- Interested in this project? Explore the codebase and docs.
- Questions? Reach out privately.
- Support Needed! Contributions for this Idle RPG 🎮✨
Currently seeking talented individuals to join our team:
- 🎨 UI/UX Designer - Help create stunning game interfaces and user experiences
- 🛡️ Discord Moderator - Manage our community and keep Discord server active
- 💻 Developer - Contribute to game features, bug fixes, and new functionality
Interested? Join our Discord and write me directly!
- 📖 Development Guide – Complete setup and development workflow
- 📋 Changelog – Version history and updates
- 🗺️ Roadmap – Future features and development goals
Character Selection |
Game Interface |
Resource Management |
Character Stats |
Equipment System |
Boss Combat |
Game Dashboard |
Activity Manager |
- Character Creation - 10 unique classes (Warrior, Mage, Rogue, etc.)
- Character Selection - Multiple character slots with detailed stats
- Stat Allocation - Customize character attributes
- Character Progression - Level up system with experience points
- Woodcutting System - Gather different wood types with varying rarities
- Resource Panel - Real-time resource tracking and management
- Save/Load System - Persistent character and progress data
- Inventory Management - Equipment and item storage
- Activity Manager - Automated resource gathering with timers
- Boss Combat - Turn-based combat system with different boss tiers
- Pet System - Collect and train pets with unique abilities
- Statistics Tracking - Detailed progress monitoring and analytics
Path: src/hooks/useGameState.ts
- Global State - Centralized game state management
- Resource Tracking - Primary/secondary resources with 15+ wood types
- Character Stats - Attack, defense, intelligence, stamina, melee, ranged, magic
- Skill System - Woodcutting, cooking, mining with experience tracking
- Auto-save - Persistent data storage with localStorage
Path: src/lib/saveManager.ts
- SaveData Interface - Structured save file format
- Load/Save Functions -
loadGame(),saveGame(),createNewSave() - Character Persistence - Multiple character slots with metadata
- Data Validation - Error handling and data integrity
- Export/Import - JSON-based save file system
Path: src/contexts/ActivityManager.tsx
- Skill Management - Start/stop skills with experience tracking
- Progress Calculation - Real-time progress bars and timers
- Efficiency System - Skill-based efficiency calculations
- Game Control - Start/stop/toggle game state
- Level Progression - Experience requirements and level calculations
Path: src/lib/woodManager.ts
- Session Management - Active woodcutting sessions with timers
- Event System - Real-time session updates and listeners
- Progress Tracking - Time-based progress with stamina consumption
- Result Calculation - Wood type, amount, and experience rewards
Path: src/components/EquipmentInterface/EquipmentInterface.tsx
- 10 Equipment Slots - Helmet, amulet, weapon, chest, shield, legs, gloves, boots, ring, cape
- Rarity System - Common, uncommon, rare, epic, legendary with color coding
- Stat Bonuses - Defense, attack, magic, agility, health, mana, luck
- Item Management - Equip/unequip with stat calculations
- Visual Interface - Character silhouette with equipment slots
Path: src/config/characterClasses.ts
- 10 Unique Classes - Warrior, Mage, Rogue, Archer, Healer, Berserker, Paladin, Assassin, Tinkerer, Elementalist
- Base Stats - Starting attributes for each class
- Class Stats - Attack, defense, magic, speed, health, mana ratings
- Helper Functions -
getClassStats(),getClassBaseStats(),getAllCharacterClasses()
Path: src/config/bossConfig.ts, src/hooks/useBossCombat.ts
- Boss Tower - Multiple floors with increasing difficulty
- Turn-based Combat - Attack, defend, magic, special abilities
- Rarity System - Boss rarity affects rewards and difficulty
- Reward System - Experience, gold, and item drops
- Combat State - Real-time combat tracking and management
# Clone repository
git clone https://github.com/GylanSalih/Skill-Issue-Chronicles
# Install dependencies
npm install
# Start development server
npm run dev
# Build for production
npm run build- Frontend: React 18 + TypeScript
- Build: Vite + SCSS Modules
- State: React Context + Custom Hooks
- Routing: React Router v6
- Icons: Lucide React
- 3D: Three.js + React Three Fiber
- Animations: GSAP + React Spring
- Deployment: Vercel
npm run dev- Start development servernpm run build- Build for productionnpm run preview- Preview production buildnpm run lint- Run ESLint
This project is currently in Alpha v0.0.4. Features may be incomplete or subject to change.
- Warrior - High defense and health
- Mage - High magic and mana
- Rogue - High speed and critical hits
- Archer - Ranged combat specialist
- Healer - Support and healing abilities
- Berserker - High damage, low defense
- Paladin - Balanced fighter with healing
- Assassin - Stealth and high damage
- Tinkerer - Technical abilities and traps
- Elementalist - Master of elemental magic
- Woodcutting - Primary resource gathering activity
- Rarity System - Common to Legendary wood types
- Time-based - Automated gathering with progress bars
- Experience Gain - Skill progression through activities
Gylan Salih |
Developer 2 |
Developer 3 |
Developer 4 |
Status: Alpha Development | Version: 0.0.4 | Team Member: 1







