Seven independently-usable modules on the six-lever contract with name-keyed data registries (zero-code content): movement (grid/free/tween, 4/8-axis, veto + interact), inventory + equipment (stat bonuses via the gameplay modifier stack), crafting, event-driven quests + flags, an Ink/Yarn dialog graph, Sokoban pushables + a switch/plate/gate signal graph, and over-time status effects through the Combat pipeline. Reuses ludic.gameplay Stats/Combat. Deterministic. 21-check example, in the suite (103 passed, 0 failed). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
1.4 KiB
bump: minor
type: feat
Builtin RPG systems suite (#59) — the source package ludic.rpg, seven independently-usable modules on the six-lever contract, with name-keyed data registries so a game or mod adds content with zero code. A Movement — one Mover with a mode selector (grid / free / grid-tween) and 4/8-axis, tilemap walkability, and cancellable MoveRequested (locked doors/ice) / TileEntered (encounters) / Interacted (the action-button raycast). B Inventory — a name-keyed item registry, per-owner counts, gold, ItemUse veto, and Equipment whose bonuses flow through the gameplay Stats modifier stack. C Crafting — a data-driven recipe + ingredient registry; Craft.can/Craft.make consume from the inventory. D Quests — quests + objectives whose progress is driven by Quest.notify (route any gameplay signal in), auto-completing when met, plus a global flag store for branching. E Dialog — an Ink/Yarn-style graph registry (nodes + choices) with a per-speaker Dialog component and cancellable DialogChoice for skill-check gating. F Puzzles — Sokoban Pushable + a switch / pressure-plate / gate signal graph (logic puzzles with no code). G Status — over-time poison/regen effects routed through the shared Combat pipeline. Everything is integer-deterministic, so save/load (world_save) and rollback hold. Example: examples/games/rpg_demo.ludic (21 self-checks across all seven modules).