Tooling & Editor Strategy - FatherNoTimeGames/JRPG-Classless GitHub Wiki
Tooling & Editor Strategy
Chosen Direction
We are using Option A: Godot Editor tooling.
The game will not include a runtime editor for the player. Instead, all authoring happens inside the Godot Editor using:
- Custom
Resourcetypes. @exportvariables.- Custom Editor plugins where needed.
- Potentially custom docks, inspectors, or graph-style tools later.
Planned Tooling Areas
1. Skill Builder
Used to create skills from modular effect blocks.
2. Discipline and Ability Editor
Used to define classless progression categories.
Each ability entry should define:
- Name.
- Description.
- Icon.
- Unlock threshold.
- Skill point cost.
- Granted skill, passive, or modifier.
- Optional proficiency bonus multiplier.
Current direction:
- Purchased abilities grant a +20% proficiency bonus when used.
3. Core Stat and Weapon Scaling Editor
Used to define:
- Core stats.
- Stat responsibilities.
- Weapon scaling splits.
- Default 70/30 behavior.
- Special weapon overrides.
4. Global Stat Growth Editor
Used to define:
- Base stat influence.
- Growth curve.
- Diminishing returns.
- Per-level growth preview.
- Character-specific growth profiles.
5. Party Generator Editor
Used for the final random party generation system.
This tool should allow:
- Generation of four random characters.
- Rerolling individual characters.
- Allocating starting stats.
- Changing starting equipment.
- Previewing starting archetype tendencies.
For the first version, this tool may only be used to create fixed predefined characters.
6. Mission Structure Editor
Used to define mission layouts:
- Total encounters.
- Boss positions.
- Safe room positions.
- Difficulty curve.
- Loot tables.
- Shop rules.
- Retry/checkpoint behavior.
7. Enemy Builder
Used to define enemy archetypes and procedural variants.
Because enemy visuals are planned to come from hand-made model pools, this editor should separate:
- Visual identity.
- Stat identity.
- Skill identity.
- Affix identity.
8. Encounter Table Editor
Used to define how encounters are generated.
9. Loot and Affix Editor
Used to define procedural item generation.
10. Battle Camera Preset Editor
Used to define camera positions and transitions for combat.
11. Input Configuration
Godot’s built-in InputMap will be used for controller, keyboard, and touch-friendly UI actions.
Prototype input configuration should be tested across:
- Keyboard.
- Controller.
- Touch.
- Portrait orientation.
- Landscape orientation.
Tooling Philosophy
Start with native Godot inspectors.
Only build custom editor UI when the workflow becomes painful.
Related pages: