2D Action RPG
Build a complete action role-playing game with inventory, quests, skills, and boss battles.
What You'll Build
Create a complete action RPG with multiple interconnected systems. Features include real-time combat, inventory management, quest progression, skill trees, and challenging boss encounters.
Core Systems
- • Combat mechanics & knockback
- • Inventory & equipment slots
- • Ability/skill system
- • Experience & leveling
- • Quest log & NPC dialogue
- • Save/Load persistence
Advanced Features
- • Boss AI & attack patterns
- • Particle effects & animations
- • Dynamic lighting effects
- • Sound & music system
- • Map transitions & zones
- • Item drops & loot tables
Project Stats
- Duration: 15-20 hours
- Difficulty: Expert Level
- Code Lines: 1500-2000+
- Classes/Systems: 20+
- Gameplay Time: 30-45 min
Learning Outcomes
- ✓ Game architecture patterns
- ✓ State management systems
- ✓ Data persistence & serialization
- ✓ Advanced collision detection
- ✓ Performance optimization
Game Architecture
The game is organized into several core systems that interact together:
Game Engine ├── Game Loop (update, render) ├── Input System (keyboard/mouse) ├── Physics System (collision, movement) ├── Rendering System (canvas, layers) └── Event System (listeners, dispatchers) Player System ├── Player Entity (position, velocity) ├── Combat Handler (damage, knockback) ├── Inventory Manager (items, equipment) ├── Stat System (HP, mana, stats) └── Animation Controller (walk, attack, hurt) World System ├── Map Manager (zones, transitions) ├── Enemy Manager (spawning, AI) ├── NPC System (dialogue, quests) ├── Item Manager (pickups, drops) └── Particle System (effects, visuals) UI System ├── HUD (health, mana, stats) ├── Inventory UI (items, equipment) ├── Quest UI (active quests, log) ├── Dialogue UI (conversations) └── Menu System (pause, settings)
Core Concepts
Entity Component System
Use flexible ECS pattern for managing game objects. Each entity has components (Position, Collider, Sprite, etc.) that define behavior.
Finite State Machine
Manage player/enemy states (idle, walking, attacking, hurt, dead) with transitions and behavior definitions for each state.
Object Pooling
Reuse enemy and projectile instances instead of creating/destroying to improve performance during intense combat.
Event-Driven Architecture
Decouple systems using events. When damage happens, emit event; UI listens and updates, particles listen and spawn.
Implementation Roadmap
Phase 1: Game Engine (4 hours)
Build game loop, input handling, collision detection, and basic rendering pipeline.
Phase 2: Player & Combat (4 hours)
Implement player movement, attack animations, damage system, and basic enemy combat AI.
Phase 3: Systems (4 hours)
Add inventory, equipment, skills, experience, and leveling system with stat calculations.
Phase 4: Content (3 hours)
Design multiple enemies, create boss encounters, add NPCs with dialogue, and design quests.
Ready to Build Your RPG?
Start with the interactive demo to see the game in action, then build it step by step.