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.
- Godot Engine
4.3(stable) - Desktop platform (tested design target: keyboard + mouse)
- Open Godot 4.3.
- Import project from:
/Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/project.godot
- Click Run Project (
F5).
- In Godot, open Project > Export.
- Add your target preset (Windows/macOS/Linux).
- Export using default settings (no external binary dependency required for v0.1).
W/A/S/D: MoveShift: RunSpace: JumpMouse: LookLeft Click: Swing equipped first-person tool (mine/attack resolves on impact window)E: Interact (terminals and interactables)I: Toggle InventoryO: Toggle Objective ChecklistC: Toggle CraftingJ: Toggle Lore JournalM: Toggle MarketplaceF5: Manual saveF8: 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
- 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 (
0.0no glow ->1.0fully luminous).
- dust glow is data-driven per type (
- Rarity power curve:
- rarer dust tiers include extra “exotic” stat hooks (for example
critical_chance,gravity_resistance,jump_boost).
- rarer dust tiers include extra “exotic” stat hooks (for example
- Fight Greegion Miner Bots.
- Craft
Celadora AlloyandMoonblade (Prototype). - Unlock lore entries at Enok's Kingdom Ridge, Makuna's Shore, and Greegion Ruins.
- Encounter rare Dream Keepers at night for
Dream Seeddrops. - 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 Scrapfor faster early-economy flow. - Event log service records key gameplay actions for future server-authoritative migration.
- Objectives are now latched and persisted via
world_stateflags 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.
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 object in
/Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/data/items.json. - Provide fields:
id,name,category,tags,stackable,max_stack,base_value,description,modifier
- If it is dust, include
"dust"intagsto make crafting rules discover it. - For moon dust, include a
dust_profileobject with:moon_id,shape,gravity_scale,bounce,drag,glow_strength,rarity
- Keep
dust_profile.shapeunique per moon dust type so each particle silhouette is distinct. - Set
glow_strengthin the0.0to1.0range to control emissive intensity.
- Add recipe object to
/Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/data/recipes.json. - Set
ingredients, optionalspecial, andoutputsmaps. - Crafting UI reads this file automatically on startup.
- Edit
/Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/data/enemies.json. - Tune HP, speed, aggro, damage, and drop values.
- Edit exported values in
WorldSpawnernode inside/Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/scenes/world/World.tscn:world_radius_tilestile_sizeheight_scale
- Biome thresholds are in
/Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/scripts/world/world_spawner.gd.
- Edit
/Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/data/viewmodel.json. - Tune:
base_transform: camera-relative position/rotation for arms/tool.sway,bob,fatigue: movement feel and stamina feedback.actions.mineandactions.attack: duration + impact timing windows.tools.states: per-tool offsets/colors forminerandmoonblade.
- Re-run preview:
/Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/scripts/dev/quick_preview.sh 8060
- 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
- Procedural terrain shader:
- Recommended external OSS stack:
- Material Maker (MIT)
- Poly Haven (CC0)
- ambientCG (CC0)
- Sky3D (MIT, optional)
- Godot SSR Water (MIT, optional)
- godot_spatial_gardener (MIT, optional)
- Basis Universal (Apache-2.0, optional texture compression)
- Detailed integration notes:
/Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/docs/realism_stack.md
- Renderer note:
- Web preview currently uses
compatibilityrenderer for reliability. Keep this for browser builds; evaluate a separate desktop Forward+ profile when adding heavier visual plugins.
- Web preview currently uses
- Autoload singleton:
GameServices - Modular services: inventory, crafting, save, lore, marketplace, network stub.
- Provider seam:
NetworkServiceinterface +LocalNetworkServiceimplementation. - Persistent world progression seam:
GameServices.world_state(used by ruins-terminal state and future world flags). - Economy isolation: disabled
TokenBridgestubs in/scripts/economy.
- 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
inconclusivewhen headless browser lacks WebGL2 support. - Includes a first-person viewmodel visibility gate (arms/hands/tool projected in viewport).
- Uses Playwright via local Node tooling (
- 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
- 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.
- Debug overlay (
- Dedicated server foundation
- Move simulation authority for inventory/combat/economy to a backend process.
- Nakama integration
- Implement
NetworkServicemethods against Nakama RPC/storage APIs. - Add session/auth bootstrap and matchmaking hooks.
- Implement
- MMO shard/instance strategy
- Hybrid model: region shards + instanced high-load zones.
- Cross-shard travel services and state handoff.
- Authoritative economy + anti-cheat
- Server-side validation for resource drops, trades, and crafting outputs.
- Event audit logs, anomaly detection, anti-duplication protections.
- Content roadmap
- Eight-moon travel loop.
- Moon Sword questline progression.
- Dream Keepers narrative arc.
- Shadow King threat arc and late-game dungeon activation.
MIT. See /Users/parisvega/Desktop/2 Business/Vega Ventures (100)/Celadora/LICENSE.