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查看完整 README ↗A world built upon something that should have stayed dead.
An isometric, retro-pixel action RPG in the spirit of Diablo II that runs in the browser on PC and mobile. Choose one of sixteen classes, gear up in the town of Herrington Hollow, then descend 500 procedurally generated depths to slay Demon Lord Velscour.
Status: rough draft. Everything is playable end to end. Live placeholder sprites have painted replacements (see Art); full animation and broader effect art remain future work, and balance is a first pass.
main once this is merged, or claude/amazing-rubin-kguehz to try it now) and the / (root) folder, then Save.https://<your-user>.github.io/velscour/.On a phone, play in landscape. "Add to Home Screen" launches it fullscreen, without the browser bars.
The game is plain HTML and JavaScript modules, so there is no build step. It does have to be served over http, because browsers block modules on file://:
cd velscour
python3 -m http.server 8000 # or: npx serve .
# open http://localhost:8000
Progress saves automatically in the browser (localStorage), and you can keep up to six heroes in separate save slots.
| PC | |
|---|---|
| Left click | Move / attack / pick up / talk (hold to keep moving or attacking) |
| Shift + left click | Attack in place |
| W A S D / arrows | Move directly |
| Right click | Right-click skill at the cursor |
| ` 1 – 9 0 - = | Cast that slot's skill at the cursor (hold to repeat): 13 keys plus both mouse buttons, 15 skills in all |
| Z X C V | Healing, mana, rejuvenation and fury potions |
| I / K / B / Q | Inventory & character · Skill tree · Skill book · Quest log |
| Tab / M | Map overlay |
| Esc | Close windows / pause menu |
| P / Auto button | Auto-play on or off |
| Mouse wheel | Zoom |
| Mobile | |
|---|---|
| Left thumb | Floating virtual joystick |
| Tap the world | Move / attack / talk / pick up |
| Right-hand button cluster | ATK (left-click skill), then RMB and 1–8 on page one and 9 0 - = ` on page two (the ⇄ button flips pages). Tap to cast with auto-aim, hold to repeat, long-press to change the skill |
| Potions on the bar | Tap to drink |
| Auto button (top right) | Auto-play on or off |
index.html, css/style.css page shell + UI styles
manifest.webmanifest installable / fullscreen on mobile
assets/source/ your original sprite sheets
assets/sprites, ui, tiles/ game-ready slices (generated)
tools/process_assets.py slices the source sheets into the above (biome packs: tools/biomepack.py)
tools/tests/ headless-browser test scripts (Playwright + Chromium)
docs/HANDOFF.md, CLAUDE.md developer hand-off notes: spec, status, open issues, subsystem reference
src/main.js boot + main loop
src/core/ input, camera/iso math, audio (samples, music, ambience), asset loading, utils
src/data/ classes, 980 skill specs, skills logic, summons, monsters, biomes, items
src/world/ tile map, dungeon generator, town layout
src/gfx/ pixel-art sprite system, VFX/gore, skill shapes, town art
src/game/ world, player, monsters/AI, combat, skills runtime, loot, render, save, flow
src/ui/ HUD, touch controls, inventory, skill tree/book, vendors, menus
Asset manager: agilancer.github.io/velscour/tools/assetmanager/ lists every sprite, texture and 3D model in the game (PC and phone), split into custom art / textured 3D models and placeholder art, with previews, the source files, the rebuild command, and flags and notes for tracking new art. Rebuild its list after art changes with node tools/assetmanager/build.mjs.
The five themed dungeons (Desert Temple, Ice Temple, Hell, Astral Plane and Heavenly) now use 40 painted floor diamonds and 40 painted props cut from three approved sprite sheets, with 12 painted celestial monster designs replacing procedural first-rank Heavenly variants. All wall geometry, monster IDs and gameplay systems are preserved; see Approved Biome Artwork.
An additional compact 400 × 240 native-resolution atlas contributes one floor accent and one prop to each of those five themes, plus five Forsaken Wilds tree sprites. See Biome Variant Art.
The Forsaken Wilds' 20 static scatter designs also use a 400 × 320 transparent low-resolution atlas; see Overworld Scatter Art.
Art you provided, used directly:
Enemy_300.zip), cut into atlases and mapped to AI archetypes and the boss pool. See docs/ENEMY_ART.md.The remaining summon, Velscour, ward, NPC and generic loot placeholders now use 122 painted sprites generated from the project's art references. See the replacement audit and gallery. Sources live in assets/source/replacements/; rebuild with python tools/replacementart.py. ASCII art in src/gfx/pixelart.js remains as a loading/missing-art fallback. The town uses the Overworld and Town biome pack (tools/townpack.py).
To swap in real art, replace the sheets in assets/source/ and rerun:
pip install pillow numpy scipy
python3 tools/process_assets.py
Animated character sprites (walk/attack/cast), hand-tuned balance for depths 50–500, set items, a stash, waypoints, rune words and multiplayer.
docs/BIOME_ART.md.assets/audio/voice/levelup.wav, made by
tools/levelup_voice.py). Comic-book damage numbers (bigger, hellfire crits on a burst) and a stats plaque: level,
attack, sheet DPS and the real average DPS over the last 30 seconds.