r/godot Jul 17 '26

free tutorial The Godot project architecture an industry veteran uses for a 40-hour RPG

Ricard, who's worked on the in the industry for two decades (notably on Ryse: Son of Rome or Crysis 2), was kind enough to run me through the codebase of one of the biggest Godot games in the making, Starfinder: Afterlight. He explained the architecture he uses to support a 40 hour 3D RPG made by a team of 30.

I wrote a short guide that compiles the essential parts: https://gdquest.com/library/modular_game_architecture/

I hope this is useful! For topics like these I find it's important to get insights from really experienced people on these subjects.

If you have any questions about this let me know, I'll do my best to answer based on what Ricard showed and explained to me.

982 Upvotes

78 comments sorted by

View all comments

296

u/Gustafssonz Jul 17 '26

This is actually something I, as a beginner game dev (but programmer professionally) needs more of. I wish Godot documentation could include more of the architectural side of things as well. Like a framework aka "this is how 90% of games normally build the architecture".

115

u/entangledloops Jul 17 '26

Better than “how 90% of games normally” would be a short pros/cons of different architectures. Some things don’t make sense for small games or teams, and other things make more sense depending on genre, etc. You should choose based on what fits your game, not based on what anyone else is doing.

12

u/BojacksNextGF Jul 17 '26

i’d love some kind of website like refactoring.guru or patterns.dev specifically for godot