Hell Magus
Introduction
Playing RPG games has always filled me with excitement, and since I mostly played online, many of those games were MMORPGs or closely related RPG titles.
Because of those nostalgic and passionate experiences, I decided to work on my own RPG game. Of course, I know it is a huge project, and I am not aiming to create something for sale. My main goal is to develop the systems, mechanics, and overall gameplay.
I want to go on this journey and learn not only Godot, but game development in greater depth.
So I am starting with this game, and I will see how far I can take it.
Reference
One game that left a particularly strong impression on me was the first Diablo.
As a reference, I would like to stay as close as possible to that game’s style and mechanics, while still adding some of my own taste.
This was the original Diablo 1 Game Concept by Condor:
Description
Hell Magus is a single-player isometric action RPG with dungeon-crawl elements. The player explores and interacts with the world mainly using the mouse, while actions such as casting spells are triggered through keyboard input. Across the game, the player can collect items, learn spells, defeat enemies, and speak with non-player characters (NPCs).
The dungeon floors are procedurally generated, and each one has its own theme.
Players receive quests from different tiers, they often reward powerful unique items and help the character level up and/or uncover more of the story.
Using systems
I am building this game because I want to learn both game development and Godot, so I try to approach the project through reusable systems.
This list may change over time, but these are the systems I currently plan to implement:
- Character system for stats, resources, and progression
- Navigation system for movement and pathfinding
- Inventory system
- AI system
- Quest system
Assets
Initially, I will use free assets or placeholders, then replace some of them during the polishing stage.
I try to keep the scope simple and avoid overdoing the visual side, so I can focus more on programming than on the art.
Notes
Recent Posts
Player base stats
Stats One class (magician) with several build paths defined by stat weighting, spell preference, and risk profile rather than by hard subclasses. STR affects physical damage and some magical weapon scaling, DEX affects hit chance, dodge, and some projectile spells, INT is the main spell-power stat and also boosts mana, and VIT increases max health and resistances. HP should derive from VIT, mana from INT, and that level-ups grant fixed HP/mana gains plus free stat points, which makes stat-driven build identity a natural system.
May 17, 2026
Player controller and pathfinding
Player character scene I set up the basic CharacterBody2D player scene with a CollisionShape2D , a placeholder AnimatedSprite2D , and added it to the main scene. Pathfinding This part became interesting when I first tried using an A* approach with AStar2D for grid-based pathfinding. AStar2D is designed for shortest-path search on a connected graph, which makes it a solid fit for grid movement, but not always for more organic navigation.
May 16, 2026
Project setup and core foundation
Godot version The latest stable Godot version now is 4.6.2. Project settings I set these project settings at the start: Max FPS 120 Window size 1920x1080, Exlusive Fullscreen Resizable off Stretch mode canvas_items Scale mode integer Debug GDScript Untyped Declaration Warn Input mappings Key Description LMB Move, Interact RMB Attack, Use spell 1-8 Use specific belt item C Open character information I Open inventory Q Open quest log S Open spell book TAB Open map ESC Open menu Placeholder assets I will use premade free assets for prototyping and maybe later if they fit for the game art.
May 15, 2026