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Project Gamble

A systems-driven survival game built in Godot 4 using C#. The project follows a strict decoupled architecture to keep logic clean, testable, and separated from visual/scene representation.

Architectural Philosophy

This project avoids dumping logic into visual nodes. It is built around clear separation of concerns:

  • Game.Core vs Game.Bridge: Pure C# logic and state live in src/Core. Godot nodes in src/Bridge act as visual representations and input bridges.
  • State Machines & Data-Driven Design: Systems like farming, resources, and interactables manage their own state.
  • Tool/Weapon Abstraction: Tools use bridge classes so PlayerController stays clean and modular.

Current Features

  • Tool System — 8 equippable tools (Weapon, Shovel, Seed, Watering Can, Scythe, Axe, Pickaxe, Fishing Rod)
  • Farming — Tilling, planting, watering, harvesting with day simulation
  • Resource Gathering — Chopping trees and mining rocks with quality/rarity system
  • Inventory + UI — Functional inventory grid with item rarity display
  • Economy — Money system with buying/selling at the market
  • Swimming — Full swimming mechanics when entering water areas
  • Fishing — Equip fishing rod in water to catch fish
  • Blackjack — Fully playable 3D Blackjack table with betting and money integration
  • TV System — Watchable video screens
  • CCTV System — Multiple security cameras with live feed + channel switching on monitors
  • Interaction System — Contextual F key + left-click tool usage via raycast

Architecture Overview

  • src/Core — Pure C# logic (no Godot dependencies)
  • src/Bridge — Godot nodes that connect logic to the scene tree
  • src/Resources — Item definitions, scenes, and assets
  • Strong emphasis on Core/Bridge separation and reusable systems

Development Setup

  • Engine: Godot 4.6+ (C# / .NET)
  • Version Control: Git
  • .godot/ and .import/ folders are ignored

Roadmap

  • Player-placable Security Cameras
  • Vehicle system (drivable vehicles)
  • Improved water visuals and swimming polish
  • More advanced AI / enemy behavior
  • Expanded economy and trading

About

this is the start of my c++ game dev journey

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