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SPG

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).

Architecture

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

Repository layout

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

Getting started

  1. Install .NET 6 SDK and Godot 4.3 .NET (mono).
  2. Open this repository root (SPG/) in the Godot 4.3 .NET editor; build the C# solution once (Project → Build).
  3. Optional CLI: dotnet build SPG.sln, godot_console --path . (pin gdvm to 4.3-mono).
  4. Read .docs/dev_guide.md before implementing gameplay code.

Main scene: src/Godot/Scenes/MainSandbox.tscn.

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