godot-genre-action-rpg
Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item generation, affixes, rarity tiers), equipment systems (gear slots, stat modifiers), and ability systems (cooldowns, mana cost, AOE). Based on expert ARPG design from Diablo, Path of Exile, Souls-like developers. Trigger keywords: action_rpg, loot_generator, rpg_stats, skill_tree, hitbox_combat, item_affixes, equipment_slots, ability_cooldown, stat_scaling.
What this skill does
# Genre: Action RPG
Expert blueprint for action RPGs emphasizing real-time combat, character builds, loot, and progression.
## NEVER Do (Expert Anti-Patterns)
### Combat & Progression
- NEVER use linear damage scaling for progression; strictly use an **exponential curve** (e.g., `base * pow(1.15, level)`) to maintain the power fantasy.
- NEVER allow defense stats to stack linearly to 100%; strictly use a **Diminishing Returns** formula (e.g., `armor / (armor + 100.0)`) to prevent invincibility.
- NEVER skip Hit Recovery (Stagger); strictly implement a brief stagger state (0.2s - 0.5s) on significant hits to prevent "floaty" combat.
- NEVER hide critical stats from the player; strictly provide a detailed character sheet for theory-crafting (Crit Chance, Resistance, etc.).
- NEVER make loot drops visually identical; strictly differentiate rarities with color-coded beams (purple/gold) and distinct sound cues.
- NEVER calculate hitboxes, knockbacks, or combat movement in `_process()`; strictly use `_physics_process()` for deterministic results.
- NEVER evaluate exact floating-point equality (==) for combat thresholds; strictly use `is_equal_approx()`.
- NEVER use the ! (NOT) operator in AnimationTree Advance Condition expressions; strictly use explicit boolean equality (`is_walking == false`).
### Technical & Architecture
- NEVER store character stats or massive inventories as Nodes; strictly use **Resource-based data containers** for lightweight memory overhead.
- NEVER forget to call `duplicate()` on shared Resources; modifying one goblin's stats must not affect all other instances.
- NEVER rigidly couple combat detection to specific classes; strictly use **Duck-Typing** (e.g., `if body.has_method(&"take_damage")`) for interaction.
- NEVER rely on the UI SceneTree as the source of truth for inventory; strictly separate data logic from visualization.
- NEVER recalculate stats every frame; strictly trigger recalculation only on gear changes or level-ups.
- NEVER parse massive RPG save files synchronously; strictly offload heavy parsing to the `WorkerThreadPool`.
- NEVER synchronize complex Resource types over the network; strictly serialize changes into primitive Dictionaries or PackedByteArrays.
- NEVER manage character state by coupling child nodes to parent existence; strictly use signals for loose coupling ("Signal Up, Call Down").
- NEVER use standard Strings for high-frequency AI state identifiers; strictly use `StringName` for optimized hash comparisons.
### Performance & AI
- NEVER instantiate/destroy hundreds of objects (projectiles, damage text) per second; strictly use **Object Pooling**.
- NEVER delete active combat entities via `free()`; strictly use `queue_free()` for safe deferred disposal.
- NEVER calculate complex loot drops or parse massive late-game inventories on the main thread; strictly offload heavy RNG rolls and array iterations to the **WorkerThreadPool**.
- NEVER use nested if/elif blocks for complex Boss AI; strictly use a modular **StateMachine** or pattern matching.
- NEVER iterate through the SceneTree for global state changes; strictly use **Signal Groups** (`call_group()`).
- NEVER move `OccluderInstance3D` nodes attached to dynamic characters; this causes CPU BVH rebuild stalls.
---
## ๐ Expert Components (scripts/)
### Original Expert Patterns
- [damage_label_manager.gd](scripts/damage_label_manager.gd) - High-performance pooled system for floating damage numbers and critical hits.
- [telegraphed_enemy.gd](scripts/telegraphed_enemy.gd) - Advanced AI component for Soul-like wind-ups, AOE indicators, and timed attacks.
### Modular Components
- [character_stats_resource.gd](scripts/character_stats_resource.gd) - Modular data container for base RPG attributes and scaling logic.
- [entity_stat_duplicator.gd](scripts/entity_stat_duplicator.gd) - Pattern for ensuring unique death/health state for instanced enemies.
- [duck_typed_hitbox.gd](scripts/duck_typed_hitbox.gd) - Safe combat interaction system for players, enemies, and props.
- [combat_log_connector.gd](scripts/combat_log_connector.gd) - Signal-binding logic for decoupled combat event logging.
- [aoe_physics_query.gd](scripts/aoe_physics_query.gd) - Performance-optimized AoE detection using direct PhysicsServer queries.
- [hierarchical_state_base.gd](scripts/hierarchical_state_base.gd) - Robust base for managing complex ARPG character behavior.
- [animation_condition_sync.gd](scripts/animation_condition_sync.gd) - Safe synchronization logic for AnimationTree Advance Conditions.
- [threaded_inventory_loader.gd](scripts/threaded_inventory_loader.gd) - WorkerThreadPool-driven background parsing for large inventories.
- [typed_inventory_storage.gd](scripts/typed_inventory_storage.gd) - High-performance strongly-typed dictionary for item storage.
- [high_speed_aggro_broadcaster.gd](scripts/high_speed_aggro_broadcaster.gd) - Group-based broadcasting pattern for instant localized AI alerts.
---
## Core Loop
`Combat โ Loot โ Level Up โ Build Power โ Challenge Harder Content โ Repeat`
## Skill Chain
`godot-project-foundations`, `godot-characterbody-2d`, `godot-combat-system`, `godot-rpg-stats`, `godot-inventory-system`, `godot-ability-system`, `godot-quest-system`, `godot-economy-system`, `godot-save-load-systems`
---
## Combat System
### Real-Time Combat with Stats
```gdscript
class_name CombatController
extends Node
signal damage_dealt(target: Node, amount: int, type: String)
signal enemy_killed(enemy: Node, xp_reward: int)
func calculate_damage(attacker: RPGStats, defender: RPGStats, base_damage: int) -> Dictionary:
# Physical damage formula
var attack_power := attacker.get_stat("strength") * 2 + base_damage
var defense := defender.get_stat("armor")
# Damage reduction formula (diminishing returns)
var reduction := defense / (defense + 100.0)
var final_damage := int(attack_power * (1.0 - reduction))
# Critical hit check
var crit_chance := attacker.get_stat("crit_chance") / 100.0
var is_crit := randf() < crit_chance
if is_crit:
final_damage = int(final_damage * attacker.get_stat("crit_damage") / 100.0)
return {
"damage": max(1, final_damage),
"is_crit": is_crit,
"damage_type": "physical"
}
func apply_damage(target: Node, damage_result: Dictionary) -> void:
if target.has_method("take_damage"):
target.take_damage(damage_result["damage"], damage_result["is_crit"])
damage_dealt.emit(target, damage_result["damage"], damage_result["damage_type"])
```
### Hitbox/Hurtbox Combat
```gdscript
class_name Hitbox
extends Area2D
@export var damage: int = 10
@export var knockback_force: float = 200.0
@export var attack_owner: Node
var has_hit: Array[Node] = [] # Prevent multi-hit per swing
func _ready() -> void:
monitoring = false # Enable only during attack frames
func enable() -> void:
has_hit.clear()
monitoring = true
func disable() -> void:
monitoring = false
func _on_area_entered(area: Area2D) -> void:
if area is Hurtbox:
var target := area.owner_entity
if target != attack_owner and target not in has_hit:
has_hit.append(target)
var result := CombatController.calculate_damage(
attack_owner.stats, target.stats, damage
)
CombatController.apply_damage(target, result)
apply_knockback(target)
func apply_knockback(target: Node) -> void:
var direction := (target.global_position - attack_owner.global_position).normalized()
if target.has_method("apply_knockback"):
target.apply_knockback(direction * knockback_force)
```
---
## RPG Stats System
### Attribute-Based Stats
```gdscript
class_name RPGStats
extends Resource
signal stat_changed(stat_name: String, new_value: float)
signal level_up(new_level: int)
# Base attributes (increased on level up)
@export var strength: int = 10
@export var dexterity: int = 10
@export var Related in Design
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