🎮 Godot 4.5 Action-Adventure Project

Interactive Documentation & Developer Onboarding

Project Overview

Core principles and philosophy driving this project

🎯 Project Mission

Building a robust, maintainable 3D action-adventure game in Godot 4.5 following industry best practices. This project emphasizes clean architecture, composition over inheritance, and systems that are easy to understand and extend.

Core Design Principles

1 Composition over Inheritance

Objects reference other objects instead of extending them. Components are attached, not inherited.

2 SOLID Principles

Single Responsibility, Open/Closed, Liskov Substitution, Interface Segregation, Dependency Inversion.

3 DRY - Don't Repeat Yourself

Code reusability through composition and shared systems. One source of truth for each concern.

4 KISS - Keep It Simple

If it can't be explained easily, it's bad code. Simplicity enables maintenance and collaboration.

Key Architectural Takeaways

  1. Objects bundle data and behavior - CameraController owns its state and methods
  2. Inheritance extends functionality - Build on existing classes when it makes sense
  3. Encapsulation protects state - Private vs public access controls data flow
  4. Methods have single responsibilities - Each method does one thing well
  5. Objects communicate through interfaces - Public methods define contracts
  6. Composition over tight coupling - Objects reference, not own each other
  7. Events enable loose coupling - Signals let objects collaborate without dependencies
  8. Defensive programming prevents crashes - Always validate before using
⚠️ Project Rules
  • Do not release buggy code
  • Do not assume something will work - test it
  • Double-check work against existing scripts
  • Question potentially bad ideas by analyzing project patterns
  • Always ask before creating debug scripts

System Architecture

How components compose to create the game

Main Scene Hierarchy

Main
Root Scene
CharacterManager
Manages Characters
CameraController
Camera System
FollowController
AI Followers
BaseCharacter
Character Root
MovementHandler
InputHandler
HealthInterface

Composition in Action

BaseCharacter Composition COMPOSITION

BaseCharacter doesn't do movement itself - it composes MovementHandler, InputHandler, and HealthInterface as child nodes. Each component handles one responsibility.

extends CharacterBody3D
class_name BaseCharacter

# Child node references (Composition)
@onready var movement_handler: MovementHandler = $MovementHandler
@onready var input_handler: InputHandler = $InputHandler
@onready var health_interface: HealthInterface = $HealthInterface

# Connect components together
func setup_child_node_connections():
    input_handler.movement_input_changed.connect(
        movement_handler.set_movement_input)
    input_handler.jump_requested.connect(
        movement_handler.handle_jump)

Core Systems

Detailed breakdown of major game systems

📷

Camera System

Manual camera with autocorrection, first-person mode, and smooth following

🎮

Character System

Modular character architecture with composition-based components

👥

Follower AI

Formation-based following with catch-up mechanics and AI control

💬

Interaction System

Contextual interactions like Zelda - Read, Talk, Pick Up, etc.

⚙️

Manager Systems

CharacterManager, EventBus, ManagerRegistry for coordination

🎯

Targeting System

Z-targeting for lock-on combat mechanics

Signal Flow & Communication

How systems communicate through loose coupling

Character Switch Flow

InputHandler
BaseCharacter
CharacterManager
CharacterManager
character_switched
CameraController
FollowController
Other Systems

Key Signal Patterns

✅ Signal Best Practices
  • Name signals clearly - Use past tense (character_died) or request format (jump_requested)
  • Pass minimal data - Only what listeners need
  • Document parameters - Type hints help prevent bugs
  • Use EventBus for global events - Keeps systems decoupled
  • Connect in _ready() - Ensure connections exist before use

Code Deep Dive

Complete script breakdowns with detailed explanations

📘 How to use: Click on any script card below to see the full code broken down section-by-section with explanations of what each part does and why it matters.
👤

BaseCharacter.gd

Character coordinator using composition pattern

🏃

MovementHandler.gd

Pure movement logic with camera-relative controls

📷

CameraController.gd

Manual camera with subtle autocorrection

⚙️

CharacterManager.gd

Character registration and switching system

Developer Onboarding

Getting up to speed with the project

📚 Essential Concepts

🎯 Common Patterns

Pattern: Component Attachment
# Parent gets reference to child component
@onready var movement: MovementHandler = $MovementHandler

# Parent configures child
func _ready():
    movement.set_camera_interface(camera)
Pattern: Defensive Validation
# Always check before using
if not camera or not is_instance_valid(camera):
    push_warning("Invalid camera reference")
    return

if not camera.has_method("get_camera_forward"):
    push_warning("Camera missing required methods")
    return

⚠️ Common Pitfalls

  • Signal Parameter Mismatch - Ensure signal definitions match connections
  • Null References - Always validate nodes exist before using them
  • Missing Methods - Check interfaces have required methods with has_method()
  • Wrong Node Paths - Use correct absolute paths like /root/Main/CharacterManager
  • Godot Restart Required - After adding autoloads to project.godot, restart Godot
  • Collision Layers - Set correct layers for detection (characters=1, interactables=6)

🚀 Getting Started Checklist

💡 Pro Tips
  • Use print() and push_warning() liberally for debugging
  • Create get_debug_info() methods in components for inspecting state
  • Follow the existing naming conventions (snake_case for variables/functions)
  • Document your signal parameters with type hints
  • Test in isolation before integrating with other systems
  • When stuck, check past implementations for patterns