Skip to main content
Advanced Search
Search Terms
Content Type

Exact Matches
Tag Searches
Date Options
Updated after
Updated before
Created after
Created before

Search Results

29 total results found

Game Bible

Operation Tactics

Reference

Operation Tactics

Part I — The Game

Operation Tactics Game Bible

This is the high-level reference for Operation Tactics (codename operation_tactics, real name TBD) — a Final Fantasy Tactics–style tactical RPG built in Godot. Think of this as the game's bible: it describes the whole game and how its systems and pipelines wo...

Part II — Systems

Operation Tactics Game Bible

The world & how it's stored What it is. The battlefield is a 3D grid of small cells called voxels. A voxel is either empty or holds one block: a material (grass, lava, water, wall…), a shape (full cube, half block, slab, slope, wedge…), a rotation, and later a...

Part III — Pipelines & Workflows

Operation Tactics Game Bible

The data pipeline The path every piece of battlefield information takes: map files (facts) ──► rules layer (judgments) ──► consumers (pathfinding, combat, AI, rendering) Maps are facts. A .vmap file (or a generator) holds voxels: material, shape, rotation...

Part IV — Baselines (rules that never break)

Operation Tactics Game Bible

These are the invariants. If code, docs, or habits contradict them, the baseline wins. The map stores facts; rules decide. No walkability, cost, hazard, or LoS verdict ever lives in map data. Render never feeds back. No rule or map datum may depend on what the...

Part V — Glossary

Operation Tactics Game Bible

Term Meaning (plain) Voxel A single cell in the 3D grid — empty, or holding one block. Block A voxel that exists: a material + shape + rotation (+ height, planned). Chunk A 16×16×16 group of voxels; maps are made of chunks. Column The stack of voxels at one gr...

Map Rules

Operation Tactics Reference

This document is the authoritative specification of the game world's data model and rules. It is the ground truth for how maps are stored, how blocks behave, and how gameplay (pathfinding, movement, editing, generation) derives from that data. It binds humans ...

Project Context

Operation Tactics Reference

Project knowledge. Agent-facing; read this before any work. Not the doc for humans. Overview A Final Fantasy Tactics-like tactical RPG (grid-based, turn-based combat with height, movement, and class/job systems) built in Godot 4.x with GDScript. Codename: ope...

Combat

Operation Tactics

Combat

Operation Tactics Combat

This document defines the battle system of Operation Tactics: turn order, movement, actions, damage, elements, statuses, and a battlefield that changes as the fight goes on. It is the authoritative spec — GAME_BIBLE.md summarizes it, and nothing here is super...