Early stages of a simple, web based, old school RPG.
Standard disclaimer: I'm mostly a backend guy, so as long as I'm the only one designing the UI, don't expect pretty. Best I can do is basic.
This project is also a sandbox to keep working on frontend technologies such as: Angular, TypeScript, Tailwind, CSS animations, SVG, etc.
A sample in-game screenshot:
The current design choices and objectives are:
- No install, but playable with a web browser
- Single player, no backend
- Not text based per se, but textual look and feel with some icons
- No world to explore but basic city hubs, dungeons and quests
- Party based with 4 characters of different classes
- Class specific active and passive skills
- Character classes use one of two type of energy point (tech vs mana) with different generation mechanisms
- Turn based and slightly tactical (i.e. party and enemies use rows) combats
- Generated loot
- Some crafting
- Misc (consumables such as potions, combat statuses, etc)
The major application systems and their progress are:
System | Description | Progress |
---|---|---|
Combat | Turns, actions, targets, rows, outcomes, statuses | 30 % |
Characters | Classes, skills, attributes, levels | 15 % |
Enemies | Classes, skills, A.I. | 15 % |
World | Dungeons, cities, quests | 5 % |
Items | Equipment slots, consumables, affixes, rarities, loot | 0 % |
Crafting | Creation, alteration and upgrade of items | 0 % |
Features of the combat system:
- Group based, i.e. multiple characters vs multiple enemies
- Turn based
- Turn order is randomly generated for each fight and evenly interleaves characters and enemies
- Row based, i.e. a group has two rows, the front row or back row
- Some creatures (e.g. bosses) can have multiple actions per turn
- Skill ranges, i.e. melee attacks can only reach front row opponents while distance attacks can reach any opponent
- Single target skills and area of effect skills
- Damaging skills and healing skills
- Basic damage computation
- Hit time damage and heals and over time damage and heals
- Bonus effects (a.k.a buffs) and malus effects (a.k.a debuffs)
- State enabled skills (e.g. damage is also based on creatures life)
- Several skill outcomes (success, dodge, critical)
- Skill modifiers, e.g. cannot be dodged
- Counter-attacks and/or thorns
- Skills cooldown
- Multiple effect skills, e.g. a damage and an effect
- Chained attacks, i.e. consecutively using the same attack changes its result
- Specialties, i.e. per class benefits against specific creature types (such as beasts, undeads, etc)
- Creature size (small, regular, large, etc) to control the maximum number of enemies per row
- Champions support, i.e. some randomly selected creatures are stronger
- Several enemy strategies: single skill, message, priority, sequential, weighted, conditional
Not yet implemented:
- Advanced damage computation using armor, elemental resistances, etc
- Crowd controls (e.g. stun, silence, etc)
- Multiple element damages, e.g. physical damage plus poison damage
- Taunts
- Interceptions, e.g. intercept the next attack that would kill an allied creature
- Other features