Godot-Lab

Reusable support guides for building TheLordsRequests: gameplay progression, class passives, material-colored powers, generic map design pages, playable layout metrics, high-fidelity object-free Step 2B tileset/composition packs, oversampled one-object Step 2A production, Step 3 map-only import rules, visual QA gates, asset scale rules, and focused guides for players, objects, and enemies.

Guide Hub

Gameplay

Stats, classes, materials

Define the core loop: start plain, earn XP and attribute points, level Power, Agility, and Intelligence, unlock Fighter, Mage, or Sorcerer, grow class passives, and color powers through materials.

Objects

Props, prizes, obstacles

Generate production-quality map objects one at a time with 2x/4x source art, transparent final sprites, map-background previews, collision footprints, Y-sort bases, occluders, and interactables.

Enemies

Monsters by zone

Plan enemy families, sprite sizes, rewards, spawn zones, and direct-chase versus navigation behavior.

Production Flow

Step 1: Design + Object Inventory

Create a visual map reference, an object-free ground plan, and an object inventory with ids, roles, footprints, base points, occluders, and interaction notes.

Step 2B: Object-Free Tileset

Convert the reference into oversampled reusable terrain tiles, 5x5 repeat-tested transitions, terrain rules, tile layers, collision, navigation, zones, spawns, exits, and future object slots.

Step 2A: One Object

Generate one approved transparent object sprite or scene from 2x/4x source art with collision, Y-sort, occlusion, interaction metadata, and QA previews.

Step 3/4: Import

First import the map-only Godot world, then add approved objects one by one and test each addition on the live preview.