Fantasy ARPG Game

All screenshots are from the original version built using Godot 3.5+. I am currently in the process of porting over to version 4+

Testing town

Testing town view

Outside View

Outside of the town view

Accepting a Quest

Accepting a quest that has a follow up

Quest Log View

Quest log view of the follow up quest

Chest Looting - Bow Item

Looting a chest that has a bow in it

Bow Equip & UI State Updates

Equipping the looted bow and seeing the UI change

Vendor View

View of talking with a vendor in the game

Vendor Item ToolTip

Tooltip of one of the items that are being sold

Looting slain enemies - Pulls in all nearby loot

Looting slain eneimes, shows a pair of gaunlets to pick up

Graphics Settings

Ingame Graphics Settings View

Controls & Input Settings

Ingame Controls and Inputs View

Ingame Pause Menu

Ingame Pause Menu View

Saving & Loading

Loading view from saving in game

Character Class Selection

Character Class Selection View

Character Finalize

Finalizing a character

Save Game Logic

Save game logic on the ranger script

Target Cycling

Target cycling logic or tab targetting

Thread Management - Processing Complex Calculations

Semaphore managment to coordinate threads - Logic taking another viewport that looks at the terrain and calculates what footstep sound to play Additional view of the semaphore, posting a thread to the semaphore and stopping it

Looting Sequence Logic

Looting logic for nearby lootable containers

Attack Input Logic

Logic for basic attacking

Auto Melee on Attack Input

Logic to figure out the closest enemy

Summary of Systems

This list does not cover every system I built, but a highlight of the major systems that were created.

  • Character In-game UI/UX - Player details, pausing, equipment, quests, and inventory
  • Animation system - Animate differently based on the type of weapon being held while interacting with the world. Dynamic call method loading during compile time.
  • Gear Management - Ability to equip, unequip, store gear pieces to either sell or obtain to wear. All gear changes would display on character.
  • Responsive Movement - Instant character feedback the moment an input is pressed.
  • Advanced Movement & Combat - Crouching, sprinting, dodging, attack comboing, and blocking.
  • Smart Combat - Attack the closest target when attacking, block the closest target, and target cycling(tabbing) targeting.
  • Enemy AI States - Respond differently based on the player actions and reset after a delay
  • World Creation - Water shadars for rivers and waterfalls. Experimenting with general optimizing techniques while facing open-world challenges towards performance
  • Saving & Loading - Locally storing save files and retrieving to load where you left off.
  • NPC Questing - Quest system incorpating dialogue, chaining, tracking, and completion.
  • World Looting - Ability to loot containers and enemies.
  • Character Progression - Obtaining gear, gold, fame, skill and level progression.

An extensive amount of 3D modeling was done as well, mainly towards character creation and animation.