628 lines
17 KiB
Markdown
628 lines
17 KiB
Markdown
# Echoes of the Ash 🌆
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A dark fantasy post-apocalyptic survival RPG featuring exploration, combat, crafting, and scavenging in a ruined world.
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## 🎮 Game Features
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### Core Gameplay
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#### 🗺️ Exploration & Movement
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- **Grid-based world navigation** with coordinates (x, y)
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- **Stamina-based movement system** - each move costs stamina based on distance
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- **Multiple biomes and locations** with varying danger levels (0-4)
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- **Dynamic location discovery** as you explore
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- **Compass-based directional movement** (North, South, East, West)
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#### ⚔️ Combat System
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- **Turn-based combat** with real-time intent preview
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- **NPC enemy encounters** with weighted spawn tables per location
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- **Status effects system**: Bleeding, Infected, Radiation
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- **Weapon effects**: Bleeding, Stun, Armor Break
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- **Flee mechanics** - escape combat with success/failure chance
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- **XP and leveling system** - gain XP from defeating enemies
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- **PvP (Player vs Player) combat** - challenge other players
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- **Death and respawn mechanics**
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#### 🎒 Inventory & Equipment
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- **Weight and volume-based inventory** system
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- **Equipment slots**: Weapon, Backpack, Armor, Head, Tool
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- **Durability system** - items degrade with use
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- **Item tiers** (1-3) affecting quality and stats
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- **Encumbrance system** - affects stamina costs
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- **Ground item drops** - pick up and drop items
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#### 🔨 Crafting & Repair
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- **Crafting system** with material requirements
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- **Tool requirements** for certain recipes
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- **Repair mechanics** - restore item durability
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- **Uncrafting/Disassembly** - break down items for materials
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- **Workbench locations** for advanced crafting
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- **Craft level requirements** - unlocked through progression
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#### 🔍 Scavenging & Interactables
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- **Searchable objects** in each location (dumpsters, cars, houses, etc.)
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- **Action-based interaction** system with stamina costs
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- **Success/failure mechanics** with critical outcomes
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- **Loot tables** with item drop chances
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- **One-time and respawning interactables**
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- **Status tracking** per player (already looted, depleted, etc.)
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#### 📊 Character Progression
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- **Level system** (1-50+) with XP requirements
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- **Stat points** - allocate to Strength, Defense, Stamina
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- **Character customization** on creation
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- **Skill progression** tied to crafting levels
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#### 🌍 World Features
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- **Multi-location world** (Downtown, Gas Station, Residential, Clinic, Plaza, Park, Warehouse, Office Buildings, Subway, etc.)
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- **Location tags** - workbench, repair_station, safe_zone
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- **Danger zones** with varying encounter rates
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- **Location-specific loot** and enemy spawns
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#### 💬 Social & Multiplayer
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- **Online player tracking** via WebSockets
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- **Real-time player position updates**
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- **PvP combat system** with challenge mechanics
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- **Character browsing** - see other players' stats
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#### 🎨 PWA Features
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- **Progressive Web App** - installable on mobile/desktop
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- **Multi-language support** (English, Spanish)
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- **Responsive UI** with mobile-first design
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- **Real-time updates** via WebSockets
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- **Offline capabilities** (service worker)
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---
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## 📁 Gamedata Structure
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The game uses JSON files in the `gamedata/` directory to define all game content. This modular approach makes it easy to add new content without code changes.
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### Directory Layout
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```
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gamedata/
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├── npcs.json # Enemy NPCs and combat encounters
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├── items.json # All items, weapons, consumables, and resources
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├── locations.json # World map locations and interactables
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└── interactables.json # Interactable object templates
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```
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---
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## 📋 `npcs.json` Structure
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Defines all enemy NPCs, their stats, loot tables, and spawn locations.
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### Top-Level Structure
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```json
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{
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"npcs": { ... }, // NPC definitions
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"danger_levels": { ... }, // Danger settings per location
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"spawn_tables": { ... } // Enemy spawn weights per location
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}
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```
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### NPC Definition
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```json
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"npc_id": {
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"npc_id": "unique_npc_identifier",
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"name": {
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"en": "English Name",
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"es": "Spanish Name"
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},
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"description": {
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"en": "English description",
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"es": "Spanish description"
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},
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"emoji": "🐕",
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"hp_min": 15, // Minimum HP when spawned
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"hp_max": 25, // Maximum HP when spawned
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"damage_min": 3, // Minimum attack damage
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"damage_max": 7, // Maximum attack damage
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"defense": 0, // Damage reduction
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"xp_reward": 10, // XP given on defeat
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"loot_table": [ // Items dropped on death (automatic)
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{
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"item_id": "raw_meat",
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"quantity_min": 1,
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"quantity_max": 2,
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"drop_chance": 0.6 // 60% chance to drop
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}
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],
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"corpse_loot": [ // Items harvestable from corpse
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{
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"item_id": "animal_hide",
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"quantity_min": 1,
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"quantity_max": 1,
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"required_tool": "knife" // Tool needed to harvest (null = no requirement)
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}
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],
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"flee_chance": 0.3, // Chance NPC flees from combat
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"status_inflict_chance": 0.15, // Chance to inflict status effect on hit
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"image_path": "images/npcs/feral_dog.webp",
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"death_message": "The feral dog whimpers and collapses..."
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}
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```
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### Danger Levels
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```json
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"location_id": {
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"danger_level": 2, // 0-4 scale
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"encounter_rate": 0.2, // 20% chance per movement
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"wandering_chance": 0.35 // 35% chance for random encounter while idle
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}
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```
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### Spawn Tables
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```json
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"location_id": [
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{
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"npc_id": "raider_scout",
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"weight": 50 // Weighted random spawn (higher = more common)
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},
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{
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"npc_id": "infected_human",
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"weight": 30
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}
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]
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```
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**Available NPCs:**
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- `feral_dog` - Wild, hungry canine (Tier 1)
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- `mutant_rat` - Radiation-mutated rodent (Tier 1)
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- `raider_scout` - Hostile human raider (Tier 2)
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- `scavenger` - Aggressive survivor (Tier 2)
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- `infected_human` - Virus-infected zombie-like human (Tier 3)
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---
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## 🎒 `items.json` Structure
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Defines all items, equipment, weapons, consumables, and crafting materials.
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### Item Categories (Types)
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- `resource` - Raw materials for crafting
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- `consumable` - Food, medicine, usable items
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- `weapon` - Melee and ranged weapons
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- `backpack` - Inventory capacity upgrades
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- `armor` - Protective equipment
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- `tool` - Utility items (flashlight, etc.)
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- `quest` - Story/quest items
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### Basic Item Structure
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```json
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"item_id": {
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"name": {
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"en": "Item Name",
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"es": "Spanish Name"
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},
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"description": {
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"en": "Description text",
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"es": "Spanish description"
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},
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"type": "resource",
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"weight": 0.5, // Kilograms
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"volume": 0.2, // Liters
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"emoji": "⚙️",
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"image_path": "images/items/scrap_metal.webp"
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}
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```
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### Consumable Items
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```json
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"item_id": {
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...basic fields...,
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"type": "consumable",
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"hp_restore": 20, // Health restored
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"stamina_restore": 10, // Stamina restored
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"treats": "Bleeding" // Status effect cured (optional)
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}
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```
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### Weapon/Equipment Items
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```json
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"item_id": {
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...basic fields...,
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"type": "weapon",
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"equippable": true,
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"slot": "weapon", // Equipment slot: weapon, backpack, armor, head, tool
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"durability": 100, // Max durability
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"tier": 2, // 1-3 quality tier
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"encumbrance": 2, // Stamina penalty when equipped
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"stats": {
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"damage_min": 5,
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"damage_max": 10,
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"weight_capacity": 20, // For backpacks
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"volume_capacity": 20,
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"defense": 5 // For armor
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},
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"weapon_effects": { // Status effects inflicted (optional)
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"bleeding": {
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"chance": 0.15, // 15% chance on hit
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"damage": 2, // Damage per turn
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"duration": 3 // Turns
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}
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}
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}
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```
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### Craftable Items
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```json
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"item_id": {
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...other fields...,
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"craftable": true,
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"craft_level": 2, // Required crafting level
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"craft_materials": [
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{
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"item_id": "scrap_metal",
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"quantity": 3
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}
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],
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"craft_tools": [ // Tools consumed during crafting
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{
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"item_id": "hammer",
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"durability_cost": 3 // Durability consumed
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}
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]
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}
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```
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### Repairable Items
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```json
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"item_id": {
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...other fields...,
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"repairable": true,
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"repair_materials": [
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{
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"item_id": "scrap_metal",
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"quantity": 2
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}
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],
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"repair_tools": [
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{
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"item_id": "hammer",
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"durability_cost": 2
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}
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],
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"repair_percentage": 30 // % of max durability restored
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}
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```
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### Uncraftable Items (Disassembly)
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```json
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"item_id": {
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...other fields...,
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"uncraftable": true,
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"uncraft_yield": [ // Materials returned
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{
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"item_id": "scrap_metal",
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"quantity": 2
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}
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],
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"uncraft_loss_chance": 0.25, // 25% chance to lose materials
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"uncraft_tools": [
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{
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"item_id": "hammer",
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"durability_cost": 1
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}
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]
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}
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```
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**Item Examples:**
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- **Resources:** `scrap_metal`, `cloth_scraps`, `wood_planks`, `bone`, `raw_meat`
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- **Consumables:** `canned_food`, `water_bottle`, `bandage`, `antibiotics`, `rad_pills`
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- **Weapons:** `rusty_knife`, `knife`, `tire_iron`, `makeshift_spear`, `reinforced_bat`
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- **Backpacks:** `tattered_rucksack`, `hiking_backpack`
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- **Tools:** `flashlight`, `hammer`
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---
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## 🗺️ `locations.json` Structure
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Defines the game world, all locations, coordinates, and interactable objects.
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### Location Definition
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```json
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{
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"id": "location_id",
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"name": {
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"en": "🏚️ Location Name",
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"es": "Spanish Name"
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},
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"description": {
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"en": "Atmospheric description of the location...",
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"es": "Spanish description"
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},
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"image_path": "images/locations/location.webp",
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"x": 0, // Grid X coordinate
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"y": 2, // Grid Y coordinate
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"tags": [ // Optional tags
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"workbench", // Has crafting bench
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"repair_station", // Can repair items
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"safe_zone" // No random encounters
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],
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"interactables": { ... } // Interactable objects at this location
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}
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```
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### Interactable Object Instance
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```json
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"unique_interactable_id": {
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"template_id": "dumpster", // References interactables.json
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"outcomes": {
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"action_id": {
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"stamina_cost": 2,
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"success_rate": 0.5, // 50% base success chance
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"crit_success_chance": 0.1, // 10% chance for critical success
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"crit_failure_chance": 0.1, // 10% chance for critical failure
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"rewards": {
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"damage": 0, // Damage on normal failure
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"crit_damage": 8, // Damage on critical failure
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"items": [ // Items on normal success
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{
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"item_id": "plastic_bottles",
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"quantity": 3,
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"chance": 1.0 // 100% drop rate
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}
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],
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"crit_items": [ // Items on critical success
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{
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"item_id": "rare_item",
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"quantity": 1,
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"chance": 0.5
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}
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]
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},
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"text": { // Locale-specific text responses
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"success": {
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"en": "You find something useful!",
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"es": "¡Encuentras algo útil!"
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},
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"failure": {
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"en": "Nothing here.",
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"es": "Nada aquí."
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},
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"crit_success": { ... },
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"crit_failure": { ... }
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}
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}
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}
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}
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```
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**Available Locations:**
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- `start_point` - Ruined Downtown Core (0, 0) - Starting location
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- `gas_station` - Abandoned Gas Station (0, 2) - Has workbench
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- `residential` - Residential Street (3, 0)
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- `clinic` - Old Clinic (2, 3) - Medical supplies
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- `plaza` - Shopping Plaza (-2.5, 0)
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- `park` - Suburban Park (-1, -2)
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- `overpass` - Highway Overpass (1.0, 4.5)
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- `warehouse` - Warehouse District
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- `office_building` - Office Tower
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- `subway` - Subway Station
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---
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## 🔍 `interactables.json` Structure
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Defines templates for interactable objects that can be placed in locations.
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### Interactable Template
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```json
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"template_id": {
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"id": "template_id",
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"name": {
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"en": "🗑️ Object Name",
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"es": "Spanish Name"
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},
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"description": {
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"en": "Object description",
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"es": "Spanish description"
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},
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"image_path": "images/interactables/object.webp",
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"actions": { // Available actions for this object
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"action_id": {
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"id": "action_id",
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"label": {
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"en": "🔎 Action Label",
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"es": "Spanish Label"
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},
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"stamina_cost": 2 // Base stamina cost (can be overridden in locations)
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}
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}
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}
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```
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**Available Interactable Templates:**
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- `rubble` - Pile of debris (Action: search)
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- `dumpster` - Trash container (Action: search_dumpster)
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- `sedan` - Abandoned car (Actions: search_glovebox, pop_trunk)
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- `house` - Abandoned house (Action: search_house)
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- `toolshed` - Tool shed (Action: search_shed)
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- `medkit` - Medical supply cabinet (Action: search_medkit)
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- `storage_box` - Storage container (Action: search)
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- `vending_machine` - Vending machine (Actions: break, search)
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---
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## 🛠️ Replicating Gamedata
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### Adding a New NPC
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1. **Create NPC definition** in `npcs.json` under `"npcs"`:
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```json
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"my_new_npc": {
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"npc_id": "my_new_npc",
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"name": { "en": "My NPC", "es": "Mi NPC" },
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"description": { "en": "Description", "es": "Descripción" },
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"emoji": "👹",
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"hp_min": 20, "hp_max": 30,
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"damage_min": 4, "damage_max": 8,
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"defense": 1,
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"xp_reward": 15,
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"loot_table": [...],
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"corpse_loot": [...],
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"flee_chance": 0.2,
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"status_inflict_chance": 0.1,
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"image_path": "images/npcs/my_new_npc.webp",
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"death_message": "The creature falls..."
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}
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```
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2. **Add to spawn table** in `npcs.json` under `"spawn_tables"`:
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```json
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"location_id": [
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{ "npc_id": "my_new_npc", "weight": 40 }
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]
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```
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3. **Add image** at `images/npcs/my_new_npc.webp`
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### Adding a New Item
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1. **Create item definition** in `items.json`:
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```json
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"my_new_item": {
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"name": { "en": "My Item", "es": "Mi Objeto" },
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"description": { "en": "Description", "es": "Descripción" },
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"type": "resource",
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"weight": 1.0,
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"volume": 0.5,
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"emoji": "🔮",
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"image_path": "images/items/my_new_item.webp"
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}
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```
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2. **Add to loot tables** (optional) in locations or NPCs
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3. **Add image** at `images/items/my_new_item.webp`
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### Adding a New Location
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1. **Create location** in `locations.json`:
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```json
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{
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"id": "my_location",
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"name": { "en": "🏭 My Location", "es": "Mi Ubicación" },
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"description": { "en": "Description", "es": "Descripción" },
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"image_path": "images/locations/my_location.webp",
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"x": 5,
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"y": 3,
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"tags": ["workbench"],
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"interactables": {
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"my_location_box": {
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"template_id": "storage_box",
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"outcomes": {
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"search": { ...outcome definition... }
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}
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}
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}
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}
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```
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2. **Add danger level** in `npcs.json`:
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```json
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"my_location": {
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"danger_level": 2,
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"encounter_rate": 0.15,
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"wandering_chance": 0.3
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}
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```
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3. **Add spawn table** in `npcs.json`:
|
|
```json
|
|
"my_location": [
|
|
{ "npc_id": "raider_scout", "weight": 60 },
|
|
{ "npc_id": "mutant_rat", "weight": 40 }
|
|
]
|
|
```
|
|
|
|
4. **Add image** at `images/locations/my_location.webp`
|
|
|
|
### Adding a New Interactable Template
|
|
|
|
1. **Create template** in `interactables.json`:
|
|
```json
|
|
"my_interactable": {
|
|
"id": "my_interactable",
|
|
"name": { "en": "🎰 My Object", "es": "Mi Objeto" },
|
|
"description": { "en": "Description", "es": "Descripción" },
|
|
"image_path": "images/interactables/my_object.webp",
|
|
"actions": {
|
|
"my_action": {
|
|
"id": "my_action",
|
|
"label": { "en": "🔨 Do Action", "es": "Hacer Acción" },
|
|
"stamina_cost": 3
|
|
}
|
|
}
|
|
}
|
|
```
|
|
|
|
2. **Use in locations** in `locations.json` interactables
|
|
|
|
3. **Add image** at `images/interactables/my_object.webp`
|
|
|
|
---
|
|
|
|
## 🎯 Key Game Mechanics
|
|
|
|
### Stamina System
|
|
- Base stamina pool (increases with Stamina stat)
|
|
- Regenerates passively over time
|
|
- Consumed by: Movement, Combat Actions, Interactions, Crafting
|
|
- Encumbrance from equipment increases stamina costs
|
|
|
|
### Combat Flow
|
|
1. Player or NPC initiates combat
|
|
2. Turn-based with initiative system
|
|
3. NPCs show **intent preview** (next planned action)
|
|
4. Player chooses: Attack, Defend, Use Item, Flee
|
|
5. Status effects tick each turn
|
|
6. Combat ends on death or successful flee
|
|
|
|
### Loot System
|
|
- **Immediate drops** from loot_table (on death)
|
|
- **Corpse harvesting** from corpse_loot (requires tools)
|
|
- **Interactable loot** with success/failure mechanics
|
|
- **Respawn timers** for interactables
|
|
|
|
### Crafting Requirements
|
|
- Sufficient materials in inventory
|
|
- Required tools with durability
|
|
- Crafting level unlocked
|
|
- Optional: Workbench location tag
|
|
|
|
---
|
|
|
|
## 📚 Additional Documentation
|
|
|
|
- **[CLAUDE.md](./CLAUDE.md)** - Project structure and development commands
|
|
- **[QUICK_REFERENCE.md](./QUICK_REFERENCE.md)** - API endpoints and architecture
|
|
- **[docker-compose.yml](./docker-compose.yml)** - Infrastructure setup
|
|
|
|
---
|
|
|
|
## 🚀 Quick Start
|
|
|
|
```bash
|
|
# Start the game
|
|
docker compose up -d
|
|
|
|
# View API logs
|
|
docker compose logs -f echoes_of_the_ashes_api
|
|
|
|
# Rebuild after changes
|
|
docker compose build && docker compose up -d
|
|
```
|
|
|
|
Game runs at: `http://localhost` (PWA) and `http://localhost/api` (API)
|
|
|
|
---
|
|
|
|
## 📝 License
|
|
|
|
All rights reserved. Post-apocalyptic survival simulation for educational purposes.
|