Godot rpg

New First Devlog: Building My 2D RPG in Godot 4

Welcome to the very first devlog for my 2D RPG project! 🎮
I’ve been developing this game in Godot 4.4, and after weeks of progress, I’m finally ready to share what’s already working and where I plan to take it next.

This devlog is less about code and more about what you can actually do in the game right now — from movement to combat, to looting and interacting with the world.

Godot Grid-Style Movement

The game uses a grid-step movement system, meaning every move is a deliberate step from one tile to another.

  • Unlike free movement, this creates a more tactical, old-school RPG feel.
  • Movement feels smooth, not clunky, and scales with player progression — you’ll move faster as you level up.
  • This system also makes enemy AI, combat positioning, and pathfinding more predictable and fun.
Godot rpg

World Map & Minimap

Exploration is a huge part of the game, so I’ve already implemented both a world map and a minimap.

  • Press “M” to open the world map, which shows the explored areas.
  • You can zoom and pan around, with the player’s position always visible.
  • The minimap sits in the corner of the HUD and updates in real time, so you always know where you are.

Future features:

  • Markers for points of interest.
  • Quest indicators.
  • Click-to-move directly from the minimap (planned).
Godot rpg

HUD & Stats Panel

The HUD displays all the vital information:

  • Health bar, XP bar, and level are always visible.
  • Players start with a simple 8-slot bag, but larger bags can be found later to carry more loot.
  • Press “U” to open the stats panel, where you can check attack power, defense, and other attributes.

These numbers aren’t just for show — they directly affect combat and progression. Stats will also change dynamically with gear and skills, and the UI will eventually get a polished design.

Godot rpg

Godot Combat

Combat already feels satisfying, with a working system that calculates hits, misses, and blocks.

  • Attacking is done with a simple right click on enemies.
  • Floating damage numbers and occasional blood effects give immediate feedback.
  • Positioning matters — enemies move on the same grid system as the player.

I’ve also added a mechanic where enemies gain bonus attack power if several attack you at once. This discourages players from recklessly rushing into groups and adds tactical depth.

Godot rpg

Looting & Item Interaction

When an enemy is defeated, it drops a loot bag on the ground.

  • You can open it, see all the items inside, and take what you need.
  • Stacked items prevent inventory clutter, keeping looting smooth and fast.
  • Right now, the loot is placeholder — but the system is functional and ready for real items.

One of my favorite features so far is the ability to move items in the world.

  • Drop items from your bag directly onto the ground.
  • Pick them up later, or even stash bags and come back for them.
  • This opens up potential for trading, storage, and even multiplayer stashes in the future.

What’s Next?

  • Here’s what I’m planning to add in the next stages of development:
  • Zoom functionality for the minimap.
  • Player attack animations.
  • More enemies with unique behaviors.
  • The first questline.
  • Trees, buildings, and environmental sprites to bring the world to life.
  • Most importantly — sound design to make everything feel alive.

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