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ramaureirac/godot-tactical-rpg

★ 965 · GDScript · MIT · updated Feb 2026

A tactical role-playing game demo for the Godot Engine

A GDScript template/demo for building turn-based tactical RPGs in Godot 4.3 — grid movement, pathfinding, pawn combat, and a Blender-based map pipeline. Aimed at hobbyist Godot developers who want a working skeleton to fork rather than a drop-in framework; the author is explicit that it isn't production-grade.

The 4.3 refactor splits the codebase into Models (data/state) and Modules (self-contained reusable Nodes), which is a real architectural decision for a 'simple template' and makes individual pieces (camera, pawn, tile) easier to lift out. The Blender-to-Godot map import pipeline has a full written tutorial with 50+ screenshots, which is a genuinely rare and practical feature most tactics-RPG samples skip. Camera and input are more developed than you'd expect from a demo — mouse/gamepad/keyboard parity, configurable pan radius, zoom and rotation all wired through a dedicated service layer.

The author calls the enemy AI 'super basic (and stupid)' in the README — there's no real tactical decision-making, so anyone wanting actual AI behavior is building that from scratch. No automated tests anywhere in the tree, so refactors or forks have nothing to verify against beyond manual play. The project maintains parallel branches for Godot 3.4/4.0/4.2/4.3, which fragments attention and means older branches are effectively frozen snapshots, not supported paths. The nesting under data/models/view/control/tactics/service is deep for what's pitched as a simple starting point — expect a real ramp-up before you can confidently extend it.

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