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FatherNoTimeGames edited this page Oct 9, 2026 · 1 revision

Project Overview

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.

Core Pillars

  1. 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.

  2. Four-Character Party
    The player controls a party of four characters.

  3. Classless Usage-Based Progression
    Characters grow by using disciplines such as Sword, Heavy Armor, Shield, Light Magic, or Tactics. Discipline usage unlocks ability options.

  4. 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.

  5. Separate Global Level for Stat Growth
    Characters also have a global level. Global level does not gate abilities. Its primary purpose is stat growth.

  6. Stat-Driven Hybrid Combat
    Weapons use weighted stat scaling, commonly a 70/30 split, to make hybrid builds viable.

  7. Archetype-Leaning Starting Stats
    Starting stats influence stat growth and starting equipment. Growth uses diminishing returns so archetypes feel meaningful without becoming uncontrollable snowballs.

  8. Visible Equipment
    Equipment changes are visible on the 3D character models using a shared-skeleton skinned mesh pipeline.

  9. 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.

  10. 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.

  11. Hub and Safe Room Progression Spaces
    Safe rooms exist inside missions. The hub is a separate meta-area between missions with expanded services.

  12. Battle Summary Feedback
    After each encounter, a summary screen shows loot, XP, global level-ups, and discipline level-ups.

  13. Editor-First Modularity
    Skills, abilities, buffs, debuffs, items, enemies, and encounter rules are authored using Godot Editor tooling and data-driven Resources.

  14. 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.

  15. Responsive Screen Orientation
    The game allows sensor-based rotation. Battle and menu UI must function in both portrait and landscape.

Current Phase

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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