Underground 2 Revived
Play Need for Speed: Underground 2 (2004) in Chrome and Firefox with WebGPU graphics, Web Audio, up to 120 fps widescreen, controller support, free roam and Online races with friends. Fan project, not
아직 감지된 업데이트가 없습니다. GitHub 릴리스가 나오면 여기에 보입니다.
개인 계정의 공개 저장소 소유자는 GitHub로 로그인해 운영자를 확인하고 소개를 직접 관리할 수 있습니다. 관리자 승인은 필요하지 않습니다.
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로그인이 필요하면 로그인 화면으로 이동합니다. 로그인 후 이곳으로 돌아와 원하는 확인 버튼을 다시 눌러 주세요.
프로젝트 폴더에서 /nomorevibe verify를 실행하면 소유권을 확인하고 소개를 직접 관리할 수 있습니다.
1분 만에 확인하기README 전체를 불러오는 중입니다. 아래는 저장된 발췌입니다.
A fan-made roguelike prototype: every run is a randomly generated "episode" that
starts as an ordinary Simpsons errand and spirals into chaos.
This is a vertical-slice prototype, not the full game vision. It proves out
the core loop end to end — hub, episode generation, procedural branching route,
real-time combat, the donut health/currency decision, item pickups with
synergies, a mid-run story twist, and a boss fight — with an architecture meant
to make adding more of everything (characters, locations, items, enemies,
episode modifiers, bosses) a data change, not a rewrite.README 전문 보기 ↗A fan-made roguelike prototype: every run is a randomly generated "episode" that starts as an ordinary Simpsons errand and spirals into chaos.
This is a vertical-slice prototype, not the full game vision. It proves out the core loop end to end — hub, episode generation, procedural branching route, real-time combat, the donut health/currency decision, item pickups with synergies, a mid-run story twist, and a boss fight — with an architecture meant to make adding more of everything (characters, locations, items, enemies, episode modifiers, bosses) a data change, not a rewrite.
No build step, no dependencies to install — it's plain HTML/CSS/JS (ES modules).
npm start
Then open http://localhost:8080 in a browser. (Or just serve the folder with
any static file server, e.g. python3 -m http.server 8080.)
src/data/episodes.js with implemented: false as a template for adding
them.src/systems/episodeManager.js defines the stage
skeleton (fixed stages + branch points where the player picks between two
locations), matching the example route in the design doc.src/systems/synergy.js): Duff Beer +
Flaming Moe → Drunken Inferno, Bowling Ball + Radioactive Rod → Nuclear
Bowling Ball, Buzz Cola + Squishee → Sugar Rush Overdrive.Everything content-related lives in src/data/*.js as plain objects, so new
content is additive:
src/data/characters.js, set
unlocked: true. It shows up in the hub automatically.src/data/locations.js, then reference its id
from ROUTE_TEMPLATE in src/systems/episodeManager.js (as a fixed stage
or a branch option).src/data/enemies.js with a scenario tag
('any' or an episode modifier id) — the spawner picks it up automatically.src/data/items.js (consumable / passive /
weapon categories) — it enters the pickup pool automatically. Add tags and
an entry in src/systems/synergy.js for combos with existing items.src/data/episodes.js, flip
implemented: true once you've added its enemy/boss spawn tables, and it
joins the random pool.src/data/bosses.js with HP-threshold phases
and reference it as an episode's bossId.