182 lines
6.3 KiB
Markdown
182 lines
6.3 KiB
Markdown
# Parasitic God
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---
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## The Concept
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You are a nascent god, tethered to a small tribe of followers on a vibrant, living world. Their worship is your lifeblood, their growth your only purpose. You grant them miracles, blessing them with bountiful harvests and inspiring great works.
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But your power comes at a cost. Every miracle that nurtures your civilization also poisons the planet. The soil turns barren, the forests wither, and the sky darkens. You are their savior and their apocalypse.
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---
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## The Mission
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Guide your people from a simple tribe to a star-faring civilization capable of escaping the dying world. Manage your resources **Faith**, **Followers**, and **Production** while trying to keep the planet's ever-rising **Corruption** at bay.
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Unlock new ages of technology, build a network of cities, and perform the final, desperate miracle to launch your followers into the stars before you consume everything.
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---
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## Features
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- **Exponential Growth**
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Watch a handful of followers grow into a massive civilization with huts, cities, and procedural road networks.
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- **A World That Reacts**
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See the direct consequences of your actions as the vibrant globe fades to a corrupted wasteland and forests vanish based on your decisions.
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- **Deeply Moddable**
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The entire game—from miracles and their effects to the visual tiers of your civilization—is driven by simple JSON files. If you can edit a text file, you can mod this game.
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- **Strategic Resource Management**
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Balance the generation of multiple resources and make difficult choices. Will you sacrifice followers to purge corruption, or push for industrial growth at any cost?
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---
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## Modding Your Universe
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This game was built from the ground up to be modified. You can add new miracles, create random events, and even define new visual tiers for your civilization.
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### Finding the Mods Folder
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The game creates a `Mods` folder in its user data directory on first launch:
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- **Windows:** `%APPDATA%\Godot\app_userdata\ParasiticGod\Mods\`
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- **macOS:** `~/Library/Application Support/Godot/app_userdata/ParasiticGod/Mods/`
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- **Linux:** `~/.local/share/godot/app_userdata/ParasiticGod/Mods/`
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Inside, you'll find three folders: `Miracles`, `Tiers`, and `Events`.
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The game also loads a set of base mods from its installation directory (`res://Mods`). Any files you place in the user folder will be added to or override the base game's content.
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---
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### Creating a New Miracle
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To add a new miracle, create a JSON file in `Mods/Miracles`.
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The filename becomes its unique **ID** (e.g., `my_cool_miracle.json`):
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```json
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{
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"name": "My Cool Miracle",
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"faithCost": 100,
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"followersRequired": 50,
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"productionRequired": 0,
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"unlockedByDefault": true,
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"advancesToAge": "The Cool Age",
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"effects": [
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{
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"type": "AddResource",
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"targetResource": "Faith",
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"value": 200
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}
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]
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}
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````
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---
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### Creating a New Event
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To add a new random event, create a JSON file in `Mods/Events`:
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```json
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{
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"id": "event_my_event",
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"title": "A Thing Happened!",
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"description": "Something unexpected occurred. What will you do?",
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"meanTimeToHappen": 120,
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"trigger": {
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"minFollowers": 100,
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"maxCorruption": 50
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},
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"options": [
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{
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"text": "Do the thing!",
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"tooltip": "Gain 50 Production.",
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"effects": [
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{
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"type": "AddResource",
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"targetResource": "Production",
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"value": 50
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}
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]
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}
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]
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}
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```
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---
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### Modifying Visual Tiers
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You can change the visual progression of followers, huts, and temples by editing the files in `Mods/Tiers`.
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The format is a list of tiers, sorted by threshold:
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```json
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{
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"tiers": [
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{
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"tierEnum": "Tier1",
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"threshold": 0,
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"imagePath": "user://Mods/Tiers/Huts/my_custom_hut.png",
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"scale": { "x": 1.0, "y": 1.0 }
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}
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]
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}
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```
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* **tierEnum**: Must be one of `Tier1` through `Tier10`.
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* **threshold**: The number of followers needed to unlock this visual.
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* **imagePath**: The path to the image file. Use `user://` for mods or `res://` for base assets.
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* **scale**: Optional X/Y scale multiplier for the image.
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---
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### Available Effect Types
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Both miracles and event options use this list of effects:
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| Type | Description | Parameters |
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| ------------------- | ----------------------------------- | ---------------------------------------------------------- |
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| **AddResource** | Adds or subtracts from a core stat. | `targetResource` (Stat), `value` (number) |
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| **ConvertResource** | Trades one resource for another. | `fromResource`, `fromAmount`, `toResource`, `toAmount` |
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| **ModifyStat** | Permanently changes a passive stat. | `targetStat`, `op` ("Add" or "Multiply"), `value` |
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| **ApplyBuff** | Applies a temporary multiplier. | `buffId`, `targetStat`, `multiplier`, `duration` (seconds) |
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| **UnlockMiracle** | Unlocks other miracles. | `miraclesToUnlock` (list of IDs) |
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| **DestroySelf** | Removes the miracle's button. | (No parameters) |
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| **Win** | Triggers the game's win condition. | (No parameters) |
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**Valid Stat Names:**
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`Faith`, `Followers`, `Corruption`, `Production`, `ProductionPerSecond`, `CorruptionPerSecond`, `FollowersPerSecond`, `FaithPerFollower`, `ProductionPerFollower`
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---
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## Project Stats
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**Lines of Code:**
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**Repo Activity:**
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---
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## License
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This project is open source. See the [LICENSE](./LICENSE.txt) file for details.
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---
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## Contributing
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While the core code is complete for the jam, you can help by:
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* Reporting bugs or balance issues.
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* Creating cool new miracles and sharing them.
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* Spreading the word! |