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Early stages of a simple, web based, old school RPG

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Draconis

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:

Fight

1. Main design choices

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)

2. Systems

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 %

2.1 Combat system

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

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