You are continuing work on "Ruin" — a 2D cooperative multiplayer browser-based RPG. The project is divided into phases, with each phase found below. Reference STATUS_REPORT markdown files in this repository to understand what steps have been completed so far. README.md and LESSONS_LEARNED.md contain important context. The development plan for Ruin is as follows:
Project scaffolding: monorepo structure, build pipeline, linting, test harness Colyseus server with room lifecycle (create, join, leave, dispose) Postgres schema: accounts, characters, world_saves Auth flow (simple — email/password or OAuth, just enough to tie accounts to world saves) Logging & observability stack (Pino, Sentry, correlation IDs, Colyseus monitor) Phaser client shell: loads a tilemap, connects to Colyseus, renders a sprite
Server-side movement simulation at fixed tick rate Client input sending, server validation, state broadcast Client-side prediction + reconciliation Client-side interpolation for remote players Tile-based collision (server-authoritative) 8-player room stress test
World save/load to Postgres (host account linkage) Room rehydration on host reconnect Guest join/leave flow Graceful shutdown + auto-save on host disconnect
Character stats, body-part health model Skill system (XP-on-use, leveling curves) Inventory & equipment Persistence of character state to Postgres
Basic melee + ranged attack system (real-time, server-authoritative) Hit detection mapped to body parts Injury system (wounds, bleeding, broken limbs) Monster entities with simple AI (aggro, attack, patrol) Death/KO and respawn logic Party-size difficulty scaling
NPC state machines (schedules, dialogue triggers) Social relationship graph (opinion values, events that shift them) Branching dialogue system with skill/reputation checks Town zone: shops, quest givers, ambient NPCs
Recipe system (component + tool requirements, skill-gated) Resource nodes (gathering tied to skills) Alchemy experimentation mechanic Crafting stations (shared for coop interaction)
Dungeon zone with encounters, loot, and a boss Fog of war / exploration reveal Chat system (proximity + party channels) Balancing pass using event audit logs Bug fixing, performance profiling