projects / advent harvest
Advent Harvest
A turn-based creature-team battler with roguelite dungeon crawling, built in Godot 4. The systems come first: a procedurally generated overworld you walk across, tactical battles on terrain that matters, and saves that hold up under test. Stand-in art while the bones get strong. In active development.
// by the numbers
- 516
- 134k
- 300
- v4
// milestones
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Foundation & first walk
Godot 4 project stood up: hex overworld, party movement, the day/turn loop, and the first save scaffolding. The first milestone tag is literally the first walk across a generated world.
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Tactics framework & tactical terrain
The turn-based battle framework, then terrain that matters inside it: elevation, cover, and movement costs that make the map part of the fight.
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Biomes online, worldgen v2
The terrain model rebuilt around an ocean substrate with seed-driven variety from continents to archipelagos, and a climate field layered from latitude and elevation. Biome placement became core-plus-accent instead of noise soup.
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Worldgen v3: naturalness passes
Flow-directed erosion so rivers carve valleys with riparian banks. A ridge tracer that builds connected mountain systems with foothills and passes. A coastline carver for fjords, bays, and headlands. Every pass gated by metrics over 300-seed surveys.
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The 2.5D look
An overnight eight-task run that replaced the hex-chart look: ground tilt and a close camera, elevation tiers with deterministic ramps, tier-blocked pathfinding, fifteen prop variants with baked shadows, neighbor-blended organic ground with no visible grid, cliff relief strips, and y-sorted props. 516 of 516 tests green at the end of it.
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Worldgen v4: region-first biomes & daunting mountains
Organic land regions grown from seeds with river- and slope-snapped borders, a rarest-first biome auction that breaks monoculture, and climate v2. Then the mountains got teeth: alpine height boosts so faces read and block as walls, guaranteed passes so they never wall a region off, and moisture-driven snowlines.
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3D overworld ships
The 3D overworld became the shipping scene, pinned to Forward+ (Vulkan), with cliff bands, hillshade contrast, and a lower sun for readable relief.
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Controller-first UI & real saves
An eight-wedge radial menu aimed by stick or mouse, a pause menu with in-game save/load, and saves that carry real progress rather than acting as bookmarks, with round-trip assertions to keep them honest. A panel host brings map, team, and notes together.
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Demo roadmap
A combat-first path (M6 to M10) toward a build friends can actually play.
// screenshots