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.

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