A fully free, open-source professional wrestling video game engine built on modern web technology, designed to recreate the legendary gameplay mechanics and environmental design of WWF No Mercy.
VPG Engine aims to faithfully recreate the core gameplay experience of WWF No Mercy while being:
- Completely free and open-source (GNU GPL 3.0)
- Built on modern web technology (JavaScript/Web-based)
- Legally clean - zero copyrighted content
- Highly customizable - JSON-driven content with full modding support
- Grappling system - The iconic position-based grappling mechanics
- Strike priority - Timing and counter-strike systems
- Momentum (Attitude) meter - The risk/reward special move system
- Damage scaling - Body part damage and move effectiveness
- Reversal windows - Frame-perfect timing and reversals
- Ground game - Submission, pin, and ground attack systems
- Movement & physics - Running, ropes, turnbuckles, and environmental interaction
- Environmental accuracy - Ring dimensions, collision points, and object behavior
We are currently in the research and documentation phase. Our goal is to build a comprehensive knowledge base that will guide development.
- Mechanics: Every gameplay system broken down in detail
- Environmental Design: Measurements, distances, collision points
- Data Structures: JSON schemas for moves, characters, arenas, and more
- Observations: Community research, frame data, and timing analysis
No game code is being written yet. This phase is about understanding and documenting the source material as accurately as possible.
vpg-engine/
├── docs/ # Markdown documentation of all systems
│ ├── mechanics/ # Grappling, strikes, momentum, etc.
│ ├── environmental/ # Ring dimensions, objects, physics
│ ├── systems/ # Match types, AI, camera
│ └── research/ # Community findings and notes
│
├── data/ # JSON schemas and reference data
│ ├── schemas/ # Templates for moves, characters, arenas
│ └── reference/ # Confirmed, finalized data
│
└── research/ # Raw materials (screenshots, videos, tools)
See CONTRIBUTING.md for detailed guidelines.
We need help from the community to document No Mercy's intricate systems! You can contribute by:
- Playing and observing No Mercy to document mechanics
- Measuring environmental elements (ring size, distances, etc.)
- Analyzing frame data, timing windows, and damage values
- Writing documentation in Markdown format
- Creating JSON schemas for structured data
- Organizing research materials and findings
No programming experience required for Phase 1! If you love No Mercy and want to help preserve its design, you can contribute.
Read our CONTRIBUTING.md for step-by-step instructions.
We aim to recreate No Mercy's feel as faithfully as possible. When in doubt, we defer to how No Mercy actually works.
The final game will contain:
- ❌ No WWE/WWF characters, logos, or branding
- ❌ No licensed music or copyrighted assets
- ✅ Original characters, arenas, and assets
- ✅ Full customization through JSON and user-provided media
Everything is designed to be:
- Human-readable (JSON, not binary formats)
- Easily customizable (characters, moves, arenas, belts)
- Community-driven (open contribution model)
Document all mechanics, environmental design, and create data schemas
Design the technical architecture and core systems
Build working prototypes of key mechanics
Develop the complete game engine
Create content pipelines and modding tools
This project is licensed under the GNU General Public License v3.0. See LICENSE.md for details.
This means:
- ✅ Free to use, modify, and distribute
- ✅ Must remain open-source
- ✅ Derivative works must use the same license
This project is inspired by the legendary work of:
- AKI Corporation - Developers of WWF No Mercy, WWF WrestleMania 2000, WCW/nWo Revenge, WCW World Tour, Virtual Pro Wrestling 64, and Virtual Pro Wrestling 2.
- The No Mercy modding community - Years of dedication to this game
We are not affiliated with WWE, AKI Corporation, or THQ. This is a fan project created out of love for the gameplay mechanics and design principles of No Mercy.
- Issues: Use GitHub Issues for documentation questions and discussions
- Discussions: Share research findings and observations
Let's build something amazing together! 🤼♂️