slime/README.md

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# Slime Genesis - ECS RPG PoC
A complete proof of concept for **Slime Genesis: The Awakening of the Entity** built with vanilla JavaScript using an Entity Component System (ECS) architecture.
## Quick Start
1. **Install dependencies:**
```bash
npm install
```
2. **Run the development server:**
```bash
npm run dev
```
3. **Open your browser** to the URL shown (usually `http://localhost:5173`)
## Controls
- **WASD** or **Arrow Keys**: Move your slime
- **Mouse**: Aim/face direction
- **Left Click** or **Space**: Attack
- **Shift**: Toggle stealth mode
- **1-9**: Activate skills (when you have them)
## Features
### Core Systems
- ✅ **ECS Architecture**: Entity Component System for flexible game design
- ✅ **Real-time Combat**: Fast-paced action combat with form-specific styles
- ✅ **Evolution System**: Three paths (Human, Beast, Slime) that change based on absorption
- ✅ **Skill Absorption**: Defeat creatures to gain their abilities
- ✅ **Stealth System**: Form-specific stealth mechanics (Social, Hunting, Structural)
- ✅ **RPG Systems**: Stats, leveling, XP, inventory, equipment
- ✅ **AI System**: Intelligent creature behaviors (wander, chase, combat, flee)
- ✅ **Projectile System**: Skills can create projectiles (Water Gun, etc.)
### Graphics & Polish
- ✅ **Animated Slime**: Smooth morphing blob with jiggle physics
- ✅ **Combat Effects**: Damage numbers, attack indicators, particle effects
- ✅ **Absorption Visuals**: Swirling particles and color transitions
- ✅ **Stealth Indicators**: Visibility meters and detection warnings
- ✅ **Polished UI**: Health bars, XP bars, skill hotbar, stat displays
### Skills
- **Water Gun**: Shoot a jet of water at enemies
- **Fire Breath**: Breathe fire in a cone
- **Pounce**: Leap forward and damage enemies
- **Stealth Mode**: Enter stealth mode (form-specific)
## Architecture
This game uses a pure ECS (Entity Component System) architecture:
- **Entities**: Game objects (player, creatures, projectiles)
- **Components**: Data containers (Position, Health, Stats, Evolution, etc.)
- **Systems**: Logic processors (RenderSystem, CombatSystem, AbsorptionSystem, etc.)
This architecture makes it easy to:
- Add new skills and abilities
- Create mutations and combinations
- Extend creature behaviors
- Add new game mechanics
## Project Structure
```
src/
├── core/ # ECS framework
│ ├── Engine.js # Main game loop
│ ├── Entity.js # Entity manager
│ ├── Component.js # Base component
│ └── System.js # Base system
├── components/ # All game components
│ ├── Position.js
│ ├── Health.js
│ ├── Stats.js
│ ├── Evolution.js
│ └── ...
├── systems/ # All game systems
│ ├── RenderSystem.js
│ ├── CombatSystem.js
│ ├── AbsorptionSystem.js
│ └── ...
├── skills/ # Skill system
│ ├── Skill.js
│ ├── SkillRegistry.js
│ └── skills/ # Individual skills
├── items/ # Item system
│ ├── Item.js
│ └── ItemRegistry.js
├── world/ # World management
│ └── World.js
└── main.js # Entry point
```
## Gameplay Loop
1. **Explore**: Move around the cave, discover creatures
2. **Fight**: Engage in real-time combat with creatures
3. **Absorb**: Defeat creatures to gain evolution points and skills
4. **Evolve**: Your form changes based on what you absorb
5. **Level Up**: Gain XP, increase stats, unlock new possibilities
6. **Stealth**: Use form-specific stealth to avoid or ambush enemies
## Evolution Paths
- **Human Path**: Absorb humanoids to gain human traits, access to social areas
- **Beast Path**: Absorb beasts to become a predator, gain physical power
- **Slime Path**: Maintain your original form, gain unique abilities
## Technical Details
- **No External Dependencies**: Pure vanilla JavaScript (except Vite for dev server)
- **Canvas 2D**: High-performance rendering with Canvas API
- **Modular Design**: Easy to extend and modify
- **ECS Pattern**: Scalable architecture for complex game mechanics
## Future Enhancements
- More skills and mutations
- Multiple areas/zones
- NPCs with dialogue
- Quest system
- Equipment system expansion
- Save/load functionality
- More creature types and behaviors
## License
This is a proof of concept. Use as you see fit for your game development.