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
AttackDefinitionresources 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
meleeandrangeattack 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