The project I've been developing is Web TORPG where users develop their character(s) appearance and fighting tactics, adventure/discover new places, take on quests, join forces or go solo to battle against monsters/bosses or even other players, participate/effect the storyline via events, create/raid guild castles, steal from stores/players, open up shop, craft and create items, compete in beauty contests among other things.

I am an artist with much art already done for this project.
I am looking for someone to help me code this project, so please read on if you're interested.
Send me a PM for more information about anything.

The battle system is more then just your average two static images attacking back and forth.
It's an online tactical game, imagine chess on a more complex scale.
Players have to build their characters stats to appropriately match the needs of their class.
Vitality, Attack, Agility, Dexterity, Wisdom, Will

Health - Vitality, Will
Energy - Wisdom, Will
Power – Attack, Dexterity
Spirit Dmg- Attack, Wisdom
Dodge - Agility
Defense - Will, Vitality
Hit rate - Dexterity, Attack
Cast/Reload speed - Wisdom, Agility

Your movement will be based off of your Agility and Dexterity.
For example)
5 Agility will allow you to move in 4 directions by 1 square
10 Dexterity will allow you to move in the 4 Diagonal directions by 1 square
30 Agility would allow 4 directions by 2 squares
45 Dexterity would allow 4 directions diagonally by 2 squares
Depending on what the character builds they will be able create their own movement grid.

Each player can choose 2 of 5 basic skills, they can get the others down the road if they want.
Wait, Jump, Throw, Avoid, Counter
Players must then choose their starting class.
They must then pick a weapon type based on what class they choose, some classes can use two weapons.
This reduces the damage done by each weapon but will take both weapons grids and combine them.
Anyways.... on with the grids

Weapon grid:

The old idea I had was to have class specific attack grids, but this got too confusing...

Dani AI

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This thread captures an ambitious web-based tactical ORPG concept from , with some community interest (a light remark from and a help-offer from ). The concept needs two complementary things before coding starts: a tight, testable MVP and a clear technical contract for anyone who joins in. The notes below focus on practical, low-risk steps and proven tech choices rather than re-stating the game mechanics already posted.

For a browser-based client, an HTML5 renderer like Phaser or a lightweight renderer (Pixi) paired with real-time sockets is a practical path. Use WebSockets (native or via Socket.IO) for bidirectional events — see the WebSocket API notes on MDN. Run authoritative game logic on the server (tick-based/deterministic updates) to prevent cheating and simplify reconciliation; Gaffer on Games’ guidance about fixed timestep and simulation helps here (Fix Your Timestep).

MVP and workflow: 1) prototype a single combat map with placeholder art and server-side move validation, 2) add persistence (players/characters) and a simple lobby, 3) iterate on combat depth and economy. Manage art as atlases and versioned assets (export sheets + JSON), serve via CDN, and keep the client stateless for important state decisions. Track work with a public repo, issues, small milestone-driven tickets, and a short paid test task to validate contributors’ multiplayer experience.

Operational cautions: expect to run load tests, use Redis-like caching for sessions, and keep an authoritative audit log to support debugging and anti-cheat. Follow basic secure-development practices (input validation, rate limits, OWASP guidance) and have simple IP/ownership terms in writing before sharing large asset packs or code with volunteers.

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Though I'm not looking to sign on, I do applaud your work. I suggest that the next step on the "Student -> Dropout -> ?" path is Hippie. :)

Just sent you a PM, I'm interested in helping

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