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The Getaway · Neon Resistance Sandbox

Tactical stealth RPG authored by AI agents. Level 0 is our living lab: one occupied megacity, two distinct districts, and a HUD that never sleeps.

Table of Contents

Snapshot

  • Perspective: Isometric Phaser rendering with neon 2.5-D dressing and tactical overlays.
  • Loop: Brief in Slums safehouses, navigate Downtown megablocks, battle curfew patrols, and thread dialogue/quest outcomes into the resistance story.
  • State of Level 0: District-aware props, bilingual content parity, click-to-move traversal, stealth perception, and a fully AI-generated narrative pipeline.

Latest Transmission

Date Drop Highlights
Oct 2025 Mini-Map Overhaul Layered controller with drag/zoom, waypoint previews, objective focus, and performance throttling.
Oct 2025 Cyberpunk HUD Revamp Tactical HUD with holo dossier, minimap navigation boosts, reactive curfew alerts.
Oct 2025 District Atmospherics Slums vs. Downtown prop palettes, neon signage, seeded NPC routines, loot glows, isometric object factory upgrades.
Oct 2025 Skill Tree & Progression SkillTreePanel with combat bonuses, XP/level-up flow, character creation wizard (identity → attributes → background).
Sep 2025 Surveillance & Perception Guard cones, alert escalations, patrol reinforcements, curfew state machine, click-to-move with path previews.

Gameplay Pillars

  • Infiltration Under Curfew: Nightfall flips the city into lockdown; curfew alerts, patrol reinforcements, and cover callouts keep players hustling between safe zones.
  • Choice-Driven Narrative: Dialogue trees, faction alignments, and quest hooks respond to skill checks, backgrounds, and bilingual localization.
  • Tactical Combat: AP economy, cover mechanics, and equipment bonuses blend with skill-driven hit/dodge/crit maths for crunchy encounters.
  • Living Districts: District metadata drives props, signage, loot, and NPC routines so Slums feel reclaimed while Downtown stays corporate sterile.
  • AI-Led Production: Content, code, and roadmap execution flow from AI agents—human edits must explicitly document deviations per the license.

Systems Online

City & Atmosphere

  • District Overhaul (Step 11.5): Procedurally dressed Slums/Downtown blocks with barricades, streetlights, billboards, and neon overlays sourced from IsoObjectFactory.
  • NYC Grid Layout (Step 20): Four avenues × four streets carve 16 parcels; each door sits on a walkable tile for seamless interior transitions.
  • Day/Night & Curfew (Steps 8, 10): Five-minute cycle triggers curfew enforcement, animated cover highlights, and patrol spawns.

Tactical Layer

  • Movement: Grid-based keyboard controls plus breadth-first click-to-move with door traversal and path previews (Step 18).
  • Combat Core: Turn-based AP system, cover penalties, skill-informed accuracy, equipment bonuses, and reinforcement hooks (Steps 5, 6, 19, 23.5).
  • Stealth Readability: Vision cones, suspicion escalation, and network alerts telegraph when stealth is compromised (Step 19).

Narrative & Progression

  • Dialogue & Quests (Steps 13–16): Branching conversations with skill gates, quest log integration, bilingual strings, and localized HUD feedback.
  • Character Creation (Steps 22.1–22.3): Three-step wizard for identity, SPECIAL allocation, and background perks/equipment.
  • Skills & Progression (Steps 23–24.2): Derived stat formulas, XP/level-up modal, skill tree branches with combat bonuses, and future perk hooks.

UX & Accessibility

  • Neon HUD arranged in a recon tri-column with minimap, status readouts, and action log.
  • Character sheets, skill trees, and overlays support keyboard navigation, ARIA live regions, and bilingual toggles.
  • Toast notifications and modal flows surface XP, curfew warnings, and skill gate feedback.
  • Layered minimap controller delivers cached tiles, enemy/objective markers, Shift-drag waypoint previews, keyboard panning, and high-contrast/auto-rotate options.

Tech Stack & Architecture

  • React + Vite host the HUD, overlays, character creation flow, and modal systems.
  • Phaser renders isometric districts, token sprites, vision cones, and path previews.
  • Redux Toolkit persists player/world/quest slices (with localStorage hydration and reset hooks).
  • Content Pipeline keeps authoring data immutable under src/content/levels/<level-id>/locales/{en,uk}.ts, cloned into runtime stores.
  • Memory Bank (implementation-plan, progress, architecture, plot) records roadmap scope, shipping milestones, and narrative canon.

Working With The Game

cd the-getaway
yarn install      # first-time setup
yarn dev          # Vite dev server + Phaser canvas
yarn build        # type-check + production bundle
yarn lint         # ESLint across the mono-neon codebase
yarn test         # Jest + Testing Library suites

Content Authoring Pipeline

  1. Draft quests, dialogue branches, NPC routines, loot tables, and signage metadata inside src/content/levels/<level-id>/locales.
  2. Register new IDs through slice loaders—never mutate source exports directly; runtime clones keep authoring files pristine.
  3. Update relevant Redux selectors/services (playerSlice, worldSlice, questsSlice, etc.) if systems evolve.
  4. Mirror roadmap updates and completions in memory-bank/progress.md.

Narrative Authoring & Storylets

Storylet Workflow

  1. Define new narrative beats in the locale bundles under src/content/storylets/{en,uk}.ts, mirroring the structure in types.ts.
  2. Register each storylet in src/content/storylets/index.ts so the Redux slice can look it up by resource key.
  3. Wire mission/quest triggers through storyletSlice.ts—queue entries reference the storylet ID, locale keys, and any faction or skill rewards.
  4. Add coverage in src/store/__tests__/storyletSlice.test.ts (and related selector specs) to lock in trigger logic, queue ordering, and reward application.
  5. Run yarn test --runTestsByPath src/store/__tests__/storyletSlice.test.ts while iterating so regressions in queue logic surface quickly.

Scene Generation From Narrative Prompts

Use the narrative triple pipeline when you want a mission prompt to spawn a Phaser-ready layout:

cd the-getaway
yarn narrative:generate \
  --level levels.slums_command_grid \
  --mission missions.level0.recover_cache \
  --quest quests.market_cache \
  --story "The crew drags salvage carts into the stair-cut alley under the market signal tower, locking it down before the patrol loop returns."
  • The CLI validates the generated payload, materialises prop placements, and writes JSON to src/content/levels/<level-id>/missions/<mission-id>/generatedScenes/.
  • Use --input ./prompt.txt instead of --story to read longer briefs from disk.
  • Pass --dry-run to preview validation and placement issues without writing files; add --verbose to surface triple-validation warnings.
  • For manual control, edit the emitted JSON directly or iterate on the mission prompt and rerun the CLI; advanced authors can fork the script to pass explicit triple bundles.

After generation:

  1. Register the new scene in src/content/scenes/generatedScenes.ts (resource key → definition).
  2. Append the scene key to the owning mission via the generatedSceneKeys array so gameplay systems can discover it.
  3. If placements need tweaking, adjust the JSON manually or rerun the CLI with refined prompts.

Validating Narrative Assets

  • yarn test --runTestsByPath src/__tests__/narrativeValidation.test.ts ensures all locale, mission, quest, and storylet references resolve.
  • yarn test --runTestsByPath src/game/world/__tests__/worldGenerationPipeline.test.ts src/game/world/__tests__/relationRules.test.ts confirms relation rules produce collision-safe placements.
  • Keep memory-bank/architecture.md and memory-bank/progress.md updated whenever you introduce new authoring patterns or complete roadmap steps.

Testing & QA

  • Jest suites cover combat maths, dialogue gating, skill allocation, curfew flows, and UI regression (src/__tests__).
  • yarn test for full coverage; target files (e.g., dialogueOverlay.test.tsx, combat.test.ts) when iterating fast.
  • yarn build validates TypeScript + bundler health before every commit.
  • Manual smoke: roam both districts, trigger curfew, engage patrols, and validate bilingual toggles.

Roadmap Signal

  • Perk System (Step 24.3): Capstone perks and perk-aware combat hooks on deck.
  • Equipment Durability & Encumbrance (Step 25+): Extend stat aggregation into movement penalties and maintenance loops.
  • Directional Cover & Overwatch (Step 26+): Deepen tactical positioning with flanking, overwatch cones, and targeted shots.
  • Track the full roadmap inside memory-bank/progress.md—Level 0 continues to expand toward full campaign readiness.

License – Vibe MIT

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, subject to the following conditions:

  • The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
  • Vibe Clause: Contributions should respect the established all-AI workflow. If you introduce human-authored code, clearly document the deviation and ensure downstream users know how it diverges.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

License – Vibe MIT

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, subject to the following conditions:

  • The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
  • Vibe Clause: Any derivative or contribution must be produced entirely by AI agents. If a human writes even a single line, the license automatically terminates for that work.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

About

"The Getaway" is an ambitious tactical RPG that blends turn-based grid combat, open-world exploration, and a branching narrative driven by player choices. Set in a crumbling, dystopian metropolis, the game challenges players to navigate a city divided into distinct zones, interact with factions, and shape the story through their decisions.

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