Show HN:一款包含物理沙盒和 Excel 克隆迷你游戏的 Roguelike 游戏

1作者: yutokure8 个月前
嗨 HN, 我是这个项目的创建者。在过去的几年里,我独自开发了这个项目,它最初只是一个简单的 roguelike 游戏,后来发展成了……嗯,现在这样。它是一个庞大的、开源的、基于浏览器的游戏/平台,完全使用原生 JavaScript、HTML 和 CSS 构建。 演示:<a href="https://yutokure.github.io/yu-roguelike/site/" rel="nofollow">https://yutokure.github.io/yu-roguelike/site/</a> GitHub (MIT 许可证):<a href="https://github.com/yutokure/yu-roguelike/tree/main" rel="nofollow">https://github.com/yutokure/yu-roguelike/tree/main</a> 该项目有三个核心支柱: 1. Roguelike 游戏:一个深度、回合制游戏,具有“地牢制作”系统。你不是玩随机生成的关卡,而是组合预设来构建具有特定属性的地牢,并且相同的组合总是生成相同的种子。游戏的终局是解锁一个开发者控制台,用于编写游戏世界的脚本。 2. 75+ 个“迷你游戏”:这真正展现了我的痴迷。为了刷经验值,你可以玩各种各样的侧边内容,包括: * 一个物理/化学沙盒:我从头开始编写了一个 2D 引擎,模拟刚体、布料、流体(SPH)、热力学和化学反应。你甚至可以通过组合元素周期表中的元素来设计自定义材料。 * 一个电子表格应用程序:一个功能惊人的 Excel 克隆,具有公式引擎(=SUM、VLOOKUP 等)、格式设置,甚至支持 XLSX 导入/导出。 * 其他工具:一个文字处理器、绘图程序、电路模拟器,以及大量的经典游戏(国际象棋、俄罗斯方块等)。 3. 待办事项列表:这是我关于游戏化的实验。这是一个真实的待办事项列表,你可以在其中设置自己的现实生活任务。完成它们会给你游戏内的奖励(经验值、稀有物品),而负面任务(如“熬夜太晚开发这个游戏”)可能会施加惩罚。 这对我来说是一次巨大的学习经历,也是一项真正的热爱之作,不受商业限制。我想看看我可以用最基本的东西在浏览器中做到什么程度。 我很乐意回答关于实现、设计理念的任何问题,或者为什么我认为为 roguelike 游戏构建一个 Excel 克隆是个好主意。非常欢迎反馈!
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Hi HN, I&#x27;m the creator of this project. For the last few years, I&#x27;ve been solo-developing what started as a simple roguelike and evolved into... well, this. It&#x27;s a massive, open-source, browser-based game&#x2F;platform built entirely with vanilla JavaScript, HTML, and CSS. Demo: <a href="https:&#x2F;&#x2F;yutokure.github.io&#x2F;yu-roguelike&#x2F;site&#x2F;" rel="nofollow">https:&#x2F;&#x2F;yutokure.github.io&#x2F;yu-roguelike&#x2F;site&#x2F;</a> GitHub (MIT): <a href="https:&#x2F;&#x2F;github.com&#x2F;yutokure&#x2F;yu-roguelike&#x2F;tree&#x2F;main" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;yutokure&#x2F;yu-roguelike&#x2F;tree&#x2F;main</a><p>The project has three core pillars:<p>1. The Roguelike: A deep, turn-based game with a &quot;dungeon crafting&quot; system. Instead of playing random levels, you combine presets to compose a dungeon with specific properties, and the same combination always generates the same seed. The endgame involves unlocking a developer console to script the game world.<p>2. The 75+ &quot;Minigames&quot;: This is where my obsession really shows. To grind EXP, you can play a huge variety of side content, including: A physics&#x2F;chemistry sandbox: I wrote a 2D engine from scratch that simulates rigid bodies, cloth, fluids (SPH), thermodynamics, and chemical reactions. You can even design custom materials by combining elements from a periodic table. A spreadsheet app: A surprisingly functional Excel clone with a formula engine (=SUM, VLOOKUP, etc.), formatting, and even XLSX import&#x2F;export. Other tools: A word processor, paint program, circuit simulators, and tons of classic games (Chess, Tetris, etc.).<p>3. The To-Do List: This is my experiment in gamification. It&#x27;s a real To-Do list where you set your own real-life tasks. Completing them gives you in-game rewards (EXP, rare items), while negative tasks (like &quot;stayed up too late developing this game&quot;) can apply penalties. This has been a massive learning experience and a true labor of love, free from commercial constraints. I wanted to see how far I could push what&#x27;s possible in a browser with just the basics. I&#x27;d be happy to answer any questions about the implementation, the design philosophy, or why I thought building an Excel clone for a roguelike was a good idea. Feedback is deeply appreciated!