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Genre: 3D Turn-Based Roguelite RPG
Engine: Godot 4, 3D, GDScript
Target Input: Controller-first, touch-friendly, keyboard-supported
Target Platforms: Android, PC/desktop for development, later potential other platforms
Screen Orientation: Sensor-based rotation allowed; portrait and landscape must be supported
Core Fantasy: A modular, tool-driven RPG where missions, encounters, enemies, loot, and shops are procedurally assembled around a classic turn-based combat loop.
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Classic Turn-Based Combat with a Dynamic Speed Timeline
Combat is turn-based, not real-time. Speed determines turn order. Each combatant normally acts once per round unless an ability specifically grants extra turns or alters turn rules. -
Four-Character Party
The player controls a party of four characters. -
Classless Usage-Based Progression
Characters grow by using disciplines such as Sword, Heavy Armor, Shield, Light Magic, or Tactics. Discipline usage unlocks ability options. -
Generic Skill Point Spending
Discipline progression awards generic skill points. These points can be saved or spent on any unlocked ability, including high-tier abilities from a favored discipline. -
Separate Global Level for Stat Growth
Characters also have a global level. Global level does not gate abilities. Its primary purpose is stat growth. -
Stat-Driven Hybrid Combat
Weapons use weighted stat scaling, commonly a 70/30 split, to make hybrid builds viable. -
Archetype-Leaning Starting Stats
Starting stats influence stat growth and starting equipment. Growth uses diminishing returns so archetypes feel meaningful without becoming uncontrollable snowballs. -
Visible Equipment
Equipment changes are visible on the 3D character models using a shared-skeleton skinned mesh pipeline. -
Mission-Focused Procedural Generation
Missions can contain multiple encounter blocks. Encounters, enemy builds, loot, affixes, and shop inventories are procedurally generated rather than full 3D dungeons. -
Checkpoint-Based Mission Structure
Missions consist of multiples of 5 encounters. Safe rooms act as checkpoints. Death returns the player to the Hub but preserves mission progress at the last checkpoint. -
Hub and Safe Room Progression Spaces
Safe rooms exist inside missions. The hub is a separate meta-area between missions with expanded services. -
Battle Summary Feedback
After each encounter, a summary screen shows loot, XP, global level-ups, and discipline level-ups. -
Editor-First Modularity
Skills, abilities, buffs, debuffs, items, enemies, and encounter rules are authored using Godot Editor tooling and data-driven Resources. -
Controller, Touch, and Keyboard Support
The game is designed controller-first, but all battle and menu interactions must also work through touch and keyboard input. -
Responsive Screen Orientation
The game allows sensor-based rotation. Battle and menu UI must function in both portrait and landscape.
Full design document compiled. Next phase is pre-prototype planning, focusing on input behavior, responsive UI layout, and battle target selection flow.
Implementation will be taught step-by-step without providing direct code.
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