completing actions
- Exploring new locations
- Display: Progress bar showing advancement to next level
⭐ XP: ████░░░░░░ 40% (240/600)
Leveling
- Formula: XP required = 100 * (level ^ 1.5)
- Benefits:
- Stat point to allocate
- Increased base damage
- Access to new areas
Stats
-
Strength (💪)
- Increases melee damage
- Formula: Base Damage = 5 + (strength / 2) + level
-
Agility (🏃)
- Increases flee chance in combat
- Formula: Flee Chance = 50% + (agility / 100)
-
Endurance (💚)
- Increases max HP when leveled
- Increases stamina regeneration
- Formula: Stamina Regen = 1 + (endurance / 10)
-
Intellect (🧠)
- Reserved for future mechanics
- May affect crafting, dialogue, etc.
Stat Points
- Earned: 1 point per level
- Allocation Options:
- +10 Max HP
- +5 Max Stamina
- +1 Strength
- +1 Agility
- +1 Endurance
- +1 Intellect
3. Inventory System
Capacity
- Weight Limit: 50 kg (base) + equipped backpack bonus
- Volume Limit: 100 vol (base) + equipped backpack bonus
- Overencumbered: Cannot pick up items when at capacity
- Movement Penalty: Higher inventory weight increases stamina cost for travel
Item Types
- Weapons: Equippable, adds damage
- Armor: Equippable, adds protection
- Consumables: Single-use, restores HP/Stamina
- Tools: Required for certain actions
- Materials: Crafting components (future)
- Quest Items: Special items for progression
Equipment Slots
- Weapon: Primary attack tool
- Backpack: Increases carrying capacity
- Armor: Protection (future implementation)
4. Combat System
Turn-Based Combat
- Player turn → NPC turn → Repeat until victory or defeat
Actions
- Attack: Deal damage to enemy
- Flee: Attempt to escape (chance-based)
- Use Item: Consume healing/buff items
Damage Calculation
Base Damage = 5 + (strength / 2) + level
Weapon Damage = random(weapon_min, weapon_max)
Total Damage = Base Damage + Weapon Damage
Enemy Spawning
- Static Spawns: Fixed enemies at locations
- Random Encounters: Chance-based when moving
- Wandering Enemies: NPCs that patrol locations
Death & Respawn
- Player Death: Lose all inventory, respawn at start location
- Corpses: Player corpses can be looted by others (multiplayer aspect)
- Enemy Death: Drop loot, award XP
5. World Interaction
Locations
- Types: Safe zones, dangerous areas, dungeons
- Connections: Graph-based navigation
- Images: Visual representation of each location
- Interactables: Objects to search/interact with
Actions
- Inspect Area: View location details and items
- Move: Travel to connected locations
- Search Objects: Loot interactables for items
- Attack Enemies: Engage wandering NPCs
Cooldowns
- Purpose: Prevent infinite resource farming
- Duration: Varies by action (typically 5-30 minutes)
- Per-Object: Each interactable has independent cooldown
6. Item Collection
Dropped Items
- Sources:
- Enemy loot
- Interactable rewards
- Player-dropped items
- Pickup: Choose quantity to take
- Capacity Check: Must have room in inventory
Looting
-
NPC Corpses:
- Requires tools for certain materials
- Random quantities
- Disappears when fully looted
-
Player Corpses:
- Contains all inventory from death
- Can be looted by any player
- Encourages retrieval runs
Game Loop
Basic Cycle
- Explore → Move to new location
- Inspect → Find interactables and enemies
- Action → Search, fight, or collect
- Manage → Organize inventory, use items
- Progress → Gain XP, level up, allocate stats
- Repeat
Resource Management
- Monitor HP and Stamina
- Use consumables strategically
- Rest when needed
- Manage inventory weight
Risk vs. Reward
- Dangerous areas have better loot
- Higher-level enemies give more XP
- Overextending can lead to death
- Strategic retreats preserve progress
Progression Path
Early Game (Levels 1-5)
- Learn basic mechanics
- Gather starting equipment
- Explore safe zones
- Build initial stats
Mid Game (Levels 6-15)
- Venture into dangerous areas
- Face tougher enemies
- Collect better equipment
- Specialize character build
Late Game (Levels 16+)
- Challenge end-game content
- Optimize builds
- Collect rare items
- Explore all areas
Future Mechanics
Planned Features
- Crafting System: Combine materials into items
- Quests: Story-driven objectives
- Factions: Reputation and alliances
- Trading: Player-to-player economy
- Skills: Special abilities beyond stats
- Housing: Personal storage and rest areas
Last Updated: October 19, 2025
Status: Living document - Updated as mechanics evolve