Game DevelopmentACTIVE

The Beggars Sect

Li Wei's Ascension

From confused stranger to martial arts master. A CLI RPG with 3 paths, 3 endings, and AI-powered enemies. Your choices shape the story.

TypeScriptInkClaude AIGame DesignCLIWuxiaNon-Linear
OFFICIAL SITE

The Story

You are Li Wei. You wake up in a world you don't recognize, with no memory of how you got here. The streets are harsh, the powerful ignore you, and survival seems impossible.

But then you discover the Beggars Sect—a brotherhood of outcasts who have turned their weakness into strength. Here, among the forgotten, you'll learn the martial arts that will transform you from nobody to master.

GAME FEATURES
  • +3 paths: Blade (power), Stream (diplomacy), Shadow (stealth)
  • +3 endings: Destroyer, Reformer, Wanderer
  • +Prologue + 3 chapters with branching routes
  • +8 chi aspects with inverse chi mechanics
  • +AI-generated enemy variations (Claude API)
  • +5-6 hours first run, 12-15 hours all content

The World

15,000+ lines of lore. Here are the highlights.

八气相

The Eight Chi Aspects

Force, Flow, Precision, Burst, Armor, Sense, Will, and Inverse. Every martial artist channels chi through these aspects—but only the Beggars Sect knows the eighth.

Inspired by Nen from Hunter x Hunter
资质阵

The Aptitude Array

The great machine that measures every child's potential. It grades you from S to F, determining your entire life. But it cannot see inverse chi—it reads Li Wei as worthless.

What it calls closed, we call open
十二大派

Twelve Great Sects

From the striking power of Iron Palm to the grappling mastery of Silk Binding, each sect embodies a real martial art. Karate, Muay Thai, Boxing, BJJ, Tai Chi—all reimagined.

12 sects, 12 fighting styles
打狗棒

The Dog Beating Staff

The legendary weapon of the Beggars Sect. 36 techniques passed down through generations. Only inverse chi users can wield it—and only one exists.

Hidden in the mountains, waiting

Philosophy

How we build

Lore-First Design

Before writing a single line of game code, we completed 15,000+ lines of documentation across 29 files. An original chi cultivation system, 12 martial arts sects, complete history, deep character profiles, and a fully scripted non-linear story.

The result: mechanics that emerge naturally from lore, not the other way around. Every technique has meaning. Every enemy has a chi signature. Every choice has weight.

Inverse Chi (逆气)

The game's core innovation: chi that flows backward through “garbage meridians” that standard testing can't detect. Li Wei appears worthless to the Aptitude Array, but his inverse chi makes him potentially unstoppable.

“What they call defects, we call doors.” The Beggars Sect philosophy.

TECH STACK
TypeScriptInk (React for CLI)Claude APINode.js

Roadmap

Phase 1DONE

Design & Story

  • 15,000+ lines of docs
  • Non-linear story (3 paths)
  • 3 endings scripted
Phase 2CURRENT

Core Engine

  • Combat engine prototype
  • Stance & chi system
  • CLI framework (Ink)
Phase 3

Content & AI

  • Prologue + 3 chapters
  • Claude AI enemy variations
  • Path branching system
Phase 4

Polish & Launch

  • Balance tuning
  • Testing & feedback
  • Public release

Dev Log

5 entries

2025-12-05

Week 1 Foundation: Core Engine Implementation

Transitioned from design to implementation! Week 1 of the Core Engine plan focused on building the foundational infrastructure: TypeScript interfaces, state management, character creation, and basic CLI shell.

Created comprehensive type definitions covering all game systems: characters with stats and chi aspects, techniques with combo roles and mastery, combat state with ATB turn queue, items and inventory, and complete game state with story progress tracking.

Built a singleton GameStore for centralized state management with save/load functionality including checksum validation. The CharacterFactory creates Li Wei (player) and all 11 enemies from detailed templates—each enemy has full AI patterns, loot tables, dialogue, and phase triggers for bosses.

The CLI shell now shows a proper title screen with Chinese characters (丐帮:李伟的崛起), a functional menu system, new game initialization, and character stats display. TypeScript compiles cleanly and the game launches correctly.

COMPLETED
  • +Type definitions: character.ts, technique.ts, combat.ts, item.ts, game.ts
  • +GameStore.ts: Singleton state with save/load and checksum
  • +CharacterFactory.ts: Player + 11 enemy templates + 3 boss templates
  • +App.tsx: Title screen, menu, stats display, game flow
  • +tsconfig.json updated for Node16 module resolution
  • +Build passes, game launches with proper title screen
LEARNED
  • Design-first pays off: All the documented types, formulas, and enemy data made implementation straightforward
  • TypeScript strictness helps: Catching type conflicts early (like duplicate DEFAULT_STATS exports) prevents runtime bugs
  • Ink framework works well: Terminal UI with React paradigm is intuitive for complex menu flows
  • Enemy templates are content-rich: Each enemy has AI rules, dialogue, loot—the factory pattern keeps it organized
ImplementationTypeScriptCore EngineWeek 1
2025-12-05

Complete Story Overhaul: Non-Linear Narrative

Massive story overhaul that transformed a linear chapter structure into a fully non-linear narrative with meaningful player choice. Created STORY_STRUCTURE.md establishing the three-path alignment system: Blade (刃) for direct confrontation, Stream (流) for diplomacy and flexibility, Shadow (影) for stealth and investigation.

Built a complete tutorial Prologue (7 scenes, ~20-25 min) establishing Li Wei's amnesia and the mystery of his origins. Then overhauled all three chapters with 2 major choice points each, path-dependent routes, and unique content per path.

The finale now features three distinct endings—Destroyer, Reformer, and Wanderer—each with different Book 2 sequel hooks. The Hollow One boss fight varies based on your path: full combat (Blade), dialogue + reduced HP (Stream), or puzzle + stealth (Shadow).

COMPLETED
  • +STORY_STRUCTURE.md: 700+ lines of non-linear narrative design
  • +PROLOGUE.md: 7-scene tutorial (~20-25 min gameplay)
  • +CHAPTER_1.md overhaul: 2 choice points, 3 routes, Razor boss with 3 outcomes
  • +CHAPTER_2.md overhaul: Memory flashback, Commander Vex with 3 approaches
  • +CHAPTER_3.md overhaul: 3 mountain journeys, 3 boss approaches, 3 endings
  • +TECH_DESIGN.md: 500+ line implementation architecture
  • +Total documentation: 15,000+ lines across 29 files
  • +Playtime: 5-6 hours first run, 12-15 hours all content
LEARNED
  • Non-linear doesn't mean open-world: Meaningful choices at key junctions provide agency without scope creep
  • Path system as philosophy: Blade/Stream/Shadow represent HOW you solve problems, not morality
  • Earned endings: Final choice + accumulated path points = player agency over destiny
  • Three valid answers to one question: 'If your worth was never measured, who decides your worth?'
StoryNon-LinearBranchingEndingsDocumentation
2025-12-05

Lore Explosion: 10,000+ Lines of World-Building

Massive lore session that transformed The Beggars Sect from a simple RPG into a deep, interconnected world. Created an original chi cultivation system with eight aspects (Force, Flow, Precision, Burst, Armor, Sense, Will, and Inverse), inspired by Nen from Hunter x Hunter but with unique mechanics.

The core innovation is Inverse Chi (逆气)—chi that flows backward through 'garbage meridians' that standard testing can't detect. This creates the central conflict: Li Wei appears worthless to the Aptitude Array, but his inverse chi makes him potentially the most powerful cultivator in the Haven.

Built complete documentation for 12 martial arts sects (each inspired by real martial arts like Karate, Muay Thai, Boxing, BJJ, Tai Chi), a full timeline from the Ancient Era to Year 147, detailed character profiles with secrets, and deep artifact lore including the legendary Dog Beating Staff and its 36 techniques.

COMPLETED
  • +CHI_SYSTEM.md: Eight aspects, inverse mechanics, cultivation theory
  • +SECTS.md: 12 sects with martial arts inspirations and territories
  • +HISTORY.md: Full timeline from creation to present day
  • +CHARACTERS.md: 2,100 lines of character profiles with secrets
  • +CULTURE.md: Daily life, food, slang dictionaries by faction
  • +ARTIFACTS.md: Dog Beating Staff lore, Aptitude Array mechanics
  • +GLOSSARY.md: All Chinese terms with pinyin and meanings
  • +Integrated chi aspects into COMBAT_SYSTEM, TECHNIQUES, ENEMIES
  • +Total lore: 10,000+ lines across 11 documents
LEARNED
  • Deep lore creates design constraints: Once we defined chi aspects, combat mechanics flowed naturally from them
  • Chinese terminology adds authenticity: Every technique, stance, and enemy now has a Chinese name with meaning
  • Secrets drive narrative: Characters with hidden motivations create natural story hooks
  • Inverse chi as metaphor: 'What they call defects, we call doors' resonates beyond the game
LoreWorld-BuildingChi SystemDocumentation
2025-12-05

Scoping Down & Integration Planning

After analyzing the initial design documents, we realized the scope was too ambitious for a 12-week timeline. Today's session focused on ruthlessly cutting features to create an achievable MVP while maintaining the core vision.

Key decision: Reduce from 5 chapters to 3, cut environmental combat and the 4th stance to v1.5, and remove n8n in-game integration entirely. Instead, n8n will power a separate feedback collection system—a web form that stores player feedback and analytics in a database. This keeps the game focused while still showcasing automation capabilities.

Created a comprehensive 3,800-line MVP plan covering the scoped features, documentation split strategy (breaking massive docs into 4 focused files), feedback system architecture, and a realistic 12-week roadmap with weekly deliverables and decision points.

Added The Beggars Sect to genkaw.com's Lab section as an active project. The game now has visibility on the main site, and this dedicated dev log page provides detailed progress tracking.

COMPLETED
  • +MVP scope locked: 3 chapters, 3 stances, core combat only
  • +Documentation split plan: 4 focused docs instead of 2 massive ones
  • +Feedback system designed: n8n + database, separate from game
  • +12-week realistic roadmap with milestones and decision points
  • +Added to genkaw.com Lab section
  • +Created dedicated dev log page
LEARNED
  • Scope discipline: Cutting features is hard but necessary—v1.0 needs to be achievable
  • Documentation organization: Splitting massive files by topic (mechanics, AI, story, data) makes them navigable and maintainable
  • Feedback system insight: n8n doesn't need to be in-game to showcase automation—a separate feedback collection system is valuable and simpler
  • Building in public: Having a dev log from day one creates accountability and showcases the journey, not just the result
PlanningScopingWebsiteDocumentation
2025-12-04

Project Launch: The Foundation

Tonight marked the launch of The Beggars Sect project. Instead of jumping straight into coding, we took a design-first approach—spending the entire session creating comprehensive documentation before writing a single line of game code.

Created over 2,000 lines of design documentation covering the complete game vision, story arc, combat system, and technical approach. The game design document establishes Li Wei's journey, the Martial Arts Haven universe, and the philosophical approach: 'Discover, Don't Level' progression inspired by Age of Wushu and King of Kings 3.

The combat system design is particularly detailed—a 1,350-line specification for turn-based strategic combat with an ATB system (inspired by Final Fantasy X), stance mechanics, combo chains, and chi resource management. What makes this special is the integration with AI: procedural enemy variations, adaptive boss behavior, and dynamic difficulty all powered by Claude API.

COMPLETED
  • +Complete game design document (950+ lines)
  • +Detailed combat system specification (1,350+ lines)
  • +Project structure and technical setup
  • +README, CHANGELOG, and TODO roadmap
  • +Established Martial Arts Haven universe lore
LEARNED
  • Design-first approach: Complete documentation before coding prevents scope creep and ensures focused implementation
  • Documentation as a tool: Detailed specs help identify potential issues before they become code problems
  • Scoped ambition: Even with 2,000+ lines of docs, we're only planning 3 chapters for v1.0—discipline matters
DesignDocumentationPlanningVision

Building in public.

Follow the journey from design to release.