Files
echoes-of-the-ash/docs/archive/README_old.md
2026-02-05 16:09:34 +01:00

628 lines
17 KiB
Markdown

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