/project-sentinel

a port of deltarune's world and battle system to godot

Primary LanguageGDScriptMIT LicenseMIT

project sentinel

the rudiments of a deltarune fangame?

mission

a single, 20-30 minute dungeon level using a clone of deltarune's overworld and combat system made in godot.

roadmap

world system

  • successful import of kris sprite sheets / animations
  • successful import of forest tiles / tilemaps
  • kris walk cycle implemented
  • baseline text bubbles (w/o animations)
  • [] text bubbles w/ portraits
  • [] inventory / menu system
  • [] world interactables (chests, inspection, etc)
  • [] multiple rooms w/ room transitions
  • [] sound
  • [] music
  • [] obstacle courses (world objects that can affect hp)
  • [] party members w/ follow behavior
  • [] cutscene system
  • [] text fx (fonts, colors, movement, etc.)
  • [] whispers (characters talking over each other)
  • [] shops
  • [] various special interactables (ch. 2 elevators, spelling puzzles, cars)

battle system

  • [] successful import of dynamic battle background(s)
  • [] battle ui
  • [] turn queue
  • [] text-based attacks
  • [] text-based acts
  • [] multi-layered acts (i.e. ch. 1 clover)
  • [] HP
  • [] TP (no parries yet, all pre-set)
  • [] static battle sprites
  • [] fight animations
  • [] "downs" and revives / healing items
  • [] item / heal animations
  • [] sparing / mercy meter
  • [] tired / status effects
  • [] multi-person acts
  • [] minigame acts (i.e. ch. 2 mousewheel)
  • [] enemy dialog
  • [] party whispers
  • [] battle <-> world transitions (entering and exiting)

battle box

  • [] moving SOUL
  • [] box colors
  • [] variable sizes
  • [] dynamic sizes
  • [] rotation
  • [] option for party members to disappear during enemy attacks
  • [] moving box (king fight)
  • [] non-rectangular shapes
  • [] "you're blue now!"
  • [] bullet heart (spamton neo fight)
  • [] parries
  • [] enemy <-> player turn transition animations

even further beyond...

  • [] human opponents (fight commands where you have to aim for the enemy's soul)
  • [] "flee" option
  • [] clearer indicators for who an enemy is attacking
  • [] 16:9 lmao
  • [] 3D backgrounds and battle elements