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