Develop component-based character controller for godot

Job ID: 34274728

Budget: €8 – €30 EUR

There should be a "basic" node and on that node you can add nodes that handle functionality i.e. movement, attacks...
Through code I should be able to create characters with different abilities by just adding the nodes with abilities to the base unit

so, for example, if I want to make a land tank - I'll pick following abilities
Move on land behavior
ranged direct attack
ranged indirect attack
explosive on death
armor
special ability 1
special ability 1

for a flying one - I'll swap "Move on land behavior" for "Move on air behavior" and everything is the same

It should be easy to make derivatives of abilities - for instance by duplicating existing ability and making changes here and there. i.e. "Hovercraft movement behavior" so unit move on land, water and difficult terrain
as if each "ability" is it's own resource
Every ability can be it's own resource

Movement, attacks or wtv can pass signals to the character node that in turn will trigger correct animation
Graphics/animation is a separate scene as well. Basically the AnimatedSprite with a script that has functions to play correct animation when asked. no other logic needed like to know where it's looking
Some nodes can also get exported variables from the character's main node. you can get around with it through dependency injection
All those lego pieces are universal so different units do the same thing and I play with permutations of said abilities. Some units have ABC abilities, others have ADBF abilities
Related categories: Game Development Godot