{"id":41696562,"url":"https://github.com/batazor/breakpoint","last_synced_at":"2026-01-24T20:48:43.628Z","repository":{"id":330884877,"uuid":"1122215325","full_name":"batazor/breakpoint","owner":"batazor","description":null,"archived":false,"fork":false,"pushed_at":"2026-01-10T20:04:47.000Z","size":50069,"stargazers_count":0,"open_issues_count":1,"forks_count":0,"subscribers_count":0,"default_branch":"main","last_synced_at":"2026-01-11T05:52:49.118Z","etag":null,"topics":[],"latest_commit_sha":null,"homepage":null,"language":"GDScript","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":null,"status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/batazor.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":null,"funding":null,"license":null,"code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":"ROADMAP.md","authors":null,"dei":null,"publiccode":null,"codemeta":null,"zenodo":null,"notice":null,"maintainers":null,"copyright":null,"agents":null,"dco":null,"cla":null}},"created_at":"2025-12-24T09:46:19.000Z","updated_at":"2026-01-10T19:51:33.000Z","dependencies_parsed_at":null,"dependency_job_id":null,"html_url":"https://github.com/batazor/breakpoint","commit_stats":null,"previous_names":["batazor/breakpoint"],"tags_count":0,"template":false,"template_full_name":null,"purl":"pkg:github/batazor/breakpoint","repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/batazor%2Fbreakpoint","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/batazor%2Fbreakpoint/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/batazor%2Fbreakpoint/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/batazor%2Fbreakpoint/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/batazor","download_url":"https://codeload.github.com/batazor/breakpoint/tar.gz/refs/heads/main","sbom_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/batazor%2Fbreakpoint/sbom","scorecard":null,"host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":286080680,"owners_count":28736699,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2026-01-24T19:23:36.361Z","status":"ssl_error","status_checked_at":"2026-01-24T19:23:28.966Z","response_time":89,"last_error":"SSL_read: unexpected eof while reading","robots_txt_status":"success","robots_txt_updated_at":"2025-07-24T06:49:26.215Z","robots_txt_url":"https://github.com/robots.txt","online":false,"can_crawl_api":true,"host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":[],"created_at":"2026-01-24T20:48:42.323Z","updated_at":"2026-01-24T20:48:43.623Z","avatar_url":"https://github.com/batazor.png","language":"GDScript","funding_links":[],"categories":[],"sub_categories":[],"readme":"# Breakpoint\n\nA strategy simulation game built with Godot 4.5 featuring hex-based world generation, faction management, and economic systems.\n\n## Overview\n\nBreakpoint is a simulation game that combines strategic gameplay elements with procedural world generation. The game features a hexagonal grid-based world, multiple factions with AI-driven behavior, dynamic economy systems, and a day-night cycle.\n\n## Features\n\n- **Hex Grid System**: Navigate and interact with a procedurally generated hexagonal grid world\n- **Faction Management**: Multiple factions with unique behaviors and relationships\n  - ✅ **NEW**: Faction relationship system (allied, neutral, hostile)\n  - ✅ **NEW**: Territory and influence mechanics\n  - ✅ **NEW**: Faction-to-faction interactions (trade, diplomacy, conflict)\n- **AI Systems**: Advanced AI decision-making\n  - ✅ **NEW**: Utility-based AI behavior trees\n  - ✅ **NEW**: Resource gathering prioritization\n  - ✅ **NEW**: Expansion and defense strategies\n- **Economy System**: Complex economic simulation with resource management\n- **AI NPCs**: Non-player characters with autonomous decision-making\n  - ✅ **NEW**: NPC Dialog System - Interactive conversations with NPCs\n    - Dialog trees with branching conversation paths\n    - Response options that affect relationships and resources\n    - Dynamic dialog content based on NPC faction and relationship status\n    - Typewriter text effect for immersive storytelling\n- **Dynamic World**: Day-night cycle and procedural world generation\n- **Build Mode**: Construction and development mechanics\n- **Building Upgrade System**: Progressive building development ✨ **NEW**\n  - ✅ **NEW**: Multi-level buildings with upgrade paths\n  - ✅ **NEW**: Resource production increases with building level\n  - ✅ **NEW**: Upgrade queue system with time-based progression\n  - ✅ **NEW**: Upgrade action in tile context menu\n- **City Screen**: Dedicated UI for managing city buildings (Phase 3+)\n  - ✅ **NEW**: City building management interface (C key)\n  - ✅ **NEW**: 8 new city building types: Archery Range, Barracks, Blacksmith, Church, Houses (2 types), Market, Tavern\n  - ✅ **NEW**: Construction queue system for buildings\n  - ✅ **NEW**: Resource cost validation and display\n- **Camera Controls**: Flexible camera system with zoom and movement\n- **Player Interaction**: Tile selection, unit control, and action menus\n- **In-Game UI**: Comprehensive HUD and game interface (Phase 3.2)\n  - ✅ **NEW**: Enhanced HUD with resources, time, and faction info\n  - ✅ **NEW**: Faction status panel (F key) - view stats, relationships, and production\n  - ✅ **NEW**: Minimap in bottom-right corner for world overview\n  - ✅ **NEW**: Notification system for important game events\n  - ✅ **NEW**: Background music system with world and city tracks\n  - ✅ **NEW**: Game speed controls (1x, 2x, 3x, 4x)\n\n## Controls\n\n### Camera Controls\n- **W**: Move forward\n- **S**: Move backward\n- **A**: Move left\n- **D**: Move right\n- **Mouse Wheel Up / -**: Zoom in\n- **Mouse Wheel Down / =**: Zoom out\n\n### Interaction Controls\n- **Left Click**: Select tile or unit\n- **E / Space**: Talk to selected NPC (opens dialog)\n- **Right Click**: Open action menu\n- **Right Click**: Open action menu for selected tile\n  - Build, Upgrade Building, Building Info, Move Unit, Tile Info\n- **B**: Toggle build mode\n- **C**: Open city screen for building management\n- **I**: Show tile/unit information\n- **F**: Toggle faction status panel\n- **T**: Toggle territory influence overlay\n- **Space**: Pause/unpause game\n- **1/2/3/4**: Set game speed (1x, 2x, 3x, 4x)\n- **Esc**: Cancel action, close menus, deselect units\n\n### Building Management\n1. **Construct Buildings**: Press **B** to enter build mode, select a building, click on a valid tile\n2. **View Building Info**: Right-click on a building tile and select \"Building Info\"\n3. **Upgrade Buildings**: Right-click on a building tile and select \"Upgrade Building\"\n   - Upgrades cost resources and take time to complete\n   - Production increases with each level\n   - Available upgrades: Well (3 levels), Mine (3 levels), Fortress (2 levels), Market (3 levels), Blacksmith (2 levels)\n\n### Unit Controls\n1. **Select Unit**: Left-click on a tile containing a unit\n2. **Move Unit**: After selecting, click destination tile or use action menu\n3. **Deselect**: Click on empty tile or press Esc\n\n## Requirements\n\n- Godot Engine 4.5 or later\n- Operating System: Windows, macOS, or Linux\n\n## Installation\n\n1. Clone the repository:\n   ```bash\n   git clone https://github.com/batazor/breakpoint.git\n   cd breakpoint\n   ```\n\n2. Open the project in Godot:\n   - Launch Godot Engine 4.5+\n   - Click \"Import\"\n   - Navigate to the cloned repository\n   - Select the `project.godot` file\n   - Click \"Import \u0026 Edit\"\n\n## Running the Game\n\n1. Open the project in Godot Engine\n2. Press F5 or click the \"Play\" button in the editor\n3. The game will start from the main scene (`scenes/main.tscn`)\n\n## Project Structure\n\n```\nbreakpoint/\n├── addons/           # Editor plugins and extensions\n├── assets/           # Game assets (sprites, textures, models)\n├── scenes/           # Game scenes\n│   ├── characters/   # Character scenes\n│   ├── ui/          # User interface scenes\n│   └── main.tscn    # Main game scene\n├── scripts/          # Game scripts\n│   ├── ai/          # AI systems\n│   ├── characters/  # Character scripts\n│   ├── hex_grid/    # Hex grid implementation\n│   ├── social/      # Social systems\n│   ├── ui/          # UI controllers\n│   └── game_store.gd # Global game state management\n└── project.godot    # Godot project configuration\n```\n\n## Key Systems\n\n### Game Store\nCentral state management system that handles:\n- Faction registration and management\n- World state coordination\n- Event signaling between systems\n\n### Hex Grid System\nProcedurally generated hexagonal grid world with:\n- Terrain height generation\n- Tile-based interactions\n- Navigation and pathfinding\n\n### Faction System\n- Multiple competing or cooperating factions\n- Unique faction behaviors and goals\n- Dynamic relationships and interactions\n- **NEW**: Faction relationship system (allied, neutral, hostile states)\n- **NEW**: Territory control with influence mechanics\n- **NEW**: Visual territory influence overlay (toggle with T key)\n- **NEW**: Inter-faction interactions (trade, diplomacy, conflict)\n\n### Economy System\n- Resource management\n- Economic simulation\n- Trade and production\n\n### AI System\n- Autonomous NPC behavior\n- Decision-making algorithms\n- Role-based character actions\n- **NEW**: Utility-based AI behavior trees\n- **NEW**: Action prioritization (resource gathering, expansion, defense)\n- **NEW**: Cooldown and inertia mechanics for strategic consistency\n\n## Testing\n\nThe project includes automated tests for core systems:\n\n```bash\n# Run Faction \u0026 AI System tests\ngodot --headless --script scripts/tests/test_faction_ai_systems.gd\n\n# Run Territory Overlay Visualization tests\ngodot --headless --script scripts/tests/test_territory_overlay.gd\n\n# Run River Generation tests\ngodot --headless --script scripts/tests/river_generation_test.gd\n```\n\nTests are automatically run via GitHub Actions on push and pull requests.\n\n## Development Progress\n\n- ✅ **Phase 1**: Core Foundation (Completed)\n- ✅ **Phase 2.1**: Player Interaction \u0026 Controls (Completed)\n- ✅ **Phase 2.2**: Faction \u0026 AI Systems (Completed) - [Details](PHASE_2.2_SUMMARY.md)\n- ✅ **Phase 2.3**: Economy \u0026 Resources (Completed) - [Details](PHASE_2.3_SUMMARY.md)\n- ✅ **Phase 2.4**: Building \u0026 Development via City Screen (Completed) - [Details](PHASE_2.4_SUMMARY.md)\n  - Current buildings managed through hex map placement\n  - Territory influence visualization system implemented\n  - City screen for complex buildings planned for Phase 3+\n- ✅ **Phase 3.2**: In-Game UI (Completed) - [Details](PHASE_3.2_SUMMARY.md)\n  - Enhanced HUD with resources, time, and faction info\n  - Faction status panel (F key) - view stats, relationships, and production\n  - Minimap in bottom-right corner for world overview\n  - Notification system for important game events\n  - Background music system with world and city tracks\n  - Game speed controls (1x, 2x, 3x, 4x)\n  - Selection info panels for buildings and units\n- 📋 **Phase 3.1**: Main Menu \u0026 Game Flow (Planned)\n- 📋 **Phase 4**: Polish \u0026 Balance (Planned)\n- 📚 **Phase 5**: Quest \u0026 Narrative System (In Progress) - [Details](QUEST_SYSTEM.md)\n  - ✅ **NEW**: Quest Manager - Core quest state management system\n  - ✅ **NEW**: Quest Generator - Dynamic quest creation from game events\n  - ✅ **NEW**: Quest Templates - Procedural quest generation system\n  - ✅ **NEW**: Quest Library - Pre-defined tutorial and faction quests\n  - ✅ **NEW**: NPC Quest System - NPCs can pursue their own missions - [Details](NPC_QUEST_SYSTEM.md)\n  - 40+ quests across 3-act story structure (designed)\n  - Branching narrative with multiple endings (designed)\n  - Quest system integrated with dialog and faction systems\n  - Complete world-building: The Fractured Lands post-Sundering\n  - See also: [GAME_PLOT.md](GAME_PLOT.md), [QUEST_ROADMAP.md](QUEST_ROADMAP.md)\n\n**Current Status**: ~65% complete toward MVP (Quest Manager implemented)  \n**Target Release**: Q2 2025\n\nSee [ROADMAP.md](ROADMAP.md) for complete development timeline.\n\n## Development\n\n### Editor Plugins\n\nThe project includes custom Godot editor plugins:\n- **Tile Sides Editor**: Enhanced tools for hex tile editing\n\n### Building\n\nThe project uses Godot's built-in build system. To export the game:\n\n1. Go to Project → Export\n2. Select your target platform\n3. Configure export settings\n4. Click \"Export Project\"\n\n## Roadmap\n\nSee [ROADMAP.md](ROADMAP.md) for the detailed MVP development plan, feature timeline, and future version roadmap.\n\n## Contributing\n\nContributions are welcome! To contribute:\n\n1. Fork the repository\n2. Create a feature branch (`git checkout -b feature/amazing-feature`)\n3. Commit your changes (`git commit -m 'Add amazing feature'`)\n4. Push to the branch (`git push origin feature/amazing-feature`)\n5. Open a Pull Request\n\n## License\n\nThis project is open source. Please check the repository for license information.\n\n## Acknowledgments\n\nBuilt with [Godot Engine](https://godotengine.org/) 4.5\n\n## Contact\n\nRepository: [https://github.com/batazor/breakpoint](https://github.com/batazor/breakpoint)\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fbatazor%2Fbreakpoint","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fbatazor%2Fbreakpoint","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fbatazor%2Fbreakpoint/lists"}