A tactical 2D turn-based prototype built with Godot 4.6. This project is the foundation for a grid-based RPG, focusing on clean mechanics and scalable combat systems.
- Grid-Based Movement: Precision movement using
AStarGrid2D. - Tactical AI: Enemies evaluate the grid to find the best position to engage the player, including basic bodyblocking logic.
- Dynamic Initiative System: Combat order determined by an initiative roll (d20 + bonus), easily managed via a central
TurnManager. - Resource-Driven Units: Unit stats (HP, Movement, Initiative) are stored in
.tresfiles, allowing for quick creation of new enemy types. - Pathfinding with Costs: Different tiles can have different movement costs, integrated directly into the AStar logic.
- Inherited Level System: A base level scene that allows for rapid creation of new maps while keeping core layers and logic intact.
- Automatic Spawning: Units (Player & Enemies) are placed automatically via Marker2D nodes during level initialization.
- Languages: 100% GDScript.
- Architecture: Signal-driven UI and state management for decoupled systems.
- Assets: Compatible with 16x16 tilesets (optimized for Kenney's 1-Bit asset).
This project uses a dual-license model:
- Source code is licensed under the MIT License.
- Game mechanics and rules are licensed as Open Game Content under the Open Game License v1.0a.
See NOTICE.md for details.