An open project for 2d isometric pixel-art games.
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A reality system using Godot Engine with the following features:
- Isometric tilemap rendering
(in. AoE2, RollerCoaster, SimCity 2000) - Pixel-art style graphics
(in. Stardew Valley, Terraria) - Block-based world, clustered in 16x16 chunks, with 2 heights (0.5 and 1.0 block height)
(in. Minecraft) - Different Point of Views (POV), supporting:
- Heading/rotation (NSWE)
- Zoom in/out
- Pitch/tilt in 4 levels: low (closer to the ground), normal, high (closer to top-down), top-down
(in. Final Fantasy Tactics)
- Smooth scrolling and POV movement
- Lighting system with different environmental lighting levels
(in. Stardew Valley) - Map revelation/fog support
(in. AoE2, Warcraft 3) - Blocks as entities with attributes that affect their rendering and behavior:
- Behavior flags: solid/non-solid, opaque/non-opaque, climbable/non-climbable, etc.
- Visual attributes: animation, light emission, etc.
- Numeric attributes: HP, material, etc.
- Interaction attributes: on-click, on-walk-over, etc.
- Basic world interaction:
- Selecting and highlighting blocks under the cursor
- Adding/removing/modifying blocks
- Querying block attributes
- Chunk management: loading/unloading chunks
- Mouse and controller support
*Legend: (in.) Inspiration
- It MUST have an API that supports interacting with the world regardless of any user interface, including:
- Adding/removing/modifying blocks
- Querying block attributes
- Handling events (e.g., block updates, lighting changes)
- It MAY have a basic user interface only for demonstration purposes, but the core functionality MUST be decoupled from any specific UI implementation.
- It MUST not depend on any specific game logic or assets; it should allow for easy creation of new blocks and behaviors.
- It SHOULD be made with extensibility in mind, specifically to allow for future features that are not in the requirements, like:
- Player/NPC entities with movement and interaction
- Automatic generation or manual building of worlds
- In-game user interfaces (HUD, inventory, menus, chat, etc.)
- Global/biome-specific environmental effects (weather, seasons, day/night cycle, etc.)
- It SHOULD be optimized for performance, especially regarding rendering and chunk management.
- It SHOULD be compatible with different platforms supported by Godot Engine (PC, mobile, web, etc.).