Files
SurvivorCore/README.md
T
Samuel LisonandClaude Opus 4.8 9caa888369 feat: quests + achievements — the goals & progression release (#10)
Quests (#10): a Quests registry + server runtime — objectives (gather/craft/
kill/use × count, blank target = any) and rewards, autoStart + requires chains
(completing a prerequisite auto-starts dependents), optional turn-in at a
tagged QuestGiver (component + prompt). Rewards are never lost: a full
inventory parks the quest as ready and the grant retries on inventory change.
Quests menu tab (L) with per-objective progress bars; QuestLog JSON attribute
replicates state; quest:started/progress/completed/blocked via Hooks + bus.

Achievements: an always-on runtime for the existing registry, ported
architecturally from TCE. A shared Progression layer translates bus events
into auto-derived counters (gathers_reed, crafts_total, kills_husk, …) so a
def is just { key, name, counter, threshold } — flat in code and no-code.
Unlock-once + toast + Achievements tab (J) with progress bars.

Toasts: themed top-right notification queue (Notify remote + Toasts.show).

No-code: admin plugin gains Quests (single-objective + "+ Quest giver" drop)
and Achievements (counter/threshold) editors; the engine loads both from
SurvivorCoreContent. Demo: a 3-quest chain + 4 achievements + a giver post.

Fixed: registerPanel now ADOPTS a template-scaffolded tab (hides the
placeholder, builds into the authored frame) instead of silently no-opping —
this replaces the Quests/Achievements "coming soon" placeholders.

EventBridge parity: gather:*, craft:* and item:use now also cross the bus.
Changed: rojo 7.6.1 → 7.7.0 (rokit pin; CI follows; gate verified).

Docs: quests.md + achievements.md (new), content-authoring/admin-plugin/
extending/README updated, CHANGELOG Unreleased, site feature card.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 15:26:19 +10:00

124 lines
5.8 KiB
Markdown

<div align="center">
<img src="site/assets/img/logo-256.png" alt="SurvivorCore" width="120" />
# SurvivorCore
**A batteries-included, creator-extensible survival game engine for Roblox.**
[![Release](https://img.shields.io/github/v/release/TemujinCalidius/SurvivorCore?include_prereleases&color=5ACD78)](https://github.com/TemujinCalidius/SurvivorCore/releases)
[![CI](https://github.com/TemujinCalidius/SurvivorCore/actions/workflows/ci.yml/badge.svg)](https://github.com/TemujinCalidius/SurvivorCore/actions/workflows/ci.yml)
[![License: MIT](https://img.shields.io/badge/license-MIT-blue.svg)](LICENSE)
**[🌐 Website](https://temujincalidius.github.io/SurvivorCore/)** · **[📖 Docs](docs/)** · **[📹 Demo](https://makertube.net/w/tyn8JEMG3CaMbTXid8osdU)** · **[⬇ Releases](https://github.com/TemujinCalidius/SurvivorCore/releases)**
</div>
> **Status: v0.5.0 — pre-release.** The core survival loop is in and working; the engine is
> being grown toward v1.0 and APIs may still shift. Production-tested in
> [The Counter Earth](https://thecounterearth.com).
## What it is
SurvivorCore gives you the *mechanics* of a survival game — without dictating your *content*.
You bring the items, world and art; the engine wires up the behavior, the UI, and the no-code
authoring tools. If you know Roblox Studio, you can build a survival game.
- **Survival stats & HUD** — health, energy, hunger, thirst, fatigue, blood, poison; ticking,
draining, and biting back, on a clean restyleable HUD.
- **Inventory, hotbar & crafting** — slots + carry-weight, a 9-slot hotbar, equipment, and hand
crafting in a tabbed, drag-and-drop menu — server-authoritative.
- **Gathering** — tag any mesh `Gatherable`: hold-E or tool-swing, per-hit yields, and reaction
hooks (a reed sways; a tree fells and leaves a stump).
- **Combat — melee & bow** — click to swing, or aim a bow and loose arrows that arc under real
weight. One server-validated `combat:hit` / `combat:kill` schema.
- **Mobs & AI** — a shared FSM substrate: hostile mobs chase & attack, passive animals flee.
Behavior is data — a mob's `faction` picks the profile.
- **Quests & achievements** — event-driven goals: quest chains with objectives, rewards and
quest-giver NPCs, plus milestone achievements with toasts — both tracked automatically from
what players already do (gather, craft, fight).
- **No-code admin plugin** — create items, weapons, ammo and mobs from a Studio form (damage,
range, arrow curve, weight, aggro, leash) and drop them into the world. No scripting.
Everything is **content-free by design**, **server-authoritative**, and **restyleable** — the UI
is real Instances driven by attributes, and every default is overridable.
## Quickstart
```lua
local SurvivorCore = require(ReplicatedStorage.SurvivorCore)
-- register content from code (or author it no-code in the admin plugin)
SurvivorCore.Items.register({ id = "berry", name = "Wild Berries", stack = 20 })
SurvivorCore.Mobs.register({ id = "husk", faction = "hostile", health = 60 })
SurvivorCore.start() -- boots stats, inventory, gathering, crafting, combat, mobs…
```
The built-in HUD loader calls `SurvivorCore.startClient()` for you.
**Install** — drop `SurvivorCore.rbxm` from a [Release](https://github.com/TemujinCalidius/SurvivorCore/releases)
into `ReplicatedStorage`, or add it via [Wally](https://wally.run):
```toml
# wally.toml
[dependencies]
SurvivorCore = "temujincalidius/survivorcore@0.5.0"
```
Working from source? Clone and `rojo serve` the `demo.project.json` place.
## Creator-owned, no code
Build *any* mesh, tag it with a component, set attributes — no engine-side definition needed:
| Tag | Set | It becomes |
|---|---|---|
| `Gatherable` | `Resource = "oak_tree"` | a harvestable node (item/HP/tool/yield from the def) |
| `Mob` | `MobType = "husk"` | a creature that runs the AI FSM |
For game-specific flourish (a tree that physically fells, a custom death effect), hook the engine
lifecycle instead of forking it:
```lua
SurvivorCore.Gather.onReaction("oak_tree", "depleted", function(ctx) fellTrunk(ctx.instance) end)
SurvivorCore.Hooks.on("combat:kill", function(ctx) awardXp(ctx.attacker) end)
```
The **admin plugin** turns all of this into Studio forms — see
[docs/admin-plugin.md](docs/admin-plugin.md) and [docs/content-authoring.md](docs/content-authoring.md).
## Docs
[Architecture](docs/architecture.md) · [Survival stats + HUD](docs/survival-stats.md) ·
[Inventory](docs/inventory.md) · [Harvesting](docs/harvesting.md) · [Crafting](docs/crafting.md) ·
[Combat](docs/combat.md) · [Mobs & AI](docs/mobs.md) · [Quests](docs/quests.md) ·
[Achievements](docs/achievements.md) · [No-code content](docs/content-authoring.md) ·
[Admin plugin](docs/admin-plugin.md) · [Design language](docs/design-language.md) ·
[Extending](docs/extending.md)
## Project layout
```
src/
init.luau -- SurvivorCore root: .start() / .startClient() + the public API
foundation/ -- Config, Assets, EventBridge, Hooks, Reactions, Registry
registries/ -- Items, Recipes, Resources, Stats, Mobs, …
components/ -- creator-facing tag/attribute components (Gatherable, Mob)
systems/ -- Inventory, Harvesting, Crafting, Combat, Mobs, SurvivalStats…
client/ -- HUD + UI binders, combat/harvest input
plugin/ -- the Studio admin plugin (separate Rojo tree)
demo/ -- a runnable demo place that consumes the engine
site/ -- the landing page (deployed to GitHub Pages)
docs/ -- documentation
```
## Sponsor
SurvivorCore is free and open source. If it's useful — or you just want to help the engine grow —
support development via [GitHub Sponsors](https://github.com/sponsors/TemujinCalidius). 💛
## License
[MIT](LICENSE) © 2026 Samuel Lison