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Tooling & Editor Strategy
We are using Option A: Godot Editor tooling.
The game will not include a runtime editor for the player. Instead, all authoring happens inside the Godot Editor using:
- Custom
Resourcetypes. -
@exportvariables. - Custom Editor plugins where needed.
- Potentially custom docks, inspectors, or graph-style tools later.
Used to create skills from modular effect blocks.
Used to define classless progression categories.
Each ability entry should define:
- Name.
- Description.
- Icon.
- Unlock threshold.
- Skill point cost.
- Granted skill, passive, or modifier.
- Optional proficiency bonus multiplier.
Current direction:
- Purchased abilities grant a +20% proficiency bonus when used.
Used to define:
- Core stats.
- Stat responsibilities.
- Weapon scaling splits.
- Default 70/30 behavior.
- Special weapon overrides.
Used to define:
- Base stat influence.
- Growth curve.
- Diminishing returns.
- Per-level growth preview.
- Character-specific growth profiles.
Used for the final random party generation system.
This tool should allow:
- Generation of four random characters.
- Rerolling individual characters.
- Allocating starting stats.
- Changing starting equipment.
- Previewing starting archetype tendencies.
For the first version, this tool may only be used to create fixed predefined characters.
Used to define mission layouts:
- Total encounters.
- Boss positions.
- Safe room positions.
- Difficulty curve.
- Loot tables.
- Shop rules.
- Retry/checkpoint behavior.
Used to define enemy archetypes and procedural variants.
Because enemy visuals are planned to come from hand-made model pools, this editor should separate:
- Visual identity.
- Stat identity.
- Skill identity.
- Affix identity.
Used to define how encounters are generated.
Used to define procedural item generation.
Used to define camera positions and transitions for combat.
Godot’s built-in InputMap will be used for controller, keyboard, and touch-friendly UI actions.
Prototype input configuration should be tested across:
- Keyboard.
- Controller.
- Touch.
- Portrait orientation.
- Landscape orientation.
Start with native Godot inspectors.
Only build custom editor UI when the workflow becomes painful.
Related pages: