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License: MIT Godot v3.4 Godot v4.0

A simple template for making tactical role-playing games on Godot Engine 4. This is not a fully functional game framework or a professional work, just a simple project made in my free time. Anyways, feel free to use this sample in your own game.

As mencioned before, this project uses Godot Engine 4 (and was ported quite recently), so it will no longer support previous versions of the engine. If (for some reason) you still want to use an older version of Godot make sure to clone from the respective branch, but keep in mind that no new features will be added in the future.

Features

  • Turn based plus grid movements
  • Each pawn can move and attack
  • Super basic (and stupid) enemy AI
  • Camera movements and rotations
  • Automatic battlegroud map recognition (req. Blender + Godot Export) Here
  • Controller Support

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Preview

preview

Special thanks

  • GDQuest
  • Tiny Legions
  • Miziziziz
  • TutsByKai
  • AdamCYounis
  • Almost every other guy at Godot's formus / StackOverflow

godot-tactical-rpg's People

Contributors

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godot-tactical-rpg's Issues

RayCast3D not colliding

I created my own arena shape, as in the docs and placed two pawns but their RayCast3D is not colliding with any tile. The tiles are there though ...
My shape is almost flat

[SUGGESTION] Use GridMaps for Arena

More info on GridMaps

Current system

To make the game map, Node3D Area have 2 nodes: MeshInstance3D Terrain which is the game map model and Node3D Tiles, which is a parent containing MeshInstance3Ds, each representing a tile on the game map.

Making a new map is tedious because you have to first mode the base map, then create tiles to cover all possible positions.

Using Gridmaps

While creating a MeshLibrary, another MeshInstance3D can be added (as a child?) for every mesh. This way, when a mesh is added into the GridMaps, this applies to both the mesh model and the tile.

[SUGGESTION]: Offload the pathfinding logic to NavigationServer

While a relatively recent feature, it should be theoretically possible to define a 3d grid as a navmesh, let it pull any move cost or obstacle modifier from the object in that space and then return the route.

It isn't as performant as a hand crafted A* implementation, but it's also a core component of the engine rather than running interpeted gdscript files. It should scale better if for any reason someone wants to do a map with many units or complex movement rules.

https://docs.godotengine.org/en/stable/classes/class_navigationserver.html

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