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echoes-of-the-ash/README.md

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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

{
  "npcs": { ... },           // NPC definitions
  "danger_levels": { ... },  // Danger settings per location
  "spawn_tables": { ... }    // Enemy spawn weights per location
}

NPC Definition

"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

"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

"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

"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

"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

"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

"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

"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)

"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

{
  "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

"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

"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":
"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..."
}
  1. Add to spawn table in npcs.json under "spawn_tables":
"location_id": [
  { "npc_id": "my_new_npc", "weight": 40 }
]
  1. Add image at images/npcs/my_new_npc.webp

Adding a New Item

  1. Create item definition in items.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"
}
  1. Add to loot tables (optional) in locations or NPCs

  2. Add image at images/items/my_new_item.webp

Adding a New Location

  1. Create location in locations.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... }
      }
    }
  }
}
  1. Add danger level in npcs.json:
"my_location": {
  "danger_level": 2,
  "encounter_rate": 0.15,
  "wandering_chance": 0.3
}
  1. Add spawn table in npcs.json:
"my_location": [
  { "npc_id": "raider_scout", "weight": 60 },
  { "npc_id": "mutant_rat", "weight": 40 }
]
  1. Add image at images/locations/my_location.webp

Adding a New Interactable Template

  1. Create template in interactables.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
    }
  }
}
  1. Use in locations in locations.json interactables

  2. 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


🚀 Quick Start

# 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.