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A tactical role-playing game demo for the Godot Engine

License: MIT License

GDScript 100.00%
godot godotengine tactics tactical-rpg turn-based-strategy pathfinding gamedev godot-engine game-development gdscript

godot-tactical-rpg's Introduction

Hello World! ๐Ÿค™

My name is Rodrigo A. Maureira Contreras a Site Reliability Engineer & Cloud Architect Enthusiast from Valparaรญso, Chile. [Resume]

About me

  • ๐Ÿ›ซ Passionate about traveling and tourism.
  • ๐Ÿฟ Huge fan of thriller, sci-fi, Burton and Nolan's movies in general.
  • ๐Ÿธ I really like Mojitos.
  • ๐Ÿ• Dogs are better than cats.
  • ๐Ÿง Huge fan of Linux and open-source.
  • ๐Ÿ’ฌ I enjoy teaching! so fell free to ask me about anything.

Reach me

godot-tactical-rpg's People

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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]: 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

[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.

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