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skelerealms's Introduction

Skelerealms - An open world RPG framework for Godot 4.1+

Please note that active development is under the git submodule -> here

Skelerealms is a work-in-progress framework for creating open world RPGs, like The Elder Scrolls series.
Skelerealms is made to be modular and extensible, and easy to hook into for actual gameplay.
This addon is still under construction- should you use it, be wary of bugs. (if you do find bugs, please open an issue!)
It is part of a family of sister addons, some of which it depends on:

You can download the addon easily by using the submodule version which will make it easier to stay up-to-date. You can get help on my discord.

What does it include?

  • Extensible, modular design
  • Persistence of objects/NPCs between scenes
  • Items
  • NPCs
  • GOAP AI System
  • NPC schedules
  • NPC activity outside of scenes
  • Quest system
  • Save/Load system
  • Spells system
  • Skills/attributes system
  • Editor tools
  • Inventory management system
  • Audio events (but not backend)
  • Stealth mechanics
  • Crime mechanics
  • Factions

What does it not include?

  • Most game logic; it is not batteries-included
  • Terrain system (I am working on a plugin for this, though)
  • Open world streaming (plugin also)
  • Console
  • Audio backend
  • Player controller
  • HUD
  • Dialogue system

However, the system is designed to be able to hook into these. BYOB (Bring your own backend), though.

Feature status

Working, tested ๐ŸŒฒ
Probably working but untested โš ๏ธ
In progress ๐Ÿšง
Sketched out โœ๏ธ
Not started ๐Ÿ•ณ๏ธ

Feature Status
Scene persistence ๐ŸŒฒ
GOAP AI ๐ŸŒฒ
Schedules ๐ŸŒฒ
Outside of scene AI navigation ๐ŸŒฒ
World loading ๐ŸŒฒ
Skills/Attributes ๐ŸŒฒ
NPC Perception โš ๏ธ
Spells and Spell effects ๐ŸŒฒ
Audio events โš ๏ธ
Factions ๐ŸŒฒ
Crime ๐ŸŒฒ
Editor tools ๐Ÿšง
Quest system ๐ŸŒฒ
Save/Load system โš ๏ธ
Items ๐ŸŒฒ
NPCs โš ๏ธ
Chests ๐ŸŒฒ
Merchants ๐ŸŒฒ

Planned Plugins

  • A compatability layer with Gloot to work with the in-house inventory system
  • A location-based asset streamer, allowing you to load in chunks of objects based on proximity to the player.

Future Imporovements

  • I'd like to rework the way inter-scene navigation is represented during runtime, because the current method is cumbersome and not anywhere close to memory-efficient. Packed arrays and lots of index maps world do well. However, I need something that works right now.
  • I'd like to make much more advanced editor tools to make the experience very easy.
  • Much more thorough tests.
  • More. Tools.
  • Smooth over architectural mistakes.

skelerealms's People

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skelerealms's Issues

Can this work for Godot 4+ games with multiplayer and open world chunks?

Test chunks link: WithinAmnesia/ARPG#15

I'm trying to find a way to seamless load and unload chunks for a 2D multiplayer game project to make an open world with a working server using Godot 4.2.1.NET.

How can this work for multiplayer and what is needed for this to potentially work? What options can be used for chunk loading and unloading seamlessly in Godot 4.2.1.NET? Please give feedback.

Save/load system weaknesses

I need to address some weaknesses in the save/load system built in to the project.

  • Stale entities being removed may cause the system not to place items in the correct scenes if they are not where they originally were placed by authors. This is because, when the entity manager scans records for the items that should be in there, the removed entity is absent.

Fixem item rotation

For some reason, Items don't spawn with their rotation set. I need to figure that out.

It hungs when run in mac M2 chip env.

Hi, @SlashScreen

Sorry for disturbing, but each time I run this proj in my godot editor, it will hung for few minutes until I cancel it. And I do not see any alert information in the console. So, I wonder how can I debug this proj and locate more useful infomation for this issue?

my dev environment:
godot 4.0.3
mac air with M2 chip.

fix tests

All the test assets are broken after the folder structure change.

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