Meruby's Wish

2 min read

Overview

Meruby's Wish is a 3D action combat prototype built with Godot 4 and Jolt Physics. The project focuses on responsive third-person melee mechanics, modular attack resource pipelines, and clean encounter orchestration.


Combat Systems

The combat framework is structured around modular, data-driven attack resources and dynamic gauge management:

  • Data-Driven Attack Definitions: Combos are authored via reusable AttackDefinition resources defining spatial collision shapes, windup/active/recovery timings, early cancel windows for dodging, knockback vectors, and aerial juggle physics.
  • 4-Emotion Gauge & Skill Casts: Real-time cycling between 4 distinct emotion meters (Rage, Happy, Romantic, Sad). Reaching full charge unlocks active casts with unique weapon trail VFX palettes and properties.
  • Keystone Empowerments: Progression unlocks Tier 2 empowered skill variants, such as cataclysmic meteor smashes, high-gravity singularity pulls, flurry dashes, and persistent glacial freeze zones.

Enemy AI & Encounter Systems

Enemies are built to provide structured, readable combat rather than chaotic group swarming:

  • Token-Based Attack Coordination: Enemies claim shared melee and range attack tokens before striking, preventing unfair simultaneous hits while allowing bosses to dynamically bypass token constraints.
  • Attack Variations & Patterns: Support for directional melee strikes with hyper armor, telegraph indicators for floor beams, cascading AoE drops, and procedural projectile patterns (single shots, fan spreads, rings, and spirals).
  • State & Condition Logic: Attack selection evaluates distance, line of sight, group cooldowns, health thresholds, and selection weights.

Tech Stack

  • Engine: Godot 4.x (Forward+ Renderer)
  • Physics: Godot Jolt (3D Physics)
  • Avatars & Shaders: VRM model pipeline, MToon shading, custom visual effect shaders