This week I built out my RPG interaction system in Godot and explored the power of composition-based design.
I implemented interactable objects reusable components, and a cleaner way to structure systems without everything becoming tightly coupled spaghetti code.
The goal of this project is still the same: build a small, complete JRPG vertical slice and actually finish it instead of endlessly restarting and over-scoping.
This is part of my weekly Godot RPG devlog series where I share my progress, struggles, and what I’m learning while building a game from scratch.
If you have feedback on the system, ideas for future features, or thoughts on composition patterns in game dev, let me know in the comments!