314 lines
13 KiB
Markdown
314 lines
13 KiB
Markdown
# Idles — Godot 4.6 Idle Game
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A modular idle/incremental game prototype featuring a decoupled buff system, multi-target buffs with wildcard support, goal-based progression, prestige resets, and production-driven research.
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## Quick Start
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```bash
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# Run the project
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"$GODOT_BIN" --path .
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# Headless mode (lint/smoke test)
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"$GODOT_BIN" --headless --path . --quit
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# Check single script syntax
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"$GODOT_BIN" --headless --check-only --script res://core/big_number.gd
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```
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## Architecture Overview
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### Core Systems
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| System | Location | Purpose |
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|--------|----------|---------|
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| **BigNumber** | `core/big_number.gd` | Handles huge numbers (mantissa + exponent) for idle game math |
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| **LevelGameState** | `core/level_game_state.gd` | Central state authority — currencies, generators, buffs, goals, research, persistence |
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| **Currency** | `core/currency/`, `core/currency_catalogue.gd` | Catalog system for all in-game currencies |
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| **Generators** | `core/generator/` | Production mechanics (auto cycles, clicks, purchases) |
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| **Buffs** | `core/generator/generator_buff_data.gd` | Global, multi-target buffs applied to generators |
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| **Goals** | `core/goals/` | Unlock conditions and achievement tracking |
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| **Prestige** | `core/prestige/` | Reset-with-bonus mechanics |
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| **Research** | `core/research/` | XP-based progression with production multipliers |
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### Key Nodes
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| Node | Script | Description |
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|------|--------|-------------|
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| `LevelGameState` | `core/level_game_state.gd` | Central state management, save/load, catalogs, all signals |
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| `PrestigeManager` | `core/prestige/prestige_manager.gd` | Prestige calculation, reset orchestration |
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| `CurrencyGenerator` | `core/generator/currency_generator.gd` | Per-generator production, purchasing, buff interaction |
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| `GeneratorPanel` | `core/generator/generator_container.gd` | UI panel for a single generator |
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**Important:** There are **no autoload singletons**. `LevelGameState` and `PrestigeManager` are regular nodes instantiated in the scene (e.g., `docs/gyms/tiny_sword/tiny_sword.tscn`). All code accesses them through `@export` references or `get_node()`, never through an autoload name like `/root/GameState`.
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### Data Directory Structure
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All gameplay resources (`.tres` files) live under:
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```
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docs/gyms/tiny_sword/
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├── currencies/ # Currency resources (gold, food, wood, worker, etc.)
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├── buildings/ # Generator configuration data
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│ ├── farm/ # farm_generator.tres
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│ ├── forestry/ # forestry_generator.tres
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│ ├── gold_mine/ # gold_mine_generator.tres
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│ ├── monastery/ # monastery_generator.tres
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│ └── alchemy_tower/ # alchemy_tower_data.tres + recipes/
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├── buffs/ # Buff definitions with target_ids
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├── goals/ # Unlock goal definitions
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├── prestige/ # Prestige configuration (primary_prestige.tres)
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├── research/ # Research track data
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└── test/ # (reserved for tests)
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```
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Game art assets live separately in:
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```
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sandbox/tiny_swords/
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├── Buildings/ # Building sprites
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├── Terrain/ # Tilesets and decorations
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├── UI Elements/ # UI assets
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└── Units/ # Unit sprites
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```
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## Core Documentation
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Each `core/` subsystem has its own detailed README:
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| Module | Documentation |
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|--------|--------------|
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| Core overview | `core/README.md` |
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| Currency system | `core/currency/README.md` |
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| Generator system | `core/generator/README.md` |
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| Goals system | `core/goals/README.md` |
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| Prestige system | `core/prestige/README.md` |
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| Research system | `core/research/README.md` |
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## Buff System
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Buffs are **globally registered** and **multi-target capable**:
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- **Global Levels**: Each buff has a single level shared across all generators it targets.
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- **Multi-Target**: A single buff resource can affect multiple generators. Controlled by the `target_ids` array on `GeneratorBuffData`.
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- **Wildcards**: A `target_ids` value of `["*"]` applies the buff to all current AND future generators.
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- **Catalog-Based Loading**: Buffs are defined in a `BuffCatalogue` resource (`@export var buff_catalogue: BuffCatalogue` on `LevelGameState`). No runtime directory scanning is performed.
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- **Goal-Based Activation**: Buffs with an `unlock_goal` automatically unlock when their goal is completed.
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- **Multiplicative Stacking**: Multiple buffs of the same kind on a generator stack multiplicatively (`buff1 × buff2 × …`).
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- **Buff Kinds**: `AUTO_PRODUCTION_MULTIPLIER`, `MANUAL_CLICK_MULTIPLIER`, `RESOURCE_PURCHASE`, `RESEARCH_XP_MULTIPLIER`
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### Lifecycle
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| Event | What happens |
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|-------|-------------|
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| **Default state** | Inactive (locked) until its unlock goal is met |
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| **Goal met** | Buff auto-unlocks, becomes purchasable |
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| **Purchased** | Level increments, effect applies to all target generators |
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| **Prestige reset** | All buff levels reset to 0, all buffs re-locked |
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### API (on LevelGameState)
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```gdscript
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LevelGameState.register_buff(buff: GeneratorBuffData)
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LevelGameState.get_buff(buff_id: StringName) -> GeneratorBuffData
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LevelGameState.get_buff_level(buff_id: StringName) -> int
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LevelGameState.get_buffs_for_generator(generator_id: StringName) -> Array[GeneratorBuffData]
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LevelGameState.get_effective_multiplier(generator_id: StringName, kind: int) -> float
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LevelGameState.set_buff_level(buff_id: StringName, level: int)
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LevelGameState.is_buff_active(buff_id: StringName) -> bool
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```
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## Goals System
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Goals track player progress and unlock generators or buffs when requirements are met.
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- **Automatic or Manual**: Goals define their own `unlock_behavior` (`AUTOMATIC` or `MANUAL`).
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- **Logarithmic Progress**: Progress bars use log-scale for visual feedback on huge numbers.
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- **Prestige Reset**: All goals are reset to incomplete on prestige. Previously unlocked generators re-lock until their goal is met again.
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### Signals on LevelGameState
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```gdscript
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goal_completed(goal_id: StringName)
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goal_progress_changed(goal_id: StringName, progress: float)
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```
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## Prestige System
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Prestige resets run progress in exchange for a permanent production multiplier.
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- **Configuration**: `PrestigeConfig` resource at `docs/gyms/tiny_sword/prestige/primary_prestige.tres`
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- **Basis types**: `LIFETIME_TOTAL` (single currency), `RUN_TOTAL`, `RUN_MAX`, `ALL_CURRENCIES` (sum of all tracked currencies)
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- **Formula types**: `POWER` (`scale × ratio^exponent`) or `TRIANGULAR_INVERSE`
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- **Multiplier modes**: `ADDITIVE` or `MULTIPLICATIVE_POWER`
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### What gets reset on prestige
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| State | Behavior |
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|-------|----------|
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| **Current currency balances** | Reset to 0 (except prestige currency if configured) |
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| **Generator states** (owned, unlocked) | Cleared |
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| **Buff levels** | All reset to 0, all re-locked |
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| **Goals** | All reset to incomplete |
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| **Research XP and levels** | All cleared to 0 |
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| **Lifetime currency totals** | Preserved |
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| **All-time currency acquired** | Preserved |
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| **Prestige points earned** | Preserved (permanent) |
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## Research System
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XP-based progression tied to generator output. Research tracks level up automatically, granting permanent production multipliers to their associated generator.
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- **XP Formula**: `XP = currency_produced × xp_per_currency_produced × buff_multiplier`
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- **Level Formula**: `xp_required(n) = base_xp_required × growth_multiplier^(n-1)`
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- **Buffs**: The `RESEARCH_XP_MULTIPLIER` buff kind increases XP gain for a research track.
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- **Prestige Reset**: All research XP and levels reset to 0.
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## Save Format
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**Version 5 (current):**
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```json
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{
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"save_format_version": 5,
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"currencies": {
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"<currency_id>": {
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"current": {"m": 1.0, "e": 0},
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"total": {"m": 1.0, "e": 0},
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"all_time": {"m": 1.0, "e": 0}
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}
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},
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"generator_states": {
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"<generator_id>": {
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"owned": 0,
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"purchased_count": 0,
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"unlocked": false,
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"available": false
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}
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},
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"buff_levels": { "<buff_id>": 0 },
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"buff_unlocked": { "<buff_id>": false },
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"buff_active": { "<buff_id>": false },
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"goals": { "completed": ["<goal_id>"] },
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"research_xp": { "<research_id>": {"m": 0.0, "e": 0} },
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"research_levels": { "<research_id>": 0 },
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"research_workers": 0,
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"prestige_state": { … },
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"last_save_time": 1234567890
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}
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```
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Notes:
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- All large numbers are serialized as `{"m": mantissa_float, "e": exponent_int}` (BigNumber format).
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- `prestige_state` is an external section managed by `PrestigeManager`, not by `LevelGameState` directly.
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- `research_workers` tracks workers assigned to research across all tracks.
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- Save file is written to `user://level_save.json`.
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## Save/Load
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- **Save**: `LevelGameState.save_game()` serializes all state to JSON. Called on prestige reset (via `PrestigeManager`) and when manually triggered.
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- **Load**: `LevelGameState.load_game()` deserializes from disk during `_ready()`. Handles version migration from v2+.
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- **External sections**: Other systems (e.g. `PrestigeManager`) can attach their data via `set_external_save_data()` / `get_external_save_data()`.
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## Development
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### Adding New Content
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All gameplay resources go under `docs/gyms/tiny_sword/` (not `sandbox/` — that's for art assets only).
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**New Currency:**
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1. Create `res://docs/gyms/tiny_sword/currencies/<name>.tres` (extend `Currency`)
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2. Set `id`, `display_name`, `icon`
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3. Add to the `CurrencyCatalogue` resource (`ts_currency_catalogue.tres`)
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**New Generator:**
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1. Create `res://docs/gyms/tiny_sword/buildings/<name>/<name>_generator.tres` (extend `CurrencyGeneratorData`)
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2. Configure production stats, costs, purchase currency, optional `unlock_goal`
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3. Add a `CurrencyGenerator` node to the scene referencing this data
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**New Buff:**
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1. Create `res://docs/gyms/tiny_sword/buffs/<name>.tres` (extend `GeneratorBuffData`)
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2. Set `target_ids` (e.g., `["farm", "forestry"]` or `["*"]` for all generators)
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3. Configure `kind`, `effect_increment`, cost, and optional `unlock_goal`
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4. Add to the `BuffCatalogue` resource (`ts_buff_catalogue.tres`)
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**New Research:**
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1. Create `res://docs/gyms/tiny_sword/research/<name>.tres` (extend `ResearchData`)
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2. Link to a generator via `generator_id`
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3. Configure `xp_per_currency_produced`, `base_xp_required`, `xp_growth_multiplier`, `multiplier_per_level`
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4. Add to the `ResearchCatalogue` resource (`ts_research_catalogue.tres`)
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### BigNumber System
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- **Representation**: `mantissa: float` × `10^exponent: int`
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- **Range**: Values up to ~10^308 before float precision loss
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- **Operations**: `add()`, `subtract()`, `multiply()`, `divide()`, `compare_to()`, `add_in_place()`
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- **Serialization**: `.serialize()` → `{"m": float, "e": int}`; `BigNumber.deserialize(dict)` → `BigNumber`
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- **Display**: `.to_string_suffix(decimals: int)` → `"1.50K"`, `"3.21M"`, etc.
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### Production Formulas
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```
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Cost for N items: base × coefficient^owned × (coefficient^n − 1) / (coefficient − 1)
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Max affordable: floor(log(currency × (coefficient − 1) / (base × coefficient^owned) + 1) / log(coefficient))
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Production/cycle: initial_productivity × owned × run_mult × milestone_mult × purchased_mult
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Production/second: production/cycle / initial_time
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```
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## Project Structure
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```
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core/ # Engine code (all .gd scripts)
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├── big_number.gd # BigNumber class
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├── level_game_state.gd # Central state manager (LevelGameState node)
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├── buff_catalogue.gd # Buff catalogue resource
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├── currency_catalogue.gd # Currency catalogue resource
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├── goal_catalogue.gd # Goal catalogue resource
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├── currency/ # Currency resource definition
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├── generator/ # Generator, buff data, UI panel, research buff calculator
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├── goals/ # Goal/requirement resources
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├── prestige/ # Prestige manager, config, panel
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└── research/ # Research catalogue, panel, row UI
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docs/gyms/tiny_sword/ # Playable game content (.tres resources)
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├── currencies/ # Currency definitions
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├── buildings/ # Generator configs
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├── buffs/ # Buff definitions
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├── goals/ # Goal definitions
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├── prestige/ # Prestige config
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├── research/ # Research configs
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└── test/ # (reserved for tests)
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sandbox/tiny_swords/ # Art assets (sprites, tilesets, UI textures)
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└── Buildings/, Terrain/, UI Elements/, Units/
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docs/museums/ # Prototype/demo scenes (big_number_museum)
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```
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## Known Issues / TODOs
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- [ ] Periodic auto-save not implemented (saves only on prestige and manual trigger)
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- [ ] No automated test suite
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- [ ] Some buffs may be configured with no unlock path
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## Technical Details
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### Buff Multiplier Stacking
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Multiple buffs of the same kind on the same generator stack **multiplicatively**:
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```
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total_multiplier = buff1_effect(level) × buff2_effect(level) × buff3_effect(level) × …
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```
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### Prestige Multiplier Application
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Generators apply prestige multipliers automatically. The prestige multiplier is fetched from `PrestigeManager.get_total_multiplier()` and multiplied into the effective production rate alongside research and buff multipliers.
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## License
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Internal prototype — no external license applied.
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---
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*Godot version: 4.6*
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