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Isometric Souls-like (2D) — Project Roadmap

Project Summary

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

Current Status

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.

1. Core Logic & Mechanics

This section covers the "under the hood" systems and player interactions.

Movement & Physics

  • Custom Cartesian-to-Isometric vector conversion.
  • State Machine: IDLE, MOVE, JUMP, ROLL, and ATTACK.
  • Z-Axis Simulation: Visual jumping independent of ground collision.

Combat Systems

  • 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.

Interaction & Persistence

  • Swords in Stones: Acts as the primary saving mechanic and world checkpoint.
  • Environmental Interaction: Terrain effects like water slowing movement or grass hiding entities.

2. World Design & Art

Focuses on the "Isometric Illusion" and the progression of the game world.

Perspective Puzzles

  • Utilizing the 2:1 projection for verticality puzzles, hidden shortcuts, and ladders.
  • Lever-based mechanics to alter the environment.

Depth Management

  • Dynamic Y-Sorting for actors and tile layers.
  • Transparency triggers for occluded players behind walls.

The World (Zones)

  • 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.

3. Enemies & AI

The game features a variety of threats ranging from simple blobs to complex sentinels.

Enemy Roster

  • 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.

AI Logic

  • NavigationAgent2D for pathfinding around isometric obstacles.
  • State-based behavior: IdlePatrolAggroAttack.

4. Roadmap & Future Tasks

  • 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.

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