Wyrmframe - A System-Agnostic cRPG Template for Godot

Roadmap

The milestone order isn't arbitrary - each subsystem builds on the ones before it.

Have an idea that isn't on here? Suggest a feature on Codeberg — the roadmap above is the current plan, not a locked-in scope.
[0.1.0] - Core Foundation - (done)

Project skeleton, folder structure, and the base autoloads (EventBus, GameStateManager) that every later system plugs into.

[0.2.0] - Attribute & Stat System - (done)

Resource-driven attribute definitions and a modifier system (flat/percent/override), independent of any specific game system. The base data layer that Equipment, Status Effects, and Combat all build on.

[0.3.0] - Equipment & Inventory - (in progress)

Configurable equipment slots, item data definitions, and their integration with the Attribute system via modifiers. Separate Equipment and Inventory components.

[0.4.0] - Status Effect System - (planned)

A general system for applying temporary and permanent effects (poison, stun, buffs) including time-based ticking and stacking rules.

[0.5.0] - Action & Time Core - (planned)

An abstract action-queue core, independent of whether RTwP or Turn-Based combat runs on top of it. The most architecturally demanding milestone.

[0.6.0] - Combat: RTwP - (planned)

Real-Time with Pause combat (Baldur's Gate / Icewind Dale style), built on top of the Action/Time core.

[0.7.0] - Combat: Turn-Based - (planned)

A turn-based implementation over the same Action/Time core - proof that the architecture is genuinely combat-mode agnostic.

[0.8.0] - Targeting & AI Hooks - (planned)

Action targeting (self/single/area/all) and a hook interface for plugging in AI decision-making.

[0.9.0] - Save System - (planned)

Serialization of the full game state (stats, equipment, effects, position) and restoring it on load.

[1.0.0] - Polish & Demo - (planned)

A demo scene proving all systems work together, a complete README, and a final code review.