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Game Design / Godot

A Squad-Based Narrative RPG in Godot 4

August 16, 2026

Designing a sixteen-day narrative RPG around a four-phase day, simultaneous resolution, and failure that teaches instead of punishing — built in Godot 4 with data-oriented architecture and written decisions.

Most RPGs ask you to win a fight. I wanted one that asks you to spend a day well, and then lives with it.

The core loop

The game runs on sixteen days. Each day breaks into four phases — Dawn, Day, Dusk, Darkness — and each phase belongs to a different kind of character.

Failure as information

When a negotiation collapses or an obstacle stops you, the game doesn’t hand you a game-over screen. It reveals something — a shift in perspective that shows you the designer’s side of the pond — and then offers a choice of rewind scope: this phase, or the whole day.

The cost isn’t resources. It’s time, and the knowledge that you’re now playing a version of the day you already know the ending of. Failure is the tutorial, delivered exactly when you’re motivated to read it.

Declaring a philosophy before building systems

Before any mechanic existed, one question had to be answered: is this world fundamentally consolatory or consequential? Tolkien’s eucatastrophe, where a moral order exists and hope is justified — or Herbert’s ecology, where the universe runs on accident and error, honor saves nobody, and hope has to be earned.

Players feel that choice whether or not you make it consciously. Making it first is what keeps 158 features pointing the same direction.

Architecture

The technical side is deliberately unfashionable. Godot 4 with GDScript, a four-phase day state machine, resource-driven items and encounters, and a migration away from deep object hierarchies toward data-oriented layouts where the simulation actually needs throughput.

Every structural decision gets an ADR — a short written record of what was chosen, what was rejected, and why. Partly for me. Increasingly for the agents working alongside me, which need the reasoning far more than they need the code.

Godot MCP integration for editor automation, Blender for asset pipelines, and audio production under Alter. for the score.