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What is Wyrmframe

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What is Wyrmframe
Wyrmframe is my attempt at a system-agnostic CRPG games template for Godot Engine 4.7+. The idea is based on the classic Infinity Engine feel (Baldur’s Gate, Icewind Dale, Planescape: Torment), but with no hardcoded rules. I want to create a flexible core (attributes, stats, status effects, equipment, RTwP/turn-based combat) that can be configured via data, not code. Do you want a D&D-style setup? Fine. Want something completely homebrew? Also fine - the architecture doesn’t care. The final result will be a skeleton for other games, not a finished game. What is in the plan? The core systems this template is meant to provide: - Attributes & stats - generic, data-defined records (no hardcoded Strength/Dexterity), with a modifier system on top - Status effects - composable effects that can modify stats, block actions, or tick damage over time, applied through a generic interface rather than if is_poisoned: checks - Equipment - slot-based system, agnostic to what a “weapon” or “armor” actually means in a ruleset - Combat - action queue and targeting, with a toggle between Real-Time with Pause and Turn-Based - Save/load - serialization that survives all of the above being fully data-driven - Plugins support - I’d also like to keep the door open for integration with existing community plugins (Beehave for AI/behavior trees, Pandora for stats/inventory, etc.) where it makes sense, but strictly as an optional layer, never a hard dependency. The core has to stand on its own without them. None of this is meant to be a finished game system - the goal is that a designer can define a new attribute, status effect, or item type entirely through Godot Resources. License: MIT Repo: Wyrmframe [https://codeberg.org/muzzug/Wyrmframe]

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