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GdxGame

Turn-based RPG game using Java and libGDX

Install / Use

/learn @hdescottes/GdxGame

README

GdxGame

build workflow GitHub release (latest by date)

Description

<p>This project is based on https://github.com/patrickhoey/BludBourne using LibGDX library.<br> It is an RPG 2D base game.</p>

Map

<p>The maps are from the Sword of Mana game (GBA) and influenced by the seiken densetsu serie. <br> The edition was made with Tiled.exe in order to build layers. </p>

Entities

  • The hero is an animated 2D sprite. <br> The hero moves freely in the maps with the arrow keys or with "WASD". <br> The hero will soon be able to interact with NPCs with the "E" key.
  • NPCs are also animated 2D sprites. <br> You can interact with them by clicking on them at a proper distance. Some have conversations and quests.

Battle Screen

The battle system is a turn based fight. <br> The screen displays the amount of damage taken and inflicted by the player. <br> For now, you can do a basic attack and use objects to restore your health and magic. Later you will be able to choose between a various set of attacks. <br>

Option Screen

The option screen is divided into 3 buttons : <br>

  • The music settings (music is ok / sound is not implemented yet) <br>
  • The control settings <br>
  • A back input, so we can return to the previous screen <br>

The option screen is triggered on the "O" key.

Inventory

The inventory can be displayed through the chest icon on the status UI. <br> You can drag and drop items and use consumables by double-clicking on them.

Level Up

When you level up (battle, quest), you will be able to display some more extra points to your base stats. <br>

Profiles

The game is saved automatically when a specific action is down (change map, get quest, ...). <br> You can chose to start a new game or load an existing profile on the menu screen.

Class system

Base class can evolve if you meet the requirements. Each class can upgrade into 2 different classes, which themselves give 2 possible classes <br> Upgrading class will grant you different bonuses, from bonus on character stats to weapons stats. <br> Example of the class tree system for the warrior :

graph TD;
    WARRIOR-->KNIGHT;
    WARRIOR-->GLADIATOR;
    KNIGHT-->PALADIN;
    KNIGHT-->WARLORD;
    GLADIATOR-->DUELIST;
    GLADIATOR-->WEAPON_MASTER;

Demo

<p style="text-align:center"> <img src="desktop/src/main/resources/demo/demo.gif" width="396" height="315"> </p> <p style="text-align:center">gameplay demo</p> <p style="text-align:center"> <img src="desktop/src/main/resources/demo/battle_demo.gif" width="396" height="315"> </p> <p style="text-align:center">battle demo</p> <p style="text-align:center"> <img src="desktop/src/main/resources/demo/demo_new_DA.gif" width="396" height="315"> <img src="desktop/src/main/resources/demo/demo_new_DA_battle.gif" width="396" height="315"> </p> <p style="text-align:center">demo with the new DA (can't show it on a public repo)</p>

Game idea

  • [ ] add sounds & sounds settings

  • [x] battle feature

    • [ ] entities' animation while attacking
    • [ ] ultimate attack cutscene
    • [ ] implement magic, resist, ... stats
  • [ ] crafting feature

  • [ ] credits

  • [ ] improve AI


Bugs

  • Objects in inventory are stacking even if there are not the same
  • FadeIn effect not working when transition [menu → game]
  • Drag and drop selection issue on item's render (items are far from mouse when picking them)
  • Sometimes current hp/mp on status HUD add a blank space before the max player's hp/mp

Reset position when exiting the game is not properly set when you close the game with the X window button (it is fine when exiting with the ESCAPE key)


To improve

  • More transition effect
  • Z sorting
  • Improve collision with Box2D
  • Animations on map (opening doors, water, ...)
View on GitHub
GitHub Stars194
CategoryDevelopment
Updated6d ago
Forks52

Languages

Java

Security Score

100/100

Audited on Mar 24, 2026

No findings