Inspired by Dungeon World and Ron Penton's MUD Game Programming, oldie but goodie.
It almost works, nothing to show for now.
Maps are divided in square cells of 1 Godot cubic units arranged side by side, floors are done by teleporting the character to a clossed off area of the map. The player moves by 1 cell at a time in 4 directions (north, east, south, and west).
Battles are random, with the possibility to adjust the encounter rate on the fly, in a real time with pause scheme. Participants have an armor that soaks damage, and are suscetible to 3 stat altering conditions: strength, defense, and cooldown, positive or negative, up to 3 stacks. The effect strength of each stack is defined by the amor +/- scaling.
Characters have 3 stats: strength, dexterity, and constitution. Weapons can scale using strength and/or dexterity, while health grows with constitution.
Weapons define the attacks available, and each attack has a windup and a cooldown period.
This is loosely based on Dungeon World's rules, and can change over time.
To aid development, there are custom tools made in game to edit the game database.
This "database" is a simple file storage system, each game object has its properties serialized on an unique file, which is loaded at runtime. Nothing too fancy.
It is going to work some day.
- 3D map
- Scene preload system
- Map movement system
- Controls system
- Spawn system
- Dynamic script system
- Command system
- Battle system
- Ai system
- Inventory system
- Item system
- "Database" system
-
MessageToast system - UI
system - Maps dev tool
- Characters dev tool
- Atacks dev tool
- Items dev tool
- Weapons dev tool
- Armors dev tool
- Inventory dev tool
- AI dev tool
- Map interation system
- Dialog system
- Quest system
- Event system
- Save system
- Dialogs dev tool
- Events dev tool
- A not too boring demo