Godot Turn-based RPG

Custom Combat & UI Systems




Project Overview

A tactical turn-based RPG prototype built in Godot 4 using GDScript, with gameplay mechanics based on Paizo's Pathfinder tabletop system. All systems shown in the demonstration video were implemented from scratch, with the goal of testing my understanding of game architecture and design patterns.

For this project, I wanted to create a turn-based RPG that was genuinely easy and enjoyable to control with a gamepad, combining my favourite aspects of tactical RPGs with modern accessibility standards. I made good use of Godot's Discord community for help and advice, drawing on my experience as an English Literature student to collect player feedback and iterate on the game's design with player experience in mind.

I drew inspiration from Baldur's Gate 3 while specifically addressing its complicated and clunky controller UX. I worked to create a more intuitive and accessible experience, taking cues from the sleek and efficient UX design of Persona 5. The Pathfinder ruleset was heavily simplified to reduce cognitive load on players, ensuring they can focus on strategy and immersion without being overwhelmedby excessive information.

I prototyped the UI design in Photoshop first, then implemented it using Godot's Control Nodes to ensure the interface felt responsive and intuitive across different input methods.

Key Features

  • Movement and Actions: Players and enemies can move freely around the environment, spending their Actions to do so.
  • Spells and Items: Spells can have an Area of Effect, or target one or multiple enemies directly.
  • Stats and Modifiers: I built a comprehensive system for base stats and modifiers (such as buffs and debuffs).
  • Controller-first: The game is designed to be easy and intuitive to control with a gamepad, supporting switching between input methods on-the-fly and showing appropriate glyphs based on the current device.
  • User Interface: The UI is easy to navigate with any input device, with quick shortcuts for common actions implemented across the entire game for intuitive and speedy combat.