Skip to content

Phase 2: Player & Core Systems

Depends on: Phase 1 (terrain must exist to stand on).

#SystemNotes
6Shared Game DataItem, enemy, and constant definitions. Vendor gear list, enemy stat profiles.
7Player EntityCharacter model, animations, spawn on terrain.
8Skill System4 combat skills (Attack, Strength, Defence, Hitpoints) with XP progression.
9MovementHero follows main road in auto-battle. Tap-to-move for active play.
10PathfindingHex-aware A* on the ribbon surface. Hardest unsolved problem.
11Spatial HashProximity queries for combat aggro and targeting.
12Inventory & GoldGold counter, purchased gear slots, Equipment Slot Menu.

System Details

Click any system above for the full implementation guide including Koota traits, file structure, implementation steps, and beta references.