Tactical RPG / sim prototype in Godot 4: 2D isometric view, grid-based movement, and party selection. Setting and mechanics are inspired by the Palladium Rifts universe. Rules reference material lives at D:\source\Rifts (consult specific docs when needed; do not bulk-import the whole tree).
Game data and logic are separated from the visual layer:
| Layer | Path | Role |
|---|---|---|
| Core | src/Core/ + src/SPG.Core.csproj |
C# class library — Models and Systems, no Godot APIs |
| Interop | src/Godot/Interop/ |
C# wrappers + CoreBridge autoload for GDScript |
| Godot | src/Godot/ |
GDScript scenes, TileMaps, input, sprites |
Canonical boundary rules: .cursor/rules/architecture.md
Current phase and immediate goals: .docs/dev_guide.md
Agent role and directives: .cursor/rules/project-directives.md
SPG/
project.godot
src/
SPG.Core.csproj
Core/
Models/ # GridModel, PartyModel, CharacterModel, TerrainType
Systems/ # MapGenerator
Godot/
Interop/ # C# CoreBridge + *Gd wrappers
Scenes/ # .tscn
Scripts/ # GDScript nodes, input, presentation
Assets/ # Art, tilesets, audio
SPG.sln # Godot game project + SPG.Core reference
- Install .NET 6 SDK and Godot 4.3 .NET (mono).
- Open this repository root (
SPG/) in the Godot 4.3 .NET editor; build the C# solution once (Project → Build). - Optional CLI:
dotnet build SPG.sln,godot_console --path .(pin gdvm to 4.3-mono). - Read
.docs/dev_guide.mdbefore implementing gameplay code.
Main scene: src/Godot/Scenes/MainSandbox.tscn.