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echoes-of-the-ash/docs/game/MECHANICS.md
Joan 861f3b8a36 Add visual progress bars and refactor handler modules
- 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
2025-10-19 00:23:44 +02:00

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

  1. Explore → Move to new location
  2. Inspect → Find interactables and enemies
  3. Action → Search, fight, or collect
  4. Manage → Organize inventory, use items
  5. Progress → Gain XP, level up, allocate stats
  6. 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