Hi.
Since I’m already mentioning it almost everywhere, I’ll post it here too. ![]()
I’ve started working on a template for games in the style of Baldur’s Gate 1/2, Icewind Dale, Planescape: Torment…
It’s still in the early stages, and it’s a project through which I’m learning a lot, so I’m not expecting any particularly rapid progress. But I’d appreciate any feedback or advice.
On the website - https://wyrmframe.muzzug.com/ - I’ve got a brief roadmap for now. Documentation will follow as soon as there’s something to document. ![]()
Edit: I added planned features on the homepage, but for quick reference:
Planned features
Attributes & Stats - Any stat you want (Strength, Sanity, Fire Resistance), defined as data, backed by a general modifier system.
Equipment & Inventory - Configurable slots, items that modify stats on equip, no hardcoded gear categories.
Status Effects - Poison, stun, buffs, damage-over-time - temporary or permanent, with configurable stacking.
Combat: RTwP & Turn-Based - One core action system, two combat modes. Real-Time with Pause like Baldur’s Gate and Icewind Dale, or Turn-Based - your choice, no duplicated logic.
Targeting & AI Hooks - Pluggable targeting and a clean interface for AI-driven decisions.
Save System - Full game state serialization, human-readable and version-aware.
Of course, the plan may change. ![]()