1 Pixel RPG Simulator
Walk The Mandalay Bay in a Pokémon-style pixel overworld built with Phaser 3. Inspired by Operation Epic Furious.
Play URL: https://exios66.github.io/degen-llms/rpg/
For the full design document (Phases 1–6, art pipeline, maps, quests), see Pixel RPG GDD.
1.1 Vision
Transform the menu-driven terminal casino into an explorable resort:
- Top-down overworld navigation
- NPC dialogue trees with branching choices
- Casino activities as encounters (DOM overlays, not scene redirects)
- Unified chip economy and save library shared with CLI and web terminal
- Dense environmental storytelling, Easter eggs, and Mandalay Bay–themed zones
Core loop: walk → talk → play → earn chips → save position.
1.2 Access
| Method | URL |
|---|---|
| Direct | https://exios66.github.io/degen-llms/rpg/ |
| From terminal | Link in web hub menu |
Saves use the same localStorage key (mandalay-bay-library) as the web terminal. RPG adds an rpg object to each save slot.
1.3 Your guest
The title screen’s character creator picks an archetype and then the sprite you actually walk around as — skin tone, hair color, and outfit, with a live preview. The Trainer Card’s wardrobe reopens the same creator mid-game.
| Archetype | Flavor | Perk |
|---|---|---|
weekend_warrior |
Default tourist | +10% first slot spin payout |
high_roller |
Whale energy | High Limit access at 5,000 chips |
convention_goer |
Badge and lanyard | 10% cashier buy-in bonus |
local |
Knows the shortcuts | Back-hall shortcut unlocked |
1.4 Controls
| Input | Action |
|---|---|
| Arrow keys / WASD | Move |
| Tap / click a tile | Walk there — the resort is playable on a phone |
| Shift | Run |
| E / Enter / Space | Talk / advance dialogue |
| Mouse | Dialogue choices, game buttons |
| T | Trainer Card (quests, reputation, wardrobe) |
| P | MGM Rewards phone |
1.4.1 On a phone
The canvas fills the screen and a thumb pad mounts in the bottom corners: a d-pad on the left, B to run, A to talk, ☰ for the START menu. Tap a tile to walk (Pathfinder.js), tap a person to talk, and tap anywhere to advance dialogue.
1.5 The property
Twenty-eight rooms across eight wings, authored as declarative JSON in docs/rpg/js/data/maps/ and compiled into tile layers at boot by MapLoader.
| Wing | Rooms |
|---|---|
| Arrival | Las Vegas Blvd, Valet & Parking, Registration Lobby |
| Casino | Casino Floor North, Casino Floor South, Race & Sports Book, High Limit Salon, Foundation Room |
| Retail | The Shoppes at Mandalay Place, Sky Bridge, Convention Center |
| Bars | Betty’s Bar, Skyfall Lounge |
| Hotel | Tower Elevator Lobby, Guest Floor Corridor, Your Room, Delano Wing, Bathhouse Spa |
| Pool | Mandalay Beach, Cabanas & Hot Tubs, Moorea Beach Club, Moonlight Rave Stage |
| Attractions | Shark Reef Tunnel, Shark Reef Exhibit Hall, House of Blues, HOB Green Room, ULTRA Arena Concourse |
| Back of house | Back of House |
Four doors are gated: High Limit Salon (chips + stake tier), Foundation Room (Noir+), Gentleman’s Club / Velvet Ledger (Gold+ / suite / phone), and your room (unpaid folio lockout).
1.6 Activity encounters
The RPG does not reimplement game screens. Hotel, pool, shops, bars, slots, sportsbook, prediction markets, craps, lottery, racing, equestrian, cashier, bank, and meta screens are written once in docs/js/ui/ as buildXRenderers(ctx) factories. The RPG’s TerminalHostOverlay mounts the identical functions inside an encounter panel.
Bespoke battle screens: blackjack, hold’em, roulette, House of Blues rhythm, and Valet garage Strip Drive (canvas arcade, no wager).
| Encounter | Where it lives | Reached from |
|---|---|---|
blackjack, holdem, roulette |
Bespoke pixel overlays | Casino floor pits |
rhythm |
Bespoke pixel overlay | House of Blues stage |
vegas_strip_drive |
Bespoke canvas arcade overlay | Valet Vic / keys-desk cabinet |
craps, lottery |
Hosted from docs/js/ui/ |
Stickman Stan, Lottery Lena |
slots, sportsbook, predictions |
Hosted | Slot aisle, Bookie Blake |
horse_racing, dressage, jumper, horse_stables |
Hosted | Racing pavilion |
hotel*, pool*, shops, bar |
Hosted | Tower, pool deck, Shoppes |
cashier, bank, stats, staff_manifest |
Hosted | Cage, back of house, START menu |
1.7 Pokémon-style systems
| System | Detail |
|---|---|
| START menu | Esc or X — Trainer Card, Quests, Dex, Bag, Secrets, Phone, Bank, Stats, Staff, Guest Book, Completion, Options, Save |
| Challengers | NPCs with a sight cone spot you, walk over, and open with their encounter — once each |
| Quests | Ten in js/data/quests.json, progress derived from shared session state |
| Dex | Shark Reef species, slot machines played, staff met |
| Bag | Quest items, mall purchases, minibar tabs |
| Secrets | Twelve easter eggs, cosmetic only — an egg never pays chips |
| Schedules | NPCs move between positions as the world clock turns |
1.8 Art pipeline (live boot path)
Tiles, props, and characters are drawn at boot by TextureFactory.js — there is no vendored assets/tiles/ loader on the live path. Guest sprites are 32×44 tuxedo-style pixel grids with a three-frame stride; the wardrobe recolors skin, hair, and outfit. Staff may use optional PNG sheets when present.
See Pixel RPG GDD for contact shadows, fringe bands, lighting, audio, and expansion notes.
1.9 Unified saves
Position, quests, flags, and chips ride the same slot as the terminal and the CLI. See Save Slots.