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:

  1. Define its purpose in a single sentence
  2. List its specific responsibilities
  3. Document its dependencies
  4. 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

  1. Document the feature’s requirements
  2. Identify affected components
  3. Update component documentation
  4. Implement new functionality
  5. Verify SRP compliance
  6. Test functionality
  7. 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