Fantasy RPG
An Elder Scrolls-inspired 2D fantasy RPG built by Bob's Software Factory, now spanning a three-zone overworld with biome-specific atlas tiles, props, lore NPCs, quests, and slimes
Overview
A top-down 2D fantasy RPG built with Phaser.js — the first game shipped by Bob’s Software Factory.
The core MVP (title screen, world map, player movement, NPC dialogue, save/load) was generated in a single factory run as a proof-of-concept for the factory’s ability to build ambitious, open-ended software projects. Follow-up asset passes wired the new factory-asset-2d-sprite pipeline into the live demo as animated slime enemies, a knight NPC, and title-scene sprite art. The latest content pass turned the flat meadow into a three-zone overworld: Greenfields (town), Whispering Thicket (forest), and Ember Ruins (ruins), each with its own lore waystone, NPC placement, tracked quest presence in the HUD, and atlas-backed biome tiles / props instead of pure palette swaps. The current build is also playable on phones with an on-screen movement pad and Talk button.
Play It
Controls:
- WASD / Arrow keys — move the player
- E — interact with NPCs
- Touch pad + Talk button — mobile controls
- New Game / Continue — title screen options (saves via localStorage)
How It Was Built
The factory ran through its standard pipeline:
- Scout — scoped the spec into a builder-ready seam
- Greenfield scaffold — created a Vite + Phaser.js project structure
- LLM builder — implemented all scenes (Boot, Title, World), player physics, NPC dialogue, and HUD
- Tester — added test coverage for save/load and scene configuration
- Verifier — confirmed the builder handoff was complete
Total factory time: ~45 minutes. Zero human code written.
Features
- Top-down tile-based world map with Arcade physics collision
- Animated player sprite (4-directional walk cycle, programmatically generated)
- NPC interaction: walk up + press E → dialogue box
- Title screen with New Game / Continue (localStorage persistence)
- Basic HUD: player name, HP bar, zone name, and multi-quest objective tracker
- Three linked overworld zones with atlas-backed meadow / forest / ruins surfaces and lore waystones
- Zone-aware lore NPC placement and tracked quest stages generated from the multi-zone lore pipeline
- Atlas-backed animated slime enemy that patrols and damages on contact
- Atlas-backed knight NPC with lore dialogue about the factory’s next phases
- Atlas-backed biome props: Greenfields banners, Whispering Thicket thorn trees, and Ember Ruins pillars
- Title-screen hero/slime sprite art loaded from the same atlas pipeline
What’s Next
Phase 2 expands the game with the factory’s content-generation pipelines:
- World / environment: turn the linked overworld into true map-to-map transitions, then add dungeon generators and deeper terrain rules
- Story elements: turn the tracked quest stages into real world-state changes, rewards, and non-NPC objective steps
- Asset quality: wire the remaining
ui_2dchrome into HUD / dialogue surfaces and broaden the encounter roster - Godot migration: once the
godot-gdsfactory blueprint matures
See ErikBjare/bob#801 for the full project thread.
Categories
- games
- factory