Character #1
Development is moving from lore to systems!
In Eternal Light, characters are defined by BaseCharacterData (.tres) and linked to an Archetype resource. This lets us separate raw stats (HP, Attack, Defense, and so on) from role-specific rules.
On the gameplay side, I’m setting up:
A PartyManager to handle active characters.
A CharacterManager to connect their data to the Node2D in-game representation.
An EnemyManager with simpler data.
A CombatManager that decides turn order. Instead of strict “all heroes → all enemies”, turns are based on speed, with the order recalculated dynamically whenever buffs or debuffs apply.
Goal: keep battles tense, strategic, but not grindy. Every encounter should matter.
Next milestone: a BaseCharacter scene that reads .tres data and shows a minimal UI (HP, name).
Eternal Light
My journey into pixel art & indie RPG gamedev – one step at a time.
| Status | In development |
| Category | Other |
| Author | DeusDev |
| Genre | Role Playing |
| Tags | devlog, Godot, Indie, Pixel Art, work-in-progress |
| Languages | English |
| Accessibility | Subtitles |
More posts
- Character #234 days ago
- Characters #135 days ago
- WorldItem #141 days ago
- Animation Manager #251 days ago
- Animation Manager #152 days ago
- EnemyManager #261 days ago
- Collision #162 days ago
- EnemyManager #163 days ago
- Input System #164 days ago
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