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Celadora (Godot 4.3) - v0.1 Vertical Slice

Celadora is an open-source sci-fi fantasy RPG prototype built in Godot 4.3. This release is a playable single-player vertical slice designed with service seams for future MMO networking.

Requirements

  • Godot Engine 4.3 (stable)
  • Desktop platform (tested design target: keyboard + mouse)

Run Locally

  1. Open Godot 4.3.
  2. Import project from:
    • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/project.godot
  3. Click Run Project (F5).

Build / Export

  1. In Godot, open Project > Export.
  2. Add your target preset (Windows/macOS/Linux).
  3. Export using default settings (no external binary dependency required for v0.1).

Controls

  • W/A/S/D: Move
  • Shift: Run
  • Space: Jump
  • Mouse: Look
  • Left Click: Swing equipped first-person tool (mine/attack resolves on impact window)
  • E: Interact (terminals and interactables)
  • I: Toggle Inventory
  • O: Toggle Objective Checklist
  • C: Toggle Crafting
  • J: Toggle Lore Journal
  • M: Toggle Marketplace
  • F5: Manual save
  • F8: Skip day/night phase (dev/test convenience)
  • F9: Reset local progress (save + inventory + lore + market state)
  • F3: Toggle debug overlay (FPS/position/biome/objective/dream status)
  • Esc: Toggle mouse capture

HUD notes:

  • Top row: compass and marker bearings
  • Bottom row 1: dynamic route guidance for the next incomplete objective
  • Bottom row 2: current objective progression
  • Bottom row 3: world status (day/night, biome, Dream Keeper window, next lore marker direction/distance)
  • Bottom row 4: contextual interaction hint (mine/attack/interact target)
  • Center status line: current target integrity/HP
  • First-person viewmodel: arms, hands, and active tool are visible; crafted Moonblade (Prototype) auto-equips visually
  • Completion debrief panel appears automatically when all v0.1 objectives are done, with run summary stats
  • Bottom row 5: system controls (inventory/crafting/lore/market/interact/save/reset)
  • Bottom row 6: movement controls
  • Hit feedback: lightweight red flash when taking damage

Gameplay Loop in v0.1

  • Spawn on Celadora with eight visible moons.
  • First-person embodiment: visible arms/hands/tool with motion sway, bob, fatigue shake, and hit kick.
  • Mine dust fragments and energy crystals.
  • Moon dust identity loop:
    • each dust type now matches its moon color exactly,
    • each moon dust has a unique particle geometry,
    • each moon dust has distinct gravity/bounce/drag in-world behavior when dropped.
  • Glow spectrum:
    • dust glow is data-driven per type (0.0 no glow -> 1.0 fully luminous).
  • Rarity power curve:
    • rarer dust tiers include extra “exotic” stat hooks (for example critical_chance, gravity_resistance, jump_boost).
  • Fight Greegion Miner Bots.
  • Craft Celadora Alloy and Moonblade (Prototype).
  • Unlock lore entries at Enok's Kingdom Ridge, Makuna's Shore, and Greegion Ruins.
  • Encounter rare Dream Keepers at night for Dream Seed drops.
  • Prime the locked Greegion Ruins terminal after meeting requirements (Moonblade + Dream Seed + lore unlocks).
  • Use local marketplace listings with Celador Credits.

Objective reliability notes:

  • Starter resource cache now spawns near the initial area (multiple dust types + energy crystals).
  • Starter fast-path was tuned further: denser starter cache and tighter spawn radius for early crafting momentum.
  • Dream Keeper now guarantees at least one night encounter after a short delay if you still need a Dream Seed.
  • Lore markers now use taller pulsing beacons and switch to completion tint once unlocked.
  • Ruins terminal now exposes clear missing-requirements messaging and a primed future-boss hook state.
  • Marketplace includes Quick Sell Bot Scrap for faster early-economy flow.
  • Event log service records key gameplay actions for future server-authoritative migration.
  • Objectives are now latched and persisted via world_state flags so completed milestones stay complete.
  • Save service now uses schema migration (schema_version) and normalizes legacy saves into current objective/world-state flags.
  • Lore marker beacons now highlight the nearest unfinished marker to reinforce route clarity.

Data-Driven Balancing

All game data is editable JSON under /data and loaded at runtime. Runtime validation enforces required Celadora IDs, moon count/type coverage, and core recipe/enemy/location contracts. First-person viewmodel tuning is also JSON-driven via /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/data/viewmodel.json.

Add a New Dust Type or Item

  1. Add a new object in /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/data/items.json.
  2. Provide fields:
    • id, name, category, tags, stackable, max_stack, base_value, description, modifier
  3. If it is dust, include "dust" in tags to make crafting rules discover it.
  4. For moon dust, include a dust_profile object with:
    • moon_id, shape, gravity_scale, bounce, drag, glow_strength, rarity
  5. Keep dust_profile.shape unique per moon dust type so each particle silhouette is distinct.
  6. Set glow_strength in the 0.0 to 1.0 range to control emissive intensity.

Add a New Recipe

  1. Add recipe object to /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/data/recipes.json.
  2. Set ingredients, optional special, and outputs maps.
  3. Crafting UI reads this file automatically on startup.

Add/Balance Enemies

  • Edit /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/data/enemies.json.
  • Tune HP, speed, aggro, damage, and drop values.

Expand World Size/Biomes

  • Edit exported values in WorldSpawner node inside /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/scenes/world/World.tscn:
    • world_radius_tiles
    • tile_size
    • height_scale
  • Biome thresholds are in /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/scripts/world/world_spawner.gd.

Tune First-Person Arms/Tool Feel

  1. Edit /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/data/viewmodel.json.
  2. Tune:
    • base_transform: camera-relative position/rotation for arms/tool.
    • sway, bob, fatigue: movement feel and stamina feedback.
    • actions.mine and actions.attack: duration + impact timing windows.
    • tools.states: per-tool offsets/colors for miner and moonblade.
  3. Re-run preview:
    • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/scripts/dev/quick_preview.sh 8060

Visual Realism Toolkit (Open Source)

  • Integrated now (no external assets required):
    • Procedural terrain shader:
      • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/assets/shaders/terrain_biome.gdshader
    • Water shader:
      • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/assets/shaders/celadora_water.gdshader
    • Sky dome shader:
      • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/assets/shaders/celadora_skydome.gdshader
    • Runtime world visuals controller:
      • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/scripts/world/world_visuals.gd
  • Recommended external OSS stack:
  • Detailed integration notes:
    • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/docs/realism_stack.md
  • Renderer note:
    • Web preview currently uses compatibility renderer for reliability. Keep this for browser builds; evaluate a separate desktop Forward+ profile when adding heavier visual plugins.

Architecture Summary

  • Autoload singleton: GameServices
  • Modular services: inventory, crafting, save, lore, marketplace, network stub.
  • Provider seam: NetworkService interface + LocalNetworkService implementation.
  • Persistent world progression seam: GameServices.world_state (used by ruins-terminal state and future world flags).
  • Economy isolation: disabled TokenBridge stubs in /scripts/economy.

Developer Shortcuts (DX)

  • One-command validate+export+preview+open:
    • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/scripts/dev/quick_preview.sh 8060
  • Export Web quickly:
    • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/scripts/dev/export_web.sh
  • Start local Web preview:
    • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/scripts/dev/run_web_preview.sh 8060
  • Stop local Web preview:
    • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/scripts/dev/stop_web_preview.sh
  • Run smoke checks:
    • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/scripts/dev/smoke_check.sh
  • Run automated QA agent (headless + report files):
    • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/scripts/qa/run_qa_agent.sh
    • Outputs:
      • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/docs/reports/qa_latest.md
      • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/docs/reports/qa_latest.json
      • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/docs/reports/qa_browser_objective_latest.json
      • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/docs/reports/qa_combined_latest.md
  • Build combined QA snapshot report only:
    • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/scripts/qa/build_combined_report.sh
  • Run browser objective-flow QA directly:
    • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/scripts/qa/run_browser_objective_qa.sh 8060
    • Notes:
      • Uses Playwright via local Node tooling (package.json).
      • Marks result inconclusive when headless browser lacks WebGL2 support.
      • Includes a first-person viewmodel visibility gate (arms/hands/tool projected in viewport).
  • Run v0.1 goal audit report:
    • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/scripts/dev/goal_check.sh
    • Output:
      • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/docs/reports/goals_status_latest.md

AI Agent Workflow (AX)

  • See:
    • /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/docs/agent_playbook.md
  • It defines UX/DX/AX priorities, safe iteration checklist, and command sequence for future agent contributions.
  • Balancing telemetry:
    • Debug overlay (F3) now includes spawn telemetry (resource/enemy/pickup counts + nearest distances), resource mix summary, and fast-path milestone timers.

Next Milestones

  1. Dedicated server foundation
    • Move simulation authority for inventory/combat/economy to a backend process.
  2. Nakama integration
    • Implement NetworkService methods against Nakama RPC/storage APIs.
    • Add session/auth bootstrap and matchmaking hooks.
  3. MMO shard/instance strategy
    • Hybrid model: region shards + instanced high-load zones.
    • Cross-shard travel services and state handoff.
  4. Authoritative economy + anti-cheat
    • Server-side validation for resource drops, trades, and crafting outputs.
    • Event audit logs, anomaly detection, anti-duplication protections.
  5. Content roadmap
    • Eight-moon travel loop.
    • Moon Sword questline progression.
    • Dream Keepers narrative arc.
    • Shadow King threat arc and late-game dungeon activation.

License

MIT. See /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/LICENSE.

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Celadora v0.1 vertical slice (Godot 4.3) with data-driven systems and MMO-ready service seams

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