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Infinity Kingdom

Godot 4 action prototype with three playable families, a town boss rush, custom UI art, audio mix controls, and an accessory relic system.

Infinity Kingdom title art

Features

  • Three playable families: Knight, Ranger, and Mage.
  • Boss-rush loop with town mobs, elite bosses, cleaner victory/defeat flow, and no dead-end post-boss event.
  • Accessory relic system with generated choices, current relic display, and stat modifiers.
  • Mid-run event deck with shop, relic resonance, rest, training, and high-risk pact branches.
  • Variable town enemy sweep waves instead of a single fixed opener every run.
  • Custom UI art library for buttons, panels, icons, bars, portraits, and relic cards.
  • Layered music, ambience, SFX, and an in-game audio mix panel.
  • Headless smoke test for project boot and accessory selection flow.

Run

  1. Open project.godot with Godot 4.6 or newer.
  2. Launch the project and enter through the title menu in app_entry.tscn.
  3. Pick Knight, Ranger, or Mage.
  4. Choose an accessory at the start and after each cleared encounter.

On Windows, double-click start_game.bat to launch the game with the bundled local Godot copy if present. The script refreshes Godot imports first, so a freshly synced archive can start without opening the editor once by hand.

Useful script options:

.\start_game.bat
.\start_game.bat -Editor
.\start_game.bat -Test

Controls

  • WASD: move
  • J or left mouse: attack
  • K, L, I: skills
  • F10: audio mix panel
  • Esc: close audio panel
  • `: debug panel
  • Gamepad: left stick move, south button attack, west/north/east buttons skills

Test

.\start_game.bat -Test

GitHub Actions runs the same smoke checks on every push and pull request.

Optional C++ Extension Scaffold

The src/, SConstruct, and demo/coursework_extension.gdextension.example files are a scaffold for the later Godot C++ coursework extension. Normal gameplay, UI work, and smoke tests do not require compiling it.

If you want to work on the C++ side:

git submodule update --init --recursive
Copy-Item demo\coursework_extension.gdextension.example demo\coursework_extension.gdextension

Then build the library with SCons as described in docs/cpp-workflow.md.

Export

Export presets are committed for:

  • Windows Desktop: build/windows/InfinityKingdom.exe
  • Web: build/web/index.html

Install the matching Godot export templates, then export from the Godot editor or CLI.

On Windows:

.\export_game.bat
.\export_game.bat -Preset Web

Structure

  • characters/: playable character scenes and state machines
  • actors/: enemies, encounters, and town bosses
  • combat/: shared health and defense component
  • effects/: damage numbers and projectiles
  • systems/accessories/: accessory data, equip logic, and stat application
  • systems/run/: run rewards, event sequencing, and run event effects
  • systems/feedback/: combat feedback helpers such as hitstop
  • ui/: HUD, character select, accessory choice, and UI skin helpers
  • assets/: committed gameplay and UI art assets
  • audio/: music, ambience, SFX managers, generated placeholder audio

See docs/PROJECT_STRUCTURE.md for the runtime flow and accessory system notes.

License

Public source repository. All rights reserved; see LICENSE.

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