README.adoc (1126B)
1 = phantasia 2 3 2D SDL3 RPG prototype. 4 5 == Direction 6 7 * FFVI-like top-down movement/camera feel. 8 * No random encounters; use visible/in-world enemy encounters instead. 9 * Loot-heavy character progression with talent points and build choices. 10 * Story should stay optional and discoverable instead of interrupting gameplay. 11 * Keep most systems generic and engine-like so monsters, NPCs, areas, and loot can be expanded without hardcoding one-off cases. 12 13 == Build 14 15 [source,sh] 16 ---- 17 make 18 ---- 19 20 If SDL3 is not installed, this still builds a headless logic binary that can run a smoke test: 21 22 [source,sh] 23 ---- 24 make smoke 25 ---- 26 27 To exercise the SDL renderer in a headless environment: 28 29 [source,sh] 30 ---- 31 make render-smoke 32 ---- 33 34 With SDL3 available, run the game normally: 35 36 [source,sh] 37 ---- 38 ./bin/phantasia 39 ---- 40 41 Read the man page for controls: 42 43 [source,sh] 44 ---- 45 man ./phantasia.6 46 ---- 47 48 == Maps 49 50 Map source files live in `data/maps/*.txt`. 51 52 `make` compiles them into binary `obj/maps/*.phmap` files with `bin/ph-mapc`, 53 and the game loads those binary map files at runtime. 54 55 Current tile legend: 56 57 * `.` = walkable ground 58 * `#` = blocked wall