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Action RPG — Learning Plan

The goal: a fast-paced top-down action game — dash, sword, readable enemies, and combat that feels violent in the good way — built at 32×32, every line typed and understood.

This curriculum assumes nothing, but if you've built the farming game, stages 01–02 will be familiar ground at a faster tempo: same engine bones, opposite design goals. Farming was calm and event-driven; this is twitchy and continuous — the contrast is itself a lesson in how genre drives architecture. The architecture document maps the whole design, including the three decisions reserved for you.

When you're done, all of this is true#

  • Movement has weight — acceleration, friction, and a dash with real commitment
  • The sword connects: hits land with hitstop, shake, and flash, and you can explain the component chain from swing to death poof
  • One enemy chases, telegraphs, attacks, and gets stunned — and adding a variant takes a .tres file, not an afternoon
  • The arena runs waves, keeps score, and restarting is instant
  • Health, Hitbox, and Hurtbox are three small scenes you could drop into any future game
  • Zero untyped declarations; every commit tells the story

What you'll learn#

New here: movement feel (acceleration curves, dash design) · component-based combat (hitbox/hurtbox/health) · enemy AI state machines · game-feel techniques (hitstop, screenshake) · input buffering. Practiced: state machines, custom Resources, signals, collision layers, typed GDScript, git.

Coming later as add-on modules: stats & leveling, loot, dungeon rooms, ranged enemies, a boss, saving, audio.

Stages#

#What you build (observable)What you learn
01The project; a player whose movement has real weightproject setup · acceleration & friction
02A dash with duration, cooldown, and commitmentstate machines under pressure
03A sword swing with active frames and buffered inputsHitbox component · input buffering
04A training dummy that takes damage, knocks back, and diesHurtbox & Health components · signal chains
05A slime that chases, telegraphs, attacks, and can be stunnedenemy AI state machines · telegraphs
06The same combat, suddenly feeling twice as goodhitstop · screenshake · flash
07Waves, score, death, restart — a complete playable slicespawners · the game loop closed

Three genuine design decisions are flagged where they appear — knockback mechanics, AI style, and your cancel policy. Record each choice and its reason in the architecture document; they're what make this game yours rather than a tutorial's.

Same house motto as always: improvement every day. One stage, one sitting.