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README.md
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README.md
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# Mana Loop
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An incremental/idle game about climbing a magical spire, mastering skills, and uncovering the secrets of an ancient tower.
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## Overview
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**Mana Loop** is a browser-based incremental game where players gather mana, study skills and spells, climb the floors of a mysterious spire, and craft enchanted equipment. The game features a prestige system (Insight) that provides permanent progression bonuses across playthroughs.
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### The Game Loop
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1. **Gather Mana** - Click to collect mana or let it regenerate automatically
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2. **Study Skills & Spells** - Spend mana to learn new abilities and unlock upgrades
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3. **Climb the Spire** - Battle through floors, defeat guardians, and sign pacts for power
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4. **Craft Equipment** - Enchant your gear with powerful effects
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5. **Prestige** - Reset for Insight, gaining permanent bonuses
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---
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## Features
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### Mana Gathering & Management
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- Click-based mana collection with automatic regeneration
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- Elemental mana system with five elements (Fire, Water, Earth, Air, Void)
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- Mana conversion between raw and elemental forms
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- Meditation system for boosted regeneration
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### Skill Progression with Tier Evolution
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- 20+ skills across multiple categories (mana, combat, enchanting, familiar)
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- 5-tier evolution system for each skill
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- Milestone upgrades at levels 5 and 10 for each tier
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- Unique special effects unlocked through skill upgrades
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### Equipment Crafting & Enchanting
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- 3-stage enchantment process (Design → Prepare → Apply)
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- Equipment capacity system limiting total enchantment power
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- Enchantment effects including stat bonuses, multipliers, and spell grants
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- Disenchanting to recover mana from unwanted enchantments
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### Combat System
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- Cast speed-based spell casting
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- Multi-spell support from equipped weapons
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- Elemental damage bonuses and effectiveness
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- Floor guardians with unique boons and pacts
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### Familiar System
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- Collect and train magical companions
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- Familiars provide passive bonuses and active abilities
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- Growth and evolution mechanics
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### Floor Navigation & Guardian Battles
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- Procedurally generated spire floors
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- Elemental floor themes affecting combat
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- Guardian bosses with unique mechanics
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- Pact system for permanent power boosts
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### Prestige System (Insight)
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- Reset progress for permanent bonuses
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- Insight upgrades across multiple categories
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- Signed pacts persist through prestige
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---
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## Tech Stack
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| Technology | Purpose |
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|------------|---------|
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| **Next.js 16** | Full-stack framework with App Router |
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| **TypeScript 5** | Type-safe development |
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| **Tailwind CSS 4** | Utility-first styling |
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| **shadcn/ui** | Reusable UI components |
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| **Zustand** | Client state management with persistence |
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| **Prisma ORM** | Database abstraction (SQLite) |
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| **Bun** | JavaScript runtime and package manager |
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---
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## Getting Started
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### Prerequisites
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- **Node.js** 18+ or **Bun** runtime
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- **npm**, **yarn**, or **bun** package manager
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### Installation
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```bash
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# Clone the repository
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git clone git@gitea.tailf367e3.ts.net:Anexim/Mana-Loop.git
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cd Mana-Loop
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# Install dependencies
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bun install
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# or
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npm install
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# Set up the database
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bun run db:push
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# or
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npm run db:push
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```
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### Development
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```bash
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# Start the development server
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bun run dev
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# or
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npm run dev
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```
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The game will be available at `http://localhost:3000`.
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### Other Commands
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```bash
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# Run linting
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bun run lint
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# Build for production
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bun run build
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# Start production server
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bun run start
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```
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---
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## Project Structure
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```
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src/
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├── app/
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│ ├── page.tsx # Main game UI (single-page application)
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│ ├── layout.tsx # Root layout with providers
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│ └── api/ # API routes
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├── components/
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│ ├── ui/ # shadcn/ui components
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│ └── game/ # Game-specific components
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│ ├── tabs/ # Tab-based UI components
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│ │ ├── CraftingTab.tsx
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│ │ ├── LabTab.tsx
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│ │ ├── SpellsTab.tsx
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│ │ ├── SpireTab.tsx
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│ │ └── FamiliarTab.tsx
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│ ├── ManaDisplay.tsx
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│ ├── TimeDisplay.tsx
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│ ├── ActionButtons.tsx
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│ └── ...
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└── lib/
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├── game/
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│ ├── store.ts # Zustand store (state + actions)
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│ ├── effects.ts # Unified effect computation
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│ ├── upgrade-effects.ts # Skill upgrade definitions
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│ ├── skill-evolution.ts # Tier progression paths
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│ ├── constants.ts # Game data definitions
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│ ├── computed-stats.ts # Stat calculation functions
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│ ├── crafting-slice.ts # Equipment/enchantment actions
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│ ├── familiar-slice.ts # Familiar system actions
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│ ├── navigation-slice.ts # Floor navigation actions
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│ ├── study-slice.ts # Study system actions
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│ ├── types.ts # TypeScript interfaces
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│ ├── formatting.ts # Display formatters
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│ ├── utils.ts # Utility functions
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│ └── data/
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│ ├── equipment.ts # Equipment definitions
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│ ├── enchantment-effects.ts # Enchantment catalog
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│ ├── familiars.ts # Familiar definitions
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│ ├── crafting-recipes.ts # Crafting recipes
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│ ├── achievements.ts # Achievement definitions
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│ └── loot-drops.ts # Loot drop tables
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└── utils.ts # General utilities
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```
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For detailed architecture documentation, see [AGENTS.md](./AGENTS.md).
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---
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## Game Systems Overview
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### Mana System
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The core resource of the game. Mana is gathered manually or automatically and used for studying skills, casting spells, and crafting.
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**Key Files:**
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- `store.ts` - Mana state and actions
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- `computed-stats.ts` - Mana calculations
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### Skill System
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Skills provide passive bonuses and unlock new abilities. Each skill can evolve through 5 tiers with milestone upgrades.
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**Key Files:**
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- `constants.ts` - Skill definitions (`SKILLS_DEF`)
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- `skill-evolution.ts` - Evolution paths and upgrades
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- `upgrade-effects.ts` - Effect computation
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### Combat System
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Combat uses a cast-speed system where each spell has a unique cast rate. Damage is calculated with skill bonuses, elemental modifiers, and special effects.
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**Key Files:**
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- `store.ts` - Combat tick logic
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- `constants.ts` - Spell definitions (`SPELLS_DEF`)
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- `effects.ts` - Damage calculations
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### Crafting System
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A 3-stage enchantment system for equipment. Design effects, prepare equipment, and apply enchantments within capacity limits.
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**Key Files:**
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- `crafting-slice.ts` - Crafting actions
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- `data/equipment.ts` - Equipment types
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- `data/enchantment-effects.ts` - Available effects
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### Familiar System
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Magical companions that provide bonuses and can be trained and evolved.
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**Key Files:**
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- `familiar-slice.ts` - Familiar actions
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- `data/familiars.ts` - Familiar definitions
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### Prestige System
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Reset progress for Insight, which provides permanent bonuses. Signed pacts persist through prestige.
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**Key Files:**
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- `store.ts` - Prestige logic
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- `constants.ts` - Insight upgrades
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---
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## Contributing
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We welcome contributions! Please follow these guidelines:
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### Development Workflow
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1. **Pull the latest changes** before starting work
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2. **Create a feature branch** for your changes
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3. **Follow existing patterns** in the codebase
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4. **Run linting** before committing (`bun run lint`)
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5. **Test your changes** thoroughly
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### Code Style
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- TypeScript throughout with strict typing
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- Use existing shadcn/ui components over custom implementations
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- Follow the slice pattern for store actions
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- Keep components focused and extract to separate files when >50 lines
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### Adding New Features
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For detailed patterns on adding new effects, skills, spells, or systems, see [AGENTS.md](./AGENTS.md).
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---
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## License
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This project is licensed under the MIT License.
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```
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MIT License
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Copyright (c) 2024 Mana Loop
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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```
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---
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## Acknowledgments
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Built with love using modern web technologies. Special thanks to the open-source community for the amazing tools that make this project possible.
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