Description
Changelog
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A plug-and-play foundation for turn-based grid games in Godot 4. Build a Fire Emblem-like or an XCOM-like on top of it without fighting the basics.
Features
- Grid + A* pathfinding with a movement-range flood-fill that routes around walls and other units
- Click to select → see range → click to move, with smooth movement
- Shift-click waypoint routing — plan a custom path through points, kept within the move budget (right-click to undo)
- Data-driven units — drop in your sprite at any size (auto-fit to the grid), or use the built-in placeholder marker to prototype with zero art
- No-code editor workflow and a clean, signal-based code API — nothing is hard-wired
- Configurable cell size, colours, and highlights
- Plain GDScript, no C#, no dependencies, MIT licensed
- Ships with a runnable demo and headless tests you can run yourself
Controls (built-in demo)
- Click a unit → its movement range lights up
- Click a lit cell → move there
- Shift + click a lit cell → add a waypoint (route through it)
- Right-click → undo the last waypoint
- Hot-seat: press SPACE to switch which side you control
What it is (and isn't)
This is a focused, polished movement core — deliberately small and readable. It does not include combat, turn order, cover/line-of-sight, abilities, or enemy AI. A fuller framework building on this exact core (two turn systems, combat with cover & overwatch, pluggable AI, fog-of-war) is in the works — follow for it.
Tested on Godot 4.6.
Changelog for version v1.0.0
No changelog provided for this version.