No description
https://slime.jusemon.com/
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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
-
Install dependencies:
npm install -
Run the development server:
npm run dev -
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
- Explore: Move around the cave, discover creatures
- Fight: Engage in real-time combat with creatures
- Absorb: Defeat creatures to gain evolution points and skills
- Evolve: Your form changes based on what you absorb
- Level Up: Gain XP, increase stats, unlock new possibilities
- 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.