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PixelGrinder

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PixelGrinder is a single-player, browser-based top-down pixel art RPG that emphasizes level-based progression and flexible character builds. Journey through distinct zones, battle challenging mobs, and grow your character’s power step by step—all within your web browser.


Table of Contents

  1. Current Build
  2. Game Concept
  3. The World
  4. Player Progression
  5. Character Customization & Stats
  6. Core Mechanics
  7. Equipment & Loot
  8. Key Features
  9. Planned Features
  10. Tech Stack & Implementation
  11. How to Play
  12. Roadmap
  13. Contributing
  14. License
  15. Missing or Suggested Information

Current Build

  • Character creation flow (name, stat allocation, skin, game mode).
  • Local saves with autosave + new game reset.
  • Combat loop with skills, cooldowns, targeting, and damage flow.
  • Mob AI with pathing, leashing, casting, and debug tools in Admin panel.
  • Inventory, equipment, vendors, loot window, and gathering nodes.
  • Minimap, chat log, skill bar, and in-game UI menus.
  • Admin panel lets you tune player stats, mob behavior/skills/loot, and live debug states.
  • Hardcore mode available at character creation (permadeath).
  • Current build is a prototype focused on sandboxing difficulty: easy or aggressive mobs, fast or slow progression.

Game Concept

PixelGrinder combines classic RPG elements—like leveling up and stat allocation—with a modern twist on flexibility and skill-based growth. Rather than locking you into a class, you can freely mix and match skills, weapons, and armor to create your ideal playstyle.


The World

  1. Level-Based Zones

    • The world is divided into zones (e.g., Starting Location, Forest of Trials, Desert of Desolation), each with a recommended level range.
    • Zones are designed for sequential progression, but you can revisit previous ones for additional loot or Skill Stones.
  2. Starting Zone

    • You begin in a level 1–5 zone designed to teach you the game’s basics.
  3. Mob Scaling

    • Enemies generally match the recommended zone level (±5).
    • Different zones feature unique monsters with distinct loot tables.

Player Progression

  1. Experience & Leveling

    • Defeat mobs close to your level to earn experience.
    • Leveling up raises your base stats (Health, Mana), makes tougher zones more accessible, and grants additional attribute points you can spend on INT, STR, DEX, or CON.
  2. Flow of Progression

    • Kill mobs → Gain XP → Level Up → Allocate Attribute Points → Move to next zone
    • Most initial progression and gear acquisition comes from mob grinding.
    • Equipment drops are intentionally rare, encouraging players to explore and defeat more mobs.
  3. Future Progression

    • Gathering and crafting systems are planned for later updates, providing alternative progression paths.

Character Customization & Stats

  1. Attributes

    • At character creation, you receive 5 attribute points to distribute among:
      • INT (increases magical prowess, damage, or healing effectiveness)
      • STR (boosts physical attacks, overall strength)
      • DEX (improves accuracy, agility, possibly crit rate)
      • CON (raises health pool and survivability)
    • Each time you level up, you gain additional points to invest in these attributes, shaping your character’s growth.
  2. Any Armor, Any Skill

    • Unlike traditional class-based systems, you can freely equip any armor or learn any skill.
    • Armor types (robe, heavy, leather, etc.) have stat bonuses that synergize with different playstyles.
  3. No Holy Trinity

    • Everyone can learn healing spells (if they find the right Skill Stones), so each build can include sustain or support abilities if desired.

Core Mechanics

  1. Level-Based Zones
    Venturing into zones appropriate for your level is recommended. Tougher zones carry higher risk but yield better rewards.

  2. Top-Down 2D Pixel Art
    Classic retro style with modern, responsive controls.

  3. Replayability
    Each zone features unique mobs and loot tables, encouraging repeat visits to farm rare items.

  4. Skill Learning & Improvement from Mobs

    • Basic Weapon & Attack: You begin with a basic version of each weapon type (staff, bow, dagger, one-handed sword), which provides a simple auto-attack skill. This lets you fight the first mobs in the starting zone and earn your first Skill Stones.
    • Skill Stones: Rare drops from mobs that unlock entirely new abilities—ranging from melee combos to healing spells.
    • Skill Shards: Another rare drop that upgrades already learned skills (e.g., increases damage, reduces cooldown, adds area-of-effect, etc.).
  5. Tab-Target Combat

    • You must target a mob with your cursor before using skills.
    • Each skill has its own attributes, including:
      1. Range: Close-range (melee) or long-range (spells, bows).
      2. Type of Attack:
        • Magic (staffs, spells)
        • Piercing (daggers, bows)
        • Slashing (one-handed & two-handed swords)
    • Different attack types may have advantages against certain mobs or synergize with specific buffs.

Equipment & Loot

  1. Weapon Types

    • Staff: Magic-based attacks for spells or healing.
    • Daggers: Dual-wielding for quick, piercing strikes (DEX-oriented).
    • One-Handed Sword: Balanced slashing option for STR builds.
    • Two-Handed Sword: High DPS slashing potential, best with high STR.
    • Bow: Ranged piercing damage, scales well with DEX or hybrid builds.
    • (A shield can be paired with a one-handed weapon for extra defense, though not a separate damage type.)
  2. Armor & Stat Bonuses

    • Different armor sets (robe, heavy, leather, etc.) have distinct stat bonuses (e.g., INT-boosting robes, STR-boosting plate).
    • You can mix armor pieces for a hybrid approach (e.g., wearing heavy gauntlets with a robe chest piece).
    • All armor pieces have "defence" parameter, for robes it is lower than for plate armor.
  3. Armor Passive Buffs

    • Each armor type may also provide passive buffs that support certain playstyles.
    • Some buffs cannot be active together (e.g., Holy cannot coexist with Unholy, Poison conflicts with Bleeding).
    • Initial Buff Types (either for active skills or passives):
      • Holy (cannot stack with Unholy)
      • Unholy (cannot stack with Holy)
      • Elemental
      • Physical
      • Poison (cannot stack with Bleeding)
      • Bleeding (cannot stack with Poison)

    Examples:

    • A robe might offer an Elemental buff, increasing elemental skill damage.
    • Heavy armor might grant a Holy buff, boosting healing spells.
    • Leather armor might provide a Poison or Bleeding buff, adding a DOT effect to piercing attacks.
  4. Rare Drops

    • Equipment and weapons can drop from mobs, but the drop rate is intentionally low.
    • Encourages repeated mob fights or boss runs to acquire desired gear.

Key Features

  • Browser-Based, Single Player: Play directly in your web browser without installation.
  • Flexible Builds: Create a staff-wielding warrior or a dagger-throwing mage—your imagination is the limit.
  • Boss Fights: Each zone may feature stronger mobs or bosses that reward special loot or skill items.
  • Exploration: Hidden paths and secrets scattered across each zone.

Planned Features

  1. Crafting System
    • Future updates will introduce gathering and crafting, offering alternative ways to obtain gear beyond rare drops.
  2. Questing & Storyline
    • NPCs and quest lines for structured play and narrative depth.
  3. Further Zones & Bosses
    • Continuous expansion of the game world with new areas and tougher encounters.

Tech Stack & Implementation

  • Frontend: Since this is a browser-based 2D game, you could use:
    • Phaser (a popular JS framework for 2D games)
    • PIXI.js (for rendering)
    • HTML5 Canvas with plain JavaScript or TypeScript
  • Backend:
    • A simple SQLite3 database to store player data (e.g., character stats, inventory, progression).
    • Optionally use Node.js with Express (or similar) if you need server-side logic for saving states or running events.

Suggested Approach

  • Phaser + TypeScript: Common, well-documented for browser games, easy to scale.
  • Or pure HTML5 Canvas + JavaScript if you want more control (but you’ll handle many systems manually).

How to Play

  1. Controls

    • Movement: (WASD or Arrow Keys)
    • Attack/Skill: (Left Mouse, Spacebar, or hotkeys)
    • Inventory: (I key)
  2. Early-Game Tips

    • Distribute your 5 attribute points wisely—decide if you want to focus on INT, STR, DEX, or CON.
    • Target mobs within or slightly above your level for optimal XP gain.
    • Rely on your starting weapons’ basic attacks to farm early mobs. Save up Skill Stones for abilities you truly want.
  3. Progression

    • Invest Skill Stones to unlock new abilities; invest Skill Shards to upgrade them.
    • Experiment with different armor sets and passive buffs to find powerful synergies.

Roadmap

Milestone Description Status
Alpha 1 Basic movement & combat in a browser-based environment In Progress
Alpha 2 Implementation of basic skill system, UI improvements Pending
Beta 1 Multiple zones & mobs, introduction of Skill Stones Pending
Beta 2 Crafting, gathering, advanced mob/boss mechanics Pending
Release Feature-complete version TBD

Contributing

We welcome contributions! Whether it’s bug fixes, new features, or general feedback:

  1. Fork this repository.
  2. Create your feature branch (git checkout -b feature/my-new-feature).
  3. Commit your changes (git commit -m 'Add some feature').
  4. Push to the branch (git push origin feature/my-new-feature).
  5. Create a new Pull Request.

Potential To-Do:

  • Provide coding style guidelines or a Code of Conduct for contributors.

License

TBD
If you choose an open-source license (e.g., MIT, GPL), specify it here. Otherwise, detail usage restrictions for your code and assets.


Missing or Suggested Information

  • Story/Lore: Consider a backstory to enhance immersion.
  • Additional Details on Stats: Clarify exact formulas or synergy (e.g., how INT affects spells or healing).
  • Asset Credits: For music, sound effects, pixel art, etc.
  • Testing & QA: Provide guidelines for reporting bugs or testing new features.
  • Platform Compatibility: While primarily browser-based, note if mobile/tablet support is planned.

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