Wizardry/Etrian Odyssey Clone - Where to begin?

Godot Version

Godot v4.4.1.stable

Question

Hi all!

I'm extremely new to this and have never made a game before. I have coding experience, but don't really know where to start.

I really want to make a basic wizardry clone, which I plan to have a 3d camera for while everything else is mostly 2d, as my modeling experience is lacking.

The issue is I have no idea where to start with coding as I know I need a grid to move on, and a first person camera that spins 90 degrees before I can introduce anything like combat and inventory.

Are there any good short videos that cover what I'm looking for? As admittedly I don't enjoy watching 4 hour videos using older versions and trying to catch up the current versions

On the subject of versions, how do I lock a project to a version so it doesn't auto update?

Thanks in advance for the help. :)

Read the Getting Started guide in the documentation, then do the first two introduction projects.

The manual provides an overview of just about anything you need. There’s also a class reference that, among other subjects, covers every node available.

Here’s a repository of demo projects which can serve as a source of examples.

Godot is provided as an executable and does not automatically update itself.

3 Likes

If you’re just starting out, I’d simplify the design a bit, initially. You can still make the game you want to, but get there in steps.

Wizardry and all those other (originally) 8bit dungeon crawls are almost entirely 2D top-down games. They often present a 3D view for eye candy, but (especially in the earlier titles) all the logic was top-down, 2D, and based on a regular grid.

3D camera logic, model placement, 3D animation and so forth are complications for you right now while you’re learning. You could tackle them if you want, but you could also leave them for later and make the core of the game first.

At its absolute core, these games are all like Rogue or NetHack, and you could start making the game like those, with a top-down view of a dungeon map on “graph paper”. This is pretty easy to make using TileMapLayer and Sprite2D.

Later, when you want a 3D view, you can add that on; you probably still want the top down map view alongside the 3D.

Doing the map-only first will give you a nice, constrained set of problems to tackle.

1 Like

Yeah y’all are both right @TokyoFunkScene @hexgrid

I’ll work on simplifying scope further once I go through the guides proper. Thanks! :smiley:

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