Description
Fight against the evil forces of closed source and proprietary software to survive as long as you can.
A clone of vampire survivors with a hackweek/suse spin on it.
Goals
Create a simple but hopefully addicting game
Resources
Godot as the engine Probably different tools like blender and some image generation using gemini
No Hackers yet
This project is part of:
Hack Week 25
Activity
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Gods & Steel: Tactical Prototype by pherranz
Description
A turn-based tactical combat prototype built in Godot, featuring two techno-sorcery factions in strategic warfare. This proof-of-concept demonstrates core gameplay mechanics including alternating activations, unique faction abilities, and tactical positioning on a grid-based battlefield.
Goals
Primary Objectives: Implement a complete turn-based tactical combat loop with alternating unit activation Create two distinct factions with 3-4 units each, showcasing unique mechanical identities Develop a modular code architecture for easy expansion to additional factions Deliver a playable 3v3 battle scenario with basic AI opponents
Technical Milestones: Grid-based movement and positioning system Alternating activation turn manager Unit ability system with faction-specific mechanics Basic AI decision-making (move → attack patterns) Health/damage system with win/lose conditions
Stretch Goals: Simple cover system for tactical positioning Additional faction-specific special abilities Enhanced visual feedback for actions
Resources
Technology Stack: Engine: Godot 4.2 Art Style: Top-down 64x64 pixel art Programming: GDScript Version Control: Git Tools: Aseprite/LibreSprite for pixel art, TrenchBroom for level blocking
Development Approach: Day 1: Core architecture (scenes, grid system, unit base class) Day 2: Turn management and basic movement Day 3: Combat system and faction abilities Day 4: AI implementation and balancing Day 5: Polish, bug fixing, and demo preparation
Technical Architecture: Scene Manager (handles game flow) Grid System (pathfinding, positioning) Unit Manager (turn order, activation) Faction System (modular ability definitions) AI Controller (state-based decision making)
Asset Pipeline: Placeholder art → Greybox prototyping → Final pixel art Modular unit definition using Godot's resource system Data-driven ability definitions for easy balancing