Entities, Components & Shiz: ECS but without that "systems" jazz.
Basically standard Godot nodes but for gameplay.
- Includes components for platformer/overhead/tile-based movement, combat, interactions, inventory, abilities etc.
- Support for turn-based gameplay & components that can be combined with real-time stuff.
- Templates for Logo → Main Menu → Options, Input Remapping, Pause Overlay & simple game examples.
- UI controls like stat counters/bars, buttons for special skills etc.
- Save/Load player preferences in config files with
Settings.anyName = 69 - Handles tricky edge case issues in physics, stats, collectibles etc.
- Helper functions & debugging tools like realtime charts for monitoring variables.
- Meatcrafted well-documented components that can be Lego'ed together by AI to create various kinds of gameplay. *(Comedot itself has no AI-generated code.)
💡 Even if you don't need the entire template, you can cherry-pick specific code to use in your own scripts.
This is a work in constant progress! For delicious details & the latest version, gaze upon the glorious GitHub repository: https://github.com/InvadingOctopus/comedot/tree/develop
Free-to-use 3rd-party asset packs included for quick prototyping:
Tilesets: Kenney's 1-Bit Pack https://kenney.nl/assets/1-bit-pack
Font: Jayvee Enaguas (HarvettFox96)'s Pixel Operator https://www.dafont.com/pixel-operator.font
Changelog for version 1.0.0
No changelog provided for this version.