How ariaelblood/third-person-souls-like-game works
This is an archived Godot 3D Souls-like prototype. Its documented player workflow is keyboard, controller, or touch input driving responsive character movement, with animation states and transitions presenting the character’s actions. The tree also shows combat, lock-on, status, enemy, map, camera, HUD, localization, and mobile-control subsystems, but no source excerpts establish how they connect. Dashed edges mark the unverified runtime links; the README documents the capabilities, not their implementation calls.
Main entry points: input_component.gd Input handling · movment_component.gd Character movement · animation_component.gd Animation system
Components 17
Player systems
- Input handling
Component/input_component.gd - Character movement
Component/movment_component.gd - Character behavior
Component/character_component.gd - Character states
Component/character_states_component.gd
Gameplay systems
- Combat
Component/combat_component.gd - Lock-on
Component/lock_on_component.gd - Character status
Component/status_component.gd - Basic enemy
Enemies/basic_enemy_character.res - World map
Map/world_001.scn
Presentation
- Animation system
Component/animation_component.gd - Animation notifications
Component/simple_anim_notfy.gd - Third-person camera
Third Person Controler/camera_controler.gd - HUD
Third Person Controler/hud.gd
Shared services
- Mobile controls
Data/Global/Scripts/mobile_control.gd - Localization
Data/Global/Scripts/Localization.gd - Ember loader
Data/ember_loader.gd
Other components
- Player
Connections 3
- Player → Input handling: provides controls
- Input handling → Character movement: drives movement
- Character movement → Animation system: animates actions