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magicmix

This is a small proof-of-concept on a 3D game written in Godot. It is fully written in GDScript.

It contains the skeleton of various RPG elements like

  • Inventory system
  • Spell system
  • Skill trees
  • Dialogue system
  • Experience system (WIP)
  • NPC AI (for more see AI section)
  • ...

Usage

Open the project in Godot and press "Play".

The tags should contain a playable version at different key points in development. Use git checkout <tag> to switch to one of the following tags:

  • 2d
  • 3d-utility-ai
  • 3d-behavior-tree-ai
  • 3d-goap-ai
  • v-0.1
  • v-0.2

I recommend to close Godot before switching to a different version. To checkout the most recent version, use git checkout main (stable) or git checkout dev (unstable).

Beware that everything in this repository is unstable. :)

Controls

General

  • Pause menu: <Esc>
  • Console: < or ° or <Shift>+.

Movement

  • Movement: WASD
  • Jump: <Space>
  • Sprint: <Shift>
  • Walk: <Alt>
  • Crouch: <Control>
  • Switch to spirit mode: <Tab>
  • Spirit sprint: <Space>

Interaction/Dialogue

  • Interact: F
  • Switch answer: <Arrow Up>/<Arrow Down>
  • Choose answer: <Enter>

Skills

To use these shortcuts, the currently controlled character has to own these skills. This can be done via the skill tree or with spell crafting.

  • Switch element: <1-4>
  • Cast spell: Q/E/R/T/Y

Panels

  • Open/Close last panel: X
  • Open/Close inventory panel: I
  • Open/Close spell crafting panel: C
  • Open/Close spells panel: K
  • Open/Close skill tree panel: Z
  • Open/Close character panel: P

Console

  • help: List all commands
  • load <level>: Load level
  • exit: Close console
  • reload: Reload current level
  • save: Save game
  • quit [force]: Quit game; pass force to quit without saving
  • inspect <character>: Show debug information about character
  • control <character>: Make character the current player character
  • spawn <character>: Spawn character in current level
  • respawn: Reset player to spawn point
  • kill <character>: Kill character
  • give_all: Give player all available (except mutually exclusive) skills
  • heal: Heal player character

Typing a command without its argument will list all possible arguments.

AI

I tried different approaches for the AI.

Behavior Trees might be a pretty good way to implement a solid AI, but this requires manual work for different behaviors.

Next, I tried a Utility AI. However, the results were not as good as expected.

A Goal Oriented Action Planner looked like the solution. However, defining the exact outcome of especially combat actions was impossible due to player interaction. I tried to fix this by switching to a behavior tree in combat, but I was not able to design a good enough behavior tree for this. Additionally, because of the wide range of actions, the planning process caused performance issues.

Finally, after rejecting the GOAP approach, I decided to revisit the idea of a Utility AI. This second Utility AI offered good enough results at a neglectable performance impact.