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Turn-Based-Prototype

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.

🚀 Core Features

  • 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 .tres files, 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.

🛠️ Technical Overview

  • 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).

⚖️ License

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.

About

A modular 2D tactical turn-based game in Godot 4.6 Featuring AStar pathfinding with tile costs, initiative-based combat queues, and resource-based unit stats.

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