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ZEngine

⚠️ WARNING: Early Alpha & Active Development ⚠️ This project is currently in an early alpha state and is under active development. All information, mechanics, and systems are subject to significant, rapid change.

About

ZEngine is a social ecology simulator and party-based roguelike developed in Python. It features an event-driven architecture built around a Chronicle system with a strong emphasis on narrative generation, tactical combat, and persistent world state.

The engine uses python-tcod-ecs for entity component management and the tcod library for rendering. Game data (abilities, items, etc.) is heavily data-driven, utilizing Pydantic validation and TOML configurations.

Features

  • Functional Effect Pipeline & Formula Engine: Data-driven abilities that scale dynamically with character stats using runtime evaluators (e.g., 1d8 + @might_mod).
  • Node-Based Dialogue: Branching conversation graphs with conditions, actions, and placeholders (inspired by Caves of Qud and CDDA).
  • Exploration Memory: Persistent Fog of War and optimized FOV rendering.
  • Party Dynamics: Recruit NPCs that follow and fight alongside you.
  • Chronicle System: A filtered history system that turns raw engine events into human-readable prose.
  • JIT Materialization: Lazy ECS instantiation and recursive JSON serialization for persistent world entities.

Version History

  • v0.45 (Phase 24) - 2026-02-28

    • Narrative UI Complete: Implemented Node-Based Dialogue graphs (conditions, actions, placeholders).
    • Chronicle UI: Added a human-readable history screen that translates raw event streams into meaningful prose via NarrativeGenerator.
  • v0.42 (Phase 23)

    • Exploration Memory: Added ExplorationManager for persistent Fog of War.
    • Optimized FOV rendering with a restrictive algorithm centered on the player.
  • v0.40 (Phase 22)

    • Party & Companions: Introduced PartyMember component and follower AI logic (recruit_npc_system).
  • v0.38 (Phase 21)

    • JIT Materialization: Implemented manage_entity_lifecycle for lazy ECS instantiation and recursive JSON-based serialization for persistent entities.
  • v0.36 (Phase 20)

    • Territory & Factions: TerritoryManager a priori topological graphing. FactionSystem and relationship matrices.
  • v0.35 (Phase 19) - 2026-02-27

    • Tag-Based Functional Overhaul Complete: Abilities migrated to collections of atomic Effect objects instead of hardcoded branches.
    • Formula Engine: Added runtime evaluator for magnitude strings.
    • Functional Targeting: Reusable targeting logic (self, primary, adjacent_all) decoupled from effect execution.

Roadmap

  • Phase 25: Game-Over Flow — Terminal states and player death recovery.
  • Phase 26: Pathfindingtcod.path.AStar integration in AI system.
  • Phase 27: Player Progression — XP, levels, and attribute growth.
  • Phase 28: Status Effect HUD — Visual surfaces for active modifiers and conditions.
  • Phase 29: Quest / Objective System — Persistent mechanical consequences for dialogue and exploration.
  • Phase 30: Character Creation Screen — Player agency before world generation.
  • Phase 31: Dialogue World-State Flags — Persistent world alteration via conversation.

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