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
翻译准备中
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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.查看完整 README ↗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.