Turn-Based Tactics Game Development Guide
Created: 2025-02-10 03:52:40 | Last updated: 2025-02-10 03:52:40 | Status: Public
Project Overview
This document outlines the development process for a turn-based tactical game inspired by classics like Advance Wars and XCOM. The game features grid-based movement, multiple unit types, varied terrain effects, and different mission objectives, all built using Godot 4 while adhering to the Single Responsibility Principle (SRP).
Core Game Features
- Grid-based tactical movement
- Multiple unit types (soldiers, tanks, artillery, commanders)
- Action Point (AP) system for unit actions
- Terrain effects on movement and combat
- Multiple mission types
- AI opponents
- Command bonus system
- Comprehensive mission framework
Development Methodology
Maintaining Single Responsibility
Each component in our system must have exactly one reason to change. When documenting any new system, we must:
- Define its purpose in a single sentence
- List its specific responsibilities
- Document its dependencies
- Identify what it explicitly should not do
If we find ourselves using “and” when describing a component’s purpose, this indicates a potential violation of SRP and suggests we should split the component.
Component Documentation Template
For each new system, document:
Component Name:
Single Responsibility: [One sentence description]
Primary Functions:
- [List of specific tasks this component handles]
Dependencies:
- [List of other systems this component requires]
Non-Responsibilities:
- [List of related tasks this component explicitly does not handle]
Emitted Signals:
- [List of signals this component broadcasts]
Development Phases
Phase 1: Core Game Foundation
Project Setup
- Initialize Godot 4 project
- Create project structure:
/assets
/core
/models
/repositories
/services
/infrastructure
/config
/input
/ai
/presentation
/ui
/views
/state
/managers
- Establish basic constants
- Create initial configuration files
Basic Grid System
- Create 8x8 grid
- Implement terrain types
- Build terrain repository
- Implement terrain generation
- Create visual representation
Position and Movement Foundation
- Implement Position class
- Create Manhattan distance calculations
- Build movement cost system
- Implement pathfinding
- Create highlighting system
Phase 2: Unit System
Basic Unit Implementation
- Create Unit class
- Implement UnitStats
- Build UnitRepository
- Create unit placement system
- Implement unit visualization
Unit Actions and States
- Create AP system
- Implement movement validation
- Build unit selection
- Create turn system
- Implement state tracking
Phase 3: Combat System
Basic Combat
- Create attack range system
- Implement combat calculations
- Add terrain bonuses
- Build combat resolution
- Create combat feedback
Advanced Combat
- Implement commander effects
- Add artillery mechanics
- Create combat log
- Implement unit removal
Phase 4: User Interface
Core UI
- Create turn information display
- Build unit info panel
- Implement team roster
- Create combat log
- Add terrain info
Interactive Elements
- Implement selection highlighting
- Create range visualization
- Build hover system
- Add turn controls
Phase 5: Game Modes and AI
Player Systems
- Create player types
- Implement turn management
- Build input handling
- Add player combinations
- Create state tracking
AI Implementation
- Create AI controller
- Implement strategy system
- Build unit evaluation
- Create movement planning
- Implement target selection
Phase 6: Mission System
Mission Framework
- Create configuration system
- Implement victory conditions
- Build state tracking
- Add mission rules
- Create loading system
Mission Types
- Implement capture the flag
- Create king of the hill
- Build breakthrough missions
- Add supply runs
- Create base sabotage
Phase 7: Polish
Visual Feedback
- Add animations
- Implement effects
- Create transitions
- Add state indicators
- Build end screens
Game Configuration
- Create mission editor
- Implement balance system
- Add save/load
- Create options
- Build tutorial system
Implementation Guidelines
Code Organization
- Each class should be in its own file
- File names should match class names
- Use clear, descriptive names
- Group related files in appropriate directories
Signal Usage
- Use signals for loose coupling between systems
- Name signals in past tense (e.g., unit_moved, combat_occurred)
- Document all signals in component documentation
Testing Considerations
- Each component should be testable in isolation
- Dependencies should be injectable
- State should be observable
Documentation Requirements
- Each file starts with a brief description of its purpose
- Complex methods include explanatory comments
- Signal documentation includes when they’re emitted
- Configuration requirements are clearly stated
Development Process
For Each New Feature
- Document the feature’s requirements
- Identify affected components
- Update component documentation
- Implement new functionality
- Verify SRP compliance
- Test functionality
- Update project documentation
When Requesting Assistance
Provide:
1. Current phase and step
2. Specific file or feature needed
3. Required functionality
4. Dependencies and interactions
5. Resource requirements
Quality Checklist
Before implementing any component, verify:
- [ ] Single responsibility is clearly defined
- [ ] Dependencies are minimized
- [ ] Interface is clearly documented
- [ ] Signals are properly defined
- [ ] Non-responsibilities are identified
- [ ] Testing strategy is considered
Before considering a component complete, verify:
- [ ] Responsibility remains singular
- [ ] Dependencies are properly injected
- [ ] Signals are properly emitted
- [ ] Documentation is complete
- [ ] Tests are implemented
- [ ] No feature creep has occurred