# README GDRL is a toy roguelike project built in Godot. The goal of the project is - A Resource-driven logical layer, providing simple save, load & undo - A flexible view layer - A framework that allows expressive content creation with minimal friction - eventually, a finished game ## How Its Made I'm building GDRL slowly, in a meandering way. I work full time and this something of a digital bonsai tree for me to sit with when time avails. I'm not sure if I'll make a demo game or just keep stacking systems up forever. I do know some things for sure though: - Even alone, I like working in feature branches - I don't follow test-driven development (yet) - no AI ## Changelog - September 2026 (so far): Updates to the game's serialized version. committing to keeping cell resources shared until modified. Options save split off from game save. - August 2026: The initial Resource-driven logical layer is mostly complete, though barebones. you can simulate a very simple world and there are examples of Map Generation, Entities, Actions, Action Generators and a simple test scene to see how it all comes together. if for some reason you are here, you can check out `test_ui.gd` for a very simple gameloop or peak at `world_state.gd` for the data representation. # Attribution using Dungeon Crawl Stone Soup assets from http://opengameart.org/content/dungeon-crawl-32x32-tiles-supplemental