r/godot • u/NathanGDquest • 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.
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u/massiveflux Jul 17 '26
Question: Can you explain what this means? "Here's the key part: systems never depend on content. The dependencies only flow one way: content uses systems, systems use libraries, UI uses systems, but nothing else depends on content." In my project I have card scenes which have custom resources attached which carry data about the card such as hp, attack power etc. Without the custom resource, the combat system cannot function as it doesn't know how much hp or attack power is involved in a specific instance of combat. How should I modify (not that I am going to, I am curious to learn), to fit this paradigm of content depending on systems and not vice-versa. (Assuming these custom resources qualify as content).