Building a Text-Based RPG Engine

#game-dev#typescript#rpg#architecture

Text-based RPGs have a special place in gaming history. From Zork to modern interactive fiction, they’ve captivated players with imagination-driven gameplay. Building one for the web presents unique challenges and opportunities.

Core Architecture

The game engine will be built entirely in TypeScript with these key systems:

src/game/
├── core/
│   ├── GameEngine.ts      # Main game loop and state
│   ├── CombatSystem.ts    # Turn-based combat logic
│   └── EventSystem.ts     # Event handling and triggers
├── entities/
│   ├── Player.ts
│   ├── Enemy.ts
│   └── NPC.ts
├── world/
│   ├── Location.ts        # Rooms/areas
│   ├── Item.ts
│   └── Inventory.ts
└── ui/
    ├── Renderer.ts        # Terminal-style output
    └── InputHandler.ts    # Command parsing

Design Philosophy

  • Immersive text: No graphics, just rich descriptions and ASCII art
  • Strategic combat: Stats matter, positioning is key
  • Player agency: Choices have consequences
  • Save anywhere: localStorage-based persistence

Current Status

I’m currently designing the data models and combat formulas. The first prototype will feature:

  • Character creation with 4 base classes
  • A 10-room dungeon
  • 5 enemy types
  • Basic inventory with weapons and potions

Can’t wait to share more as development progresses!

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