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You can play the game right now at https://witchazzan.space

Witchazzan - A Game!

How to Play the Game

Go to https://witchazzan.space where the game is up and running live now!

About the Code

This is a multiplayer game with a back end server and front end game that runs in a web browser.

All the source is MIT licensed, so you can use this to help make your own game and copy code as much as you like.

The game exists in two parts:

  1. A Phaser 3 based JavaScript web front end.
  2. A Node.js JavaScript server.

Both parts are required for the game to function. Both parts are contained together in this repository.

Goals

This is entirely a hobby project for me, with no desire to monetize it, so there is no target for a launch or desire to publish with a big game distributor. I'm just having fun here.

How to Run a Local Copy for DEVELOPMENT!

  1. Clone the repository.
  2. Run ./scripts/devSetup.sh

That should get you going and provide some guidance if you are missing anything, along with how to run it.

Phaser Documentation

Start with the New Phaser API Documentation.

Phaser has been through a lot of versions, so online searches are often frustrating as you find answers that don't apply anymore. If you can follow the code to figure out where in the API the function you are looking at is, and then find that in the documentation above, it helps a lot. Just be patient as JavaScript lets you assign Methods to variables and it can be difficult to trace a given variable back to exactly where in the Phaser API the variable you are looking at resides.

Where to start

client/src/gameLoopAndSceneFactory.js is where the game is set up, and also the game update loop that runs every frame. Start there and follow the functions it calls.

Persistent Data Storage Information

All persistent data is stored in a folder called persistentData.
If this folder does not exist, it will be created.
So you can just wipe the entire folder and start fresh any time you want to.

The data currently stored there is:

  • persistentData/database.sqlite - A SQLite database that stores all of the user accounts.
  • persistentData/serverConfig.json5 - A JSON5 file that stores the server configuration data.
  • persistentData/hadrons.json5 - A JSON5 file that stores the last saved game state for retrieval upon a server restart.

SQLite

The .sqlite files are SQLite databases that are not meant to be human readable or written to. The server takes care of them. There are tools to read/write such files though if you really want to.
If you do need to edit a SQLite file, I recommend DB Browser for SQLite

JSON5

The .json5 files are JSON5 files that are meant to be human readable and editable. JSON5 is simply an ES6+ syntax JavaScript object literal in a file, so just treat it like a Javascript object. The server will warn you and refuse to start if you break the format, and it will also reformat it for you when it starts and any time it saves data to the config files, which it does do.

Development How to...

Hadrons

Hadrons are the silly name for the "game objects" that are used to track and control everything in the game. They are continuously spent back and forth between the clients and the server.

They are basically just JavaScript Object Literals, but are often encoded.

Because their contents are sent over the network constantly, their keys are kept short (abbreviated) to always be at most three (3) characters long.

You can add any key/value pair to a hadron, but they do get validated at various points, so if you want to use a new key, edit shared/validateHadron.js and add your new key along with a description of what it does. Remember to keep it three (3) characters or less.

In the browser you can watch the actual data: In the browser you can see that data is being passed, but it is compressed now so it will look like garbage:

  • Open Developer Tools
  • Go to the Network tab
  • Click on "WS" to juts see websocket data
  • Pick the one line for the websocket connection
    • If there are more than one, find the one with the most data or that updates when you move your character on screen.
  • Look under "Messages".

You will see a lot of single integer messages, which are just Socket.io's heart beats, which you can ignore.

The others messages will be either single hadrons sent from the client to the server, or big chunks of them sent from server to client. However, because they are sent over the network as binary and sometimes compressed, to save bandwidth, they are not readable, but at least you can know stuff is happening.

The server also dumps all of its data to the file persistentData/hadrons.json5 periodically.

  • You can open and read this file anytime to see what the data in the game looks like.
  • When the server is shut down you can edit this file, and when you start the server again, it will read it.
    • This is a great way to remove bad data if you messed up your code, or you can inject data if you want to.
    • When you start the server again watch for errors, as it will validate this file and crash if the data is invalid.

Display text to a user.

All text display and input is done via HTML overlays on top of the canvas. This makes it easier to deal with font scaling across multiple devices.

client/src/objects/textObject.js contains text entries to display. You can add anything you want to here.

Putting them here allows the game update cycle to parse them and display or remove them as needed without your needing to handle that.

If you have a new text entry that you want to display, add another object entry to the list. Use the existing entries as examples.

Notice that some have functions with debounce to remove the message after a period of time, which you should use.

Each text entry uses on of the predefined locations, currently UpperLeft, Scrolling, and Center.

An example of adding text to an element anywhere in your code is:

        textObject.spellSetText.text = 'Hello World!';
        textObject.spellSetText.shouldBeActiveNow = true;
        textObject.spellSetText.disappearMessageLater();

If you want to add a new text location, code must be added in several files, at least:
playerObject.js
sceneList.js
updateInGameDomElements.js

Add a Sprite to the Game

NOTE: The game now uses "packed" sprite "atlases" made with TexturePacker. However, if you want to just add a single sprite, you can still do that, and load it directly, which is what I suggest doing. It will have no negative consequences and is the easiest way. If you decide to make a PR to add your sprite into my repository, then I will accept it as is, and then I will eventually move it into the packed atlas later when I get to it.

Adding an individual Sprite to the game

Animated sprites are in "sheets" meaning a single image containing a series of "frames". I find aseprite to be the easiest program to use for making these.

Once you have your sprite image file put it in assets/.

Then add the data about it to the file client/src/objects/spriteSheetList.js:

  • First add an import statement for it at the top. There should be an example in the file, but it will look something like:
    import myAmazingSpriteSheet from '../../../assets/myAmazingSpriteSheet.png';
  • Then add metadata about it in the big object below. Just add it to the very top. Use the existing data as an example, but also add a filename key where you use the variable imported as the filename, i.e.
{
  type: 'other',
  name: 'myAmazingSpriteSheet',
  filename: myAmazingSpriteSheet,
  ...

Use the existing data as an example for the rest of the data.

Some important things:

  • rotatable is indicating to the game if the sprite can be rotated. Think about a humanoid character vs. a tank. A humanoid would look dumb rotated 180 degrees to walk backwards. It should clearly be flipped. However, a tank would work perfectly to rotate.

Add an NPC to the game.

  • First add a Sprite, see "Add a Sprite to the Game", or pick one that is already in the game.
  • Edit the Tilemap: Currently all NPCs are flagged in the tilemaps, so open the Tilemap for the scene that you want to add an NPC to in Tiled, and add an Object in the location where you want the NPC to be.
    • The Object's "Type" should be "NPC".
    • Under "Custom Properties" there are some required and some optional things to add. These are mapped to 3 (or fewer) character codes from validateHadrons.js when adding them to the game in addQuarksFromMap.js
      • id REQUIRED (String) - This is a GUID. Open your browser, open dev tools, and run crypto.randomUUID() then copy the long string, withOUT quotes, but WITH the dashes into the value for the id
      • sprite REQUIRED (String) - The name of the sprite to use for this NPC.
      • initialSpriteDirection Optional - Direction to start the sprite facing.
        • It can be left/right/up/down string or east/west/north/shouth string, or an intenger for rotation from 0.
      • initialAnimationState Optional (String) - Initial animation state to apply to sprite.
      • health Optional (Integer) - Initial health of this NPC. Use this to make it more or less squishy. 100 is the default if nothing is set.
      • respawnInSeconds Optional (Integer) - How many seconds after it is destroyed before it respawns. Otherwise it only comes back if the NPC data is somehow removed from the server.
      • dps Optional (Float) - "Damage Per Shot" - This value is multiplied against any damage done by a "shot" or "spell cast" from this NPC. Use it to make this NPC's shots more or less powerful. Remember that you can also increase and decrease this in "real time" in the code later. A default of 1 is assumed, meaning no modification to default "damage".
      • tcw Optional (Bool) = "Transfer Control When Leaving Scene" - This instructs the server to transfer control of this NPC to another client when you leave the scene. You probably want to set this to true. Otherwise the NPC will stop working when the first client to enter the scene leaves.
      • pod Optional (Bool) - "Persist on Disconnect" - If a player disconnects, by default their hadrons are archived. This prevents that behavior. You probably want this set to true. Otherwise, the NPC will disappear when the first client who enters the room leaves.
      • dod Optional (Bool) - "Destroy on Disconnect" - If this is true, the NPC will be destroyed when the owner disconnects. This is probably not normally what you want for an NPC in a multi-player game, but it is helpful during initial testing to set it true so that your NPC is wiped and built from scratch when you refresh your browser.
      • spriteLayerDepth Optional (Integer) = "Sprite Layer Depth" - This is the depth used when adding the sprite to the scene. This will determine if it appears on top of or underneath other objects, based on their depth.
      • rateOfFire Optional (Integer) - "Rate of Fire" - If this is set, then the given spell is fired every time the last spell cast was X milliseconds ago based on the frame to frame delta. This means the lower this number is, the faster it fires. If this is left out, then no spell will be cast at all. You must also set the "spell" name.
      • spell Optional (String) - Name of the spell to cast. If you aren't sure, use 'quasar'. The spell is only cast if rateOfFire is also set.
      • rayCast Optional (Bool) - The NPC will have a raycaster added to it for finding other entities in the scene, and it will only fire when a target is seen.
      • rayCastType Optional (String) "Raycast Type (rtp)" What kind of ray cast to perform: Cone, Circle, or Line (Line is default if this isn't specified, so you don't need to specify line)
      • rayCastDegrees Optional (Integer) "Raycast Degree (rcd)" The range in degrees for a raycast Cone (Not used for other types at the moment)
      • rayCastDistance Optional (Integer) "Raycast Distance (rdt)" Distance to raycast out to.
      • nearbyObjectDetection Optional (Integer) "Nearby Raycast (nbc)" If this exists, and a raycaster is on the NPC, then ALSO scan a circle of this diameter to notice very close entities from any direction.
      • faceTarget Optional (Bool) "Face (fac)" If there is a raycaster on the NPC it will rotate to face the nearest target.
      • followTarget Optional (Bool) "Follow (fol)" If there is a raycaster on the NPC it will move to follow the nearest target.
      • velocity Optional (Int) "Velocity (vel)" Velocity to set on NPC if it has movement, such as followTarget.
      • rotationSpeed Optional (Float) "Rotation Speed (rsp)" Rotation speed.
      • randomizeVelocity Optional (Int) "Randomize Velocity (rvl)" Randomize velocity by given integer.
      • travel Optional (Bool) "Travel (tvl)" Allow Item or NPC to travel through teleport layers.
      • particle Optional (String) "Particle (pcl)" Name of a particle to emit from the quark.
      • damageOnContact Optional (Int) "Damage Per Contact (dpc)" Indicates that contact with a player will damage them. The number will be used as a basis for how badly to damage how quickly.
      • followPath Optional (String) "Follow Path (fph)" Indicates that this NPC should follow a path by naming the Path to follow. The details of the path will be held in Waypoint entries in the Tilemap.
      • initialPathWaypoint Optional (Int) "Initial Path Waypoint (cpd)" (Int) By default an NPC will start with Waypoint Progression 0, but if you want to override that for the initial Waypoint, you can use this.
      • navigatePath Optional (string) "Navigate Path (nph)" Like Follow Path, but use EasyStar to navigate between waypoints instead of blindly charging toward them.
      • uniqueId Optional (String) "Unique ID (uid)" When making a hadron from a Quark, this ID will be used, and hence only one will ever be created.
      • subType Optional (String) "subType (sub)" A Sub Type for an NPC. This isn't actually implemented for anything but spells, but you could use it to implement features or special cases.
      • There may be additional options that were not documented yet. You can check validateHadron.js for any not listed here and also check addQuarksFromMap.js to find out what the Tilemap string is for them. Just be aware that some of the keys in validateHadron.js are meant to be used internally by the game, not to be set in the Quark.
      • You may add other things here as well and use them in your code, but if you do, you must update the code in addQuarksFromMap.js to copy these key/value pairs into the hadron, and you must alo update validateHadron.js to add your additional hadron keys as valid keys.
    • NOTE: If you update sprite properties or add new ones, existing sprites won't get updated. Use the command /del flv NPC to clear them and make new ones. NOTE that this will RESTART the server to ensure the deletes apply everywhere and override active data in flight!
  • Informational: These sprites are imported by the client in client/src/gameLoopAndSceneFactory.js under } else if (object.type === 'NPC') {
    • You should not need to update any code there, but it is important to understand the flow and where to go if you do find that you need to enhance the import process.
  • Set up Collisions: Each NPC type's collisions are custom coded in the file client/src/gameLoopFunctions/spriteCollisionHandler.js.
    • Find the section under } else if (obstacleSprite) {, because this will be an "obstacleSprite" and then at the bottom of that section add to the else if chain to incorporate your desired collision response.
    • Note that this function can be mess, so test your work and be creative.
    • I highly recommend checking the "Enable Phaser Debugging" box form the title screen.
      • This will display the colliders for your sprites, as well as their velocity, which is very helpful in debugging.
      • You may find from looking at the colliders that you need to tweak your sprite settings in client/src/objects/spriteSheetList.js to get the size and shape of collider that you want.
  • Set up Behavior: Each NPC's subType can have custom behavior coded in the file client/src/gameLoopFunctions/npcBehavior.js
    • Use the existing NPCs as a model of how to add new ones.

Code Standards

I am using Prettier and Eslint. The configurations for both are in the code.
Don't worry about it if you don't want to run them, I will not reject any pull requests based on formatting.
If you do use Eslint I assume you may and will set some things that Eslint complains about to "ignore" inline. That is perfectly fine and legitimate. Do not be a slave to Eslint, just run it and see what it says, and if you want to fix it, do so, if not, mark it as ignored inline if the red marks bother you.
Prettier and Eslint are easy to set up, and your IDE and VIM should both support them. If not, just commit your code and I will clean it up later. Messy code that works is better than no code.

Deploying Code in Production

Initial setup

NOTE: Parcel does pretty much all of its work in RAM, which means that for a site with a lot of assets it can use up a lot of memory just to build the site. If you keep getting "killed" when you run npm run build on a low cost virtual host, check how much memory it has. If it is equal to or less than 2GB, you may need to increase it or alternatively create a swap file to reliably build (npm run build).

The production server must have a recent version of Node.js installed.
node -v

If it is not, I suggest using nvm to install node.js:

wget -qO- https://raw.githubusercontent.com/nvm-sh/nvm/v0.39.2/install.sh | bash
nvm install node --latest-npm
nvm use node
nvm alias default node
node -v

Use pm2 to keep the server running.
pm2 --version
If it isn't installed, install it:

npm install -g pm2
pm2 install pm2-logrotate # Otherwise logs can grow to fill disk space
pm2 set pm2-logrotate:retain 1 # Limit retention
pm2 --version

Pull down and build the code:

git clone https://github.com/chrisl8/Witchazzan.git
cd Witchazzan
# Create and set up the required version number file.
./scripts/versionNumberUpdate.sh
npm ci
npm run build

Add to crontab:
crontab -e
Add this line:
@reboot /home/<userID>/Witchazzan/scripts/startpm2.sh
which should automatically run at startup.

You will also need to set up a Web server to serve the built code, as Node.js is not fit to perform SSL and other important functions of a front end web server.

Web server configuration.

I serve the project using Nginx as a proxy to the Node.js server.
I suggest looking up how to set up Nginx. I use the documentation from Digital Ocean on setting up Nginx on Ubuntu.

Here is a partial of my config file for this site.
The important bits are that it will directly serve files, by name, only forwarding non-files to the Node.js server.
The benefit of this is that when the server is down or restarts, you don't get a 302 error, but instead the site works normally and lets you know that the server is down.
Note that means new file extensions must be added to it by hand.

server {
    server_name witchazzan.space;
    root /home/chrisl8/Witchazzan/web-dist;

    location = / {
        index index.html;
    }

    location ~* .(png|ico|gif|jpg|jpeg|css|js|html|webmanifest|map|mp3|ogg|svg|xml)$ {
        try_files $uri =404;
    }

    location / {
        proxy_pass http://localhost:3001;
        proxy_http_version 1.1;
        proxy_set_header Upgrade $http_upgrade;
        proxy_set_header Connection "upgrade";
        proxy_set_header Host $host;
        proxy_set_header X-Real-IP $remote_addr;
        proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
        proxy_set_header X-NginX-Proxy true;
        proxy_ssl_session_reuse off;
        proxy_cache_bypass $http_upgrade;
        proxy_redirect off;
    }

    listen 80;
    listen [::]:80;
}

Note that this is not set up for SSL. I leave that exercise to better guides than this.

Updating installed code

Run ./scripts/updateProduction.sh or here is the manual process:

cd Witchazzan
git pull
./scripts/versionNumberUpdate.sh
npm ci
npm run build
pm2 restart Witchazzan

Updating dependencies

Running npm ci uses the exact stack of dependencies that were set by the developer who committed the package-lock.json file. If you want to update dependencies:

  1. Run npm outdated to see what dependencies are out of date.
  2. Anything in red will automatically update, so ignore it.
  3. Anything in yellow will not be updated *unless you increment the version number in package.json.
  4. Update the package.json file with new version numbers for the ones you want to update.
  5. Run rm package-lock.json;rm -rf node_modules;npm install;npm outdated.
  6. If you are happy with the results, then TEST the client and server to make sure that your new upgrades didn't break anything!
  7. Commit the changes to both the package.json and package-lock.json files.

Now npm ci will use the new dependencies.

Editing Tile Maps

Install and use Tiled

Install via itch.io

From Building a Map in Tiled
When working with Tiled to generate maps for Phaser, there are a few things you’ll want to make sure to do:

  1. When you load a tileset into your map, make sure to check the “Embed in map” option. (If you forget to do this, then you can click the embed tileset button the bottom of the screen.)
  2. Make sure you aren’t using a compressed “Tile Layer Format.” You can adjust that in map properties sidebar… which you can open by hitting “Map → Map Properties” in the top toolbar.
  3. When you export your map, save it as a JSON file.

Please use an existing Tilemap as an example

New Tiled Map Settings

  • Orientation: Orthogonal
  • Tiled Layer Format: CSV
  • Tile Render Order: Right Down
  • Map Size: Fixed
    • The map should not be infinite, but the actual size is variable.
  • Tile Size
    • 16x16
      or
    • 32x32
      There is no actual reason not to use other sizes, but these are the sizes tested and supported. If nothing else, they must be symmetrical.
  • Remember to save your map in JSON format!
  • The "Tiled Layer Format" must be CSV (or XML) for the Server to understand them (Note that these both essentially do "nothing" and just put the Data in an array that works in JSON)
  • When adding a Tileset to the map be sure to check Embed in map

Notes on saving Tile Maps with Tiled

When working with Tiled to generate maps for Phaser, there are a few things you’ll want to make sure to do:

  1. Make sure you aren't using a compressed “Tile Layer Format.” You can adjust that in map properties sidebar… which you can open by hitting “Map → Map Properties” in the top toolbar.
  2. When you export your map, save it as a JSON file.

Layers

Create the following layers for tiles, which should be obvious as to how they work:

  • Stuff You Walk Under
  • Stuff You Run Into
    • This is the layer we collied with.
  • Ground

Optionally you can also create:

  • Stuff on the Ground You Can Walk On
    • So you can put things "on" the ground that are still walked on.
  • Water
    • The intention is that water collisions will be special,
      • i.e. Spells normally pass over water, but you cannot walk on it!

In addition, add an Objects layer.

  • Every Scene must have an Object named "Default Spawn Point" where incoming entities arrive by default.
  • Further, you can make points of Type "Entrance" with a name of our choosing for directing players to when entering this scene from other scenes.

Default Camelopardalis Map dimensions

  • Tile Size: 16 x 16
  • Map Size in Tiles
    • Width: 44
    • Height: 26
  • Map Size in Pixels
    • Width: 44 * 16 = 704
    • Height: 26 * 16 = 416
  • Teleport Layer
    • Tiles: 2
    • Width in Pixels: 2 * 16 = 32
  • Map Borders in Pixels without Teleport Layer
    • Left (x): 32
    • Right (x): 672
    • Top (y): 32
    • Bottom (y): 384

Entrance Default Locations

If there isn't any obstructions in the map itself,
then the entrances are set in the exact middle on the "wide" axis,
and exactly half a tile (8 pixels) in from the edge.

  • Default
    • x: 352
    • y: 208
  • Right
    • x: 664
    • y: 208
  • Left
    • x: 40
    • y: 208
  • Upper
    • x: 352
    • y: 40
  • Lower
    • x: 352
    • y: 376

NOTE: For most entrances, add the custom properties to the entrance:
allowCustomX: true
or
allowCustomY: true
to allow the exact x or y position to be carried over from the previous scene.
In some cases, like a narrow hall, or a transition from wide to narrow area, this is may not be a good idea. Use your judgement.

Adding Scenes to the Program

  1. Create a new Tilemap with Tiled.
  2. Save it in .json format to assets/tileMaps
  3. Edit src/scenes/sceneList.js to add the scene to the game.

Tilemap Exits

TODO: Document more of how to make them work.

Parcel Notes

Parcel is pretty nice, but it has quirks. Here are my notes.

  • The dist folder is not cleaned between builds
    • This will cause the folder to get very big as it fills with old junk that we deleted.
    • Solution: Add "prebuild": "rm -rf dist", under the scripts key in package.json. Note that this won't work on Windows.
  • How to import audio files
    • You must add "url:" to the front of the file name.
    • You can see an example of this in gameLoopAndSceneFactor.js where the .ogg and .mp3 files are imported.
  • @parcel/transformer-js: Browser scripts cannot have imports or exports.
    • You have to add type="module" to all script imports in your .html files
    • Example at the bottom of the main index.html file where startGame.js is imported.
  • Other ways to do things
    • Of course there are a dozen other ways to do things and a dozen other package managers, but I have been aiming for simplicity in this build, even at the possible expense of build size. It is a game, so one should expect some load time when first visiting the site.

Favicon Notes

  • I used https://www.favicon-generator.org/ to generate the favicon files.
  • The source file is client/src/favicon/bloomby.png.
  • I put the resulting files in client/src/favicon/
    • I deleted the ms-icon-*. files as I'm not using them.
    • I also deleted browserconfig.xml
  • I put manifest.json directly in client next to the index.html file.
    • I had to edit it to point to the correct folders, so please compare to the existing one if you update it.
  • I put the generated html into client/index.html
    • Again, I had to edit some parts of it and remove references to things I deleted, so compare the new lines to the existing ones if you update the favicon.
      • Technically if you replace the icon images, the file names will stay the same, so you may not have to update index.html anyway.
  • Parcel bundling will ensure that browser caching sees that the files have changed.

Extruding Tiles

If you don't extrude the tiles, you will get strange lines the game.

If you need to edit the tilesets, edit the non-extruded version, then use tile-extruder to create new extruded sets.

https://github.com/sporadic-labs/tile-extruder

Install it

npm install --global tile-extruder

Extrude Tilesets

cd assets/tileSets

tile-extruder --tileWidth 16 --tileHeight 16 --margin 1 --spacing 1 --input CamelopardalisColor16x16.png --output CamelopardalisColor16x16-extruded.png

tile-extruder --tileWidth 16 --tileHeight 16 --input Dungeon_Tileset.png --output Dungeon_Tileset-extruded.png

tile-extruder --tileWidth 16 --tileHeight 16 --input zoria_overworld.png --output zoria_overworld-extruded.png

tile-extruder --tileWidth 16 --tileHeight 16 --spacing 1 --input roguelikeSheet_transparent.png --output roguelikeSheet_transparent-extruded.png

Playwright Testing

Setup Playwright to work in WSL2:

First clone the repository, then make sure you've installed the dependencies, then run:
npx playwright install --with-deps chromium
NOTE: These were given to me when I tried to run npx playwright test the first time, so you can use that as your "reference" in case this changes.
sudo apt-get install libgtk-3-0 libxtst6 libpangocairo-1.0-0 libcairo-gobject2 libgdk-pixbuf-2.0-0 libdbus-glib-1-2 libxcursor1

Consider resetting game data:

These tests are meant to be run on a clean game with an empty persistentData folder, so I suggest wiping the persistent data folder or running from a fresh clone:
rm -rf persistentData

Start client and server in their own terminals

npm run server
npm run client-no-browser

Run tests silently

./scripts/runTests.sh

To see the tests while they run

./scripts/runTests.sh --headed

NOTE that running the tests "headed" may altar the screenshots, specifically "headed" includes scroll bars on some screens, while running without does not, which can affect the screenshot comparison.

Updating Tests

New Screenshots

https://playwright.dev/docs/test-snapshots

To build new golden snapshots after making changes to the game run tests with the --reset argument:
runTests.sh --reset

License

All contents of this repository are MIT licensed.

You are free to copy it and use it in any way you like.

Please see the LICENSE file in the same folder as this file.

Attribution

Image Sources

I will keep track of third party image sources here for attribution.

  • Kenney Assets
    I always start with Kenney's Assets when looking for inspiration!
    License Public Domain CC0
    File Names: rougelikeSheet_transparent.png
    ... and many others, as they are Public Domain CC0, I do not track each one, but instead freely mix them with my own artwork.
  • Zoria Tileset
    Author: DragonDePlatino
    License: CC-BY 4.0
    File Names: zoria_overworld.png
    See also: Mockups
  • Written Paper
    Author: Harry Tzioukas
    License: CC-BY 4.0
    File Name: written_paper_no_background.png
    Note: Converted from static image to sprite sheet by ChrisL8.
  • Unsure
    I'm not sure where these images came from. I didn't make them, but I lost track of the sources. If I find the source, I will add it here.
    File Names: Dungeon_Tileset.png

Other images were created by our own team.

8-bit NES Legend of Zelda Map Information

The main map is heavily inspired by the beloved 8-bit NES Legend of Zelda game, which I played as a child.

These are the resources I used for inspiration and initial testing:

Python Zelda Walking Tour program

NES Zelda Map Data

Another copy of the Hyrule map can also be found here

Word Lists

Word list for guest user names are from Word Lists

Good Tutorials for learning Phaser

Good advice on Pixel Art: