Disclaimer: There's no game here at all right now. The project is in state where I am still implementing the most basic game systems in a playground level. Eveything you see can be considered as placeholder.
This attempt at making a combination of CRPG and roguelite serves as testing ground while learning Godot and game development in general, so I can maybe possibly one day make a game or something.
Since this is my first proper contact with Godot and game engines in general I keep trying various paradigms how to control game state propagate events and whatnot that may very well go against Godot's design patterns but I just wanna try what works best for me. And thus there's like zero consistency.
Godot v4.4.dev.custom_build [24d74510e] (any more recent version should work)
This project uses several plugins that are required for the game to run. Most notably Terrain3D.
Also there are like 5 lines of rust, so cargo build
needs to be executed before running the project.
Struggling with deciding on a structure I like, but as of now:
- effects - scenes of gfx such as weapon effect, projectiles etc
- game_resources - actual game content resources such as npcs, items, dialogue scripts
- gui - all kinds building blocks for the GUI
- import_scripts - all godot import scripts
- levels - whole level (locations) scenes with their level-specific resources
- lib - all the game logic, resource classes and lower level building blocks
- materials - reusable mesh materials
- models - reusable 3D models, sometimes can be used directly in level scene
- resources - other godot resources like fonts, icons, general textures, styles, curves
- rust - rust version of lib/ since I don't wanna create mod files everywhere just to be able to put the rust files where they belong hierarchically
- scenes - (todo: rename) building blocks of game levels / environment