A 2D action RPG built in Godot 4.x focused on high-stakes combat, stamina management, and "fake" 3D depth. The game uses a 2:1 isometric projection to create a sense of verticality and exploration typical of the "Souls" genre.
- Engine:
Godot 4.x - Language:
GDScript - Art Style: Pixel Art / Isometric
We are currently in the transition between Phase 1 (Core Foundation) and Phase 2 (Combat).
- Active Sprint: Implementing I-Frames for dodging and finishing the Y-Sort depth system.
- Recent Milestone: Standardized Hitbox/Hurtbox system completed.
This section covers the "under the hood" systems and player interactions.
- Custom Cartesian-to-Isometric vector conversion.
- State Machine:
IDLE,MOVE,JUMP,ROLL, andATTACK. - Z-Axis Simulation: Visual jumping independent of ground collision.
- Impact & Stagger: Heavy hits interrupt enemy actions or player movement.
- Stamina Management: Resource drain for sprinting, jumping, and rolling.
- Armor Weight: Equipment affects movement speed and dodge efficiency.
- Swords in Stones: Acts as the primary saving mechanic and world checkpoint.
- Environmental Interaction: Terrain effects like water slowing movement or grass hiding entities.
Focuses on the "Isometric Illusion" and the progression of the game world.
- Utilizing the 2:1 projection for verticality puzzles, hidden shortcuts, and ladders.
- Lever-based mechanics to alter the environment.
- Dynamic Y-Sorting for actors and tile layers.
- Transparency triggers for occluded players behind walls.
- The Prairies: A chill starting area with NPCs, shops, and minor slime threats.
- The Forest: Increased difficulty featuring bears and skeletons.
- The Sunken Cathedral: A magic-heavy zone filled with Deacons.
- The Overgrown Fortress: A semi-abandoned military site (Outskirts → Outer → Inner).
- The Obsidian Peak: The final imposing climb through snow and darkness.
The game features a variety of threats ranging from simple blobs to complex sentinels.
- Slimes: Basic "Move Toward" AI found in the Prairies and Forest.
- Skeletons & Bears: Aggressive melee threats with telegraphing.
- Deacons: Magic-based ranged enemies.
- Sentinels: Advanced AI found guarding the Overgrown Fortress.
NavigationAgent2Dfor pathfinding around isometric obstacles.- State-based behavior:
Idle→Patrol→Aggro→Attack.
- Visual Juice: Screen shake on heavy impact and dust particles for movement.
- Elevation Logic: Dynamic collision mask swapping for multi-layer stairs.
- Persistence: Save system for player stats and world state to
user://savegame.json.