Tactical RPG OpenWorld Card Game Project / Help

Hello everyone!

I’m working on a tactical RPG with a timeline-based combat system, inspired by games like Elden Ring, Slay the Spire, and tactical RPGs. The game is built around deckbuilding mechanics, turn-based strategy, and an open-world structure where players can explore freely and engage in battles dynamically.

Here is a project presentation i’m working on : https://www.canva.com/design/DAGd-weHCjs/Jd4ff2ZHFEWovdFx5wJfCQ/edit?utm_content=DAGd-weHCjs&utm_campaign=designshare&utm_medium=link2&utm_source=sharebutton

I am an hard core gamer like some says, very aware of the game market, was a passionate game dev when i was in school, did a pretty close copy of pokemon on Texas Instrument TI89 instead of studying for an entire year… I did some games with RPG maker, one being a rpg roguelike dungeon with an enhanced path core mechanic but i am really rusty. I’m lacking of good programming skills yet, but i’l learning ATM. I’m willing to use Godot 4 for development.

Core Concept of the game

“Ascension of the 2” is a 2D tactical RPG where the world and its encounters are represented as cards placed on a timeline. The player controls a card-character that moves and interacts with other cards on the field. This is a card version of an Elden Ring sort of game, where a timeline of 9 cards represents the world around the hero, close to him ( approx 9 meters radius ).

:small_blue_diamond: Open-World Exploration: The game features a large, interconnected world, where players can freely choose their paths, encounter NPCs, and face different challenges.
:small_blue_diamond: Timeline-Based Combat: Battles are turn-based but simultaneous – both the player and enemies select their actions, which are then executed based on speed and position.
:small_blue_diamond: Deckbuilding Mechanics: The player customizes their deck, unlocking new abilities, attacks, and movement options by defeating enemies and collecting loot.
:small_blue_diamond: Tactical Movement & Positioning: Each action in combat (attack, dodge, magic) is represented by a card, positioning and learning boss patterns on the 9-slot timeline is crucial for survival.

The game features a hand-drawn, stylized 2D aesthetic, inspired by Okami and comic book visuals, with smooth card animations to create a dynamic feel.

I’m new to Godot but eager to learn! Any advice on managing UI-heavy games, handling timeline-based mechanics, or structuring an open-world in Godot 4 would be greatly appreciated. I will focus on this game for the next months since i have great hopes for this game to be really interesting.

The goal is to make a Demo by my own ( probably 1 year… ) and ask for help, devs, money, game production company, etc…

Could you help me ? Any advice will be great, specially on the structure of my work this year, and the organisation of my Game on Godot.

Much love

Antoine