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Nancymon Engine

Nancymon is a Pokémon-style top-down RPG engine designed as a robust web application. Built with modern web technologies, it features a scalable architecture designed to handle various game states, interactive UI overlays, and media-rich entry sequences.

🚀 Tech Stack

The project relies on a modern frontend development environment:

  • Core Engine: Phaser v3.80.1.
  • Language: TypeScript v5.4.5.
  • Bundler & Tooling: Vite v5.2.11 configured with ESNext target.

🎮 Game Features & Architecture

The engine is built around a multi-scene architecture managed by Phaser, ensuring clean separation of game logic and UI components:

  • Exploration Scenes: Includes WorldScene, CityScene, CafeScene, and GardenScene.
  • Core Mechanics: Implements a dedicated BattleScene for RPG combat and a FinaleScene.
  • Interactive Systems: Supports a JournalScene, BagScene, MemoryAlbumScene, and SystemMenuScene for inventory and progression management.
  • User Interface: Utilizes an overlying HudOverlay for real-time heads-up display integration.
  • Media Integration: Features a cinematic start sequence that plays an intro video prior to initializing the main Phaser game canvas.

⚙️ Game Configuration

The game initializes with specific rendering parameters optimized for a retro feel:

  • Rendering: Pixel art is enabled for crisp rendering and sub-pixel rendering is prevented via roundPixels: true.
  • Physics: Runs on Arcade physics with debugging options available.
  • Scaling: Responsive scaling using Phaser.Scale.FIT and auto-centering, utilizing a logical canvas size of 800x600.

🕹️ Controls

  • Movement: Arrow Keys or WASD to move.

About

Nancymon is a Pokémon-style top-down RPG engine designed as a robust web application for my girlfriend.

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