Wyrmframe - A System-Agnostic cRPG Template for Godot

Wyrmframe

Wyrmframe is a Godot 4 template for building RPGs in the spirit of Baldur’s Gate 1/2, Icewind Dale, and Planescape: Torment – real-time-with-pause or turn-based party combat, stats, equipment, and status effects, built the way those genre classics played.

At its core is a simple rule: nothing is hardcoded. There‘s no „Strength“ or „Dexterity“ baked into the code – attributes, items, and effects are all data definitions you shape through Godot Resources. Bring your own ruleset; Wyrmframe brings the architecture to run it on.

The project is being built openly, one documented milestone at a time – currently at v0.2.0.

Here you’ll find a getting-started guide, an overview of each system, an API reference, and step-by-step tutorials – updated as each new piece lands.

Planned features

Attributes & Stats - Any stat you want (Strength, Sanity, Fire Resistance), defined as data, backed by a general modifier system.

Equipment & Inventory - Configurable slots, items that modify stats on equip, no hardcoded gear categories.

Status Effects - Poison, stun, buffs, damage-over-time - temporary or permanent, with configurable stacking.

Combat: RTwP & Turn-Based - One core action system, two combat modes. Real-Time with Pause like Baldur’s Gate and Icewind Dale, or Turn-Based - your choice, no duplicated logic.

Targeting & AI Hooks - Pluggable targeting and a clean interface for AI-driven decisions.

Save System - Full game state serialization, human-readable and version-aware.

Of course, the plan may change. 🙂