152 lines
6.0 KiB
Markdown
152 lines
6.0 KiB
Markdown
# Parasitic God
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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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## 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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## 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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## **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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First, you need to find the game's user data directory. The game will create a Mods folder here on its 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. The game also loads a set of base mods from its installation directory (res://Mods), and any files you place in the user folder will be added to or will override the base game's content.
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### **Creating a New Miracle**
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To add a new miracle, simply create a new .json file in the Mods/Miracles folder. The filename will be its unique **ID** (e.g., my\_cool\_miracle.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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### **Creating a New Event**
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To add a new random event, create a .json file in the Mods/Events folder.
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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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### **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. The format is a list of tiers, sorted by their threshold.
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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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* **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. Can be a user:// path for mods or a res:// path for base game assets.
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* **scale**: An optional X/Y scale multiplier for the image.
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### **Available Effect Types**
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This is the core of the modding system. 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 (Stat), fromAmount (number), toResource (Stat), toAmount (number) |
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| **ModifyStat** | Permanently changes a passive stat. | targetStat (Stat), op ("Add" or "Multiply"), value (number) |
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| **ApplyBuff** | Applies a temporary multiplier. | buffId (string), targetStat (Stat), multiplier (number), duration (seconds) |
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| **UnlockMiracle** | Unlocks other miracles. | miraclesToUnlock (list of miracle IDs) |
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| **DestroySelf** | Removes the miracle's button after use. | (No parameters) |
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| **Win** | Triggers the game's win condition. | (No parameters) |
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**Valid Stat Names:** 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](https://www.google.com/search?q=./LICENSE) 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\! |