mo
mo-seven.bsky.social
mo
@mo-seven.bsky.social
gamedev
3d trpg in godot
Added cover per cell in our #godotengine RPG! Calculated using cell corners from A to B via Bresenham for overall cover.
Cover is contextual - as per #pf2e rules, here larger creatures provide standard (shown in blue) instead of lesser (green) cover.
#gamedev #indiedev
January 31, 2026 at 1:02 PM
Started ranged attack implementation for our turn-based tactical #godotengine RPG!

The unit in this clip fires "arrows" at both of its enemies. Animations are synced with the projectile movement/arrival. #gamedev #indiedev
January 17, 2026 at 1:02 PM
Implemented weapon & attack registry in our #godotengine RPG! Attacks are generated from data and presented to the player.

This clip shows options presented both on attacking and on reactive strike.

Attacks and weapons are linked in separate jsons by ID and both easily editable. #gamedev #indiedev
January 10, 2026 at 1:02 PM
Hi #screenshotsaturday! Turn order display now in our 3D turn-based #godotengine RPG!

The active unit (first portrait) is distinctly larger. All units are visible with new rounds also indicated. #gamedev #indiedev
January 3, 2026 at 1:02 PM
What happens in our 3D turn-based #godotengine RPG when you click a cell you can move or attack into?

In this clip we have added a prompt allowing the user to select their choice of action. #gamedev #indiedev #screenshotsaturday
December 27, 2025 at 1:02 PM
Now prompting for reactions when they are triggered in our 3D #godotengine RPG!

In this clip we see the option to react being presented, with the unit deciding to Skip or React! #gamedev #indiedev #screenshotsaturday
December 20, 2025 at 1:02 PM
Added an Action Bar for our 3D turn-based #godotengine tactical RPG to help select / switch actions and contextual behaviour of the cursor!

Currently we can switch between different Attack types, Move types (e.g. Stride, Fly), and End Turn! #gamedev #indiedev
December 13, 2025 at 1:03 PM
Hi #screenshotsaturday! Contextual cursor for input UX in our 3D tactical #godotengine RPG!

The cursor (and action on click) automatically adapts to the best option based on grid position, such as Stride, Fly (if hovering over a fly-only cell), Attack (if an enemy is present). #gamedev #indiedev
December 6, 2025 at 1:02 PM
Interactive combat log in our 3D #godotengine RPG! #screenshotsaturday

UX touches: collapsed/expanded modes, auto scroll, contextual hover/click.
E.g: "[Desert Giant] ⚔ [Goblin Warrior] — [Hit] — [3 Damage]" - click any part for details: character sheets, dice rolls, etc. #gamedev #indiedev
November 29, 2025 at 1:02 PM
Hey #screenshotsaturday! Incorporated detailed flying movement costs as per #pf2e rules for our 3D #godotengine tactical RPG!

Flying upward counts as difficult terrain, costing extra 5 feet of movement. You can fly *straight* down covering 10 feet for the cost of 5! #gamedev #indiedev
November 22, 2025 at 1:02 PM
Added a contextual status area for better UX, giving details on mouseover, for our 3D #godotengine tactical RPG!

In this #screenshotsaturday clip, a status area at the bottom is populated with details on potential actions, such as dice rolls, tumble through, threatened cells. #gamedev #indiedev
November 15, 2025 at 1:02 PM
Added hover status text to improve UX for our 3D #godotengine tactical RPG! #screenshotsaturday

Here you can see your unit's traversal mode (e.g. fly/walk), destination, cost, and affordability.
When attacking, you can also see enemy unit name, HP, and chance of hit roll success! #gamedev #indiedev
November 8, 2025 at 1:02 PM
Initial Tumble Through implementation as per #pf2e rules for our #godotengine RPG!

In this #screenshotsaturday clip, units attempt to go through each other. They roll acrobatics vs reflex DC (dummy numbers for now).

On fail, their movement is impeded & they provoke a reaction! #gamedev #indiedev
November 1, 2025 at 1:03 PM
Added a ghost model to preview where your unit will land in our 3D tactical RPG built with #godotengine! Happy #screenshotsaturday!

We also made a custom cursor to handle depth on the 3D grid and UI seamlessly. #indiedev #gamedev
October 25, 2025 at 12:04 PM
Path visuals in our #godotengine 3D RPG! We generate ArrayMeshes (one green, one red) along path from unit to selector.

And updates to movement as per #pf2e rules - end turn in another unit's cell as long as you move out in your remaining turn. No tumbling through yet though. #screenshotsaturday
October 18, 2025 at 12:03 PM
Testing out level creation (using #godotengine editor) & automatic setting of allowed traversal types of cells (e.g. flying, climbing, walking) for pathfinding.

Here we built Bob a little house, he climbs up, strides upstairs to the top floor, then goes back down the stairs. #gamedev #indiedev
October 11, 2025 at 12:02 PM
Grid visualisation in our #godotengine 3D turn-based RPG.

We swapped cubes with planes stacked at each grid Y position. Grid lines drawn with shader on each plane, & only show plane at cursor Y pos.
Can toggle to draw at cursor, draw whole grid, or hide whole grid. #indiedev #gamedev
October 7, 2025 at 6:03 PM
It's #screenshotsaturday! Saving & loading player data in our 3D tactical #godotengine RPG!

In this clip we restore previous state of the level when Load button is clicked.

Also tweaked the debug grid selector so only cells along same Y plane are shown (less noisy)!
#gamedev #indiedev
October 4, 2025 at 12:03 PM
Implemented loading/unloading different levels in our 3D turn-based RPG!
Made multiple test levels in #godotengine. Here we seamlessly switch between them.

And now units can be constructed from visual & data blocks! So can easily define them in levels, and load/save their state. #indiedev #gamedev
September 30, 2025 at 6:08 PM
#screenshotsaturday! More work on editing terrain traversal in the #godotengine editor! And test climb animations.

In this clip, a test unit walks along to a "ladder", then climbs to the top of a structure, walks on top, then climbs back down.
Programmer climb animation! 👀 #gamedev #indiedev
September 27, 2025 at 12:02 PM
Working on level system! Editing levels including batch setting of cell traversal via #godotengine editor!
Level data is baked to JSON via editor.

In this clip, the terrain is set via the editor so that can Fly & Walk on ground cells, and cannot traverse the obstacle (black box).
#indiedev #gamedev
September 23, 2025 at 6:09 PM
Can now set grid to only render around the selector for our 3D #godotengine turn-based RPG! Less visual noise and potential to make a nicer looking grid. #screenshotsaturday #indiedev #gamedev
September 20, 2025 at 12:02 PM
Reach-based attacks/reactive strikes using #pf2e rules for our #godotengine RPG!

Here, the tiny unit (range 0) does reactive strike when enemy leaves their shared cell. A large unit (range 10 feet / 2 cells) strikes a unit 2 cells away & reactive strike when enemy out of reach. #gamedev #indiedev
September 16, 2025 at 6:08 PM
Hi #screenshotsaturday! Now tiny units can share space with other creatures on the 3D grid as per #pf2e rules, in our turn-based tactical RPG made with #godotengine! #gamedev #indiedev
September 13, 2025 at 12:02 PM
Enabled #pf2e style reactions in our 3D turn-based #godotengine tactical RPG!

In this clip, the character is interrupted by its enemy during its stride. The enemy decides to use its reaction to hit it with reactive strike. The character then completes its interrupted movement. #gamedev
September 9, 2025 at 6:08 PM