Building Gameplay Systems
Welcome to Lesson 3! In this lesson, you'll create the core gameplay systems for your AI Treasure Hunter game. You'll implement treasure hunting mechanics, interactive elements, and engaging gameplay features.
What You'll Build
In this lesson, you'll create:
- Treasure Hunting System - Find and collect treasures with AI-generated clues
- Interactive NPCs - Characters with AI-generated dialogue and quests
- Game Progression - Level completion and scoring systems
- Player Abilities - Special skills and power-ups
Step 1: Treasure System Implementation
Treasure Base Class
# Treasure.gd
extends Area2D
class_name Treasure
@export var treasure_value: int = 100
@export var treasure_type: String = "gold"
@export var is_hidden: bool = false
@export var required_ability: String = ""
var is_collected: bool = false
var ai_generated_clue: String = ""
signal treasure_collected(treasure: Treasure)
func _ready():
body_entered.connect(_on_body_entered)
generate_ai_clue()
func _on_body_entered(body):
if body.name == "Player" and not is_collected:
try_collect_treasure(body)
func try_collect_treasure(player):
if can_collect_treasure(player):
collect_treasure()
else:
show_collection_failed_message()
func can_collect_treasure(player) -> bool:
if is_hidden and not player.has_ability("detect_hidden"):
return false
if required_ability != "" and not player.has_ability(required_ability):
return false
return true
func collect_treasure():
is_collected = true
treasure_collected.emit(self)
# Visual feedback
play_collection_animation()
# Remove from scene
queue_free()
func generate_ai_clue():
# This would integrate with AI service
ai_generated_clue = "A mysterious treasure lies hidden in the ancient temple..."
func play_collection_animation():
# Add collection effects
var tween = create_tween()
tween.tween_property(self, "scale", Vector2.ZERO, 0.5)
tween.tween_callback(queue_free)
Treasure Manager
# TreasureManager.gd
extends Node
var total_treasures: int = 0
var collected_treasures: int = 0
var treasure_locations: Array[Vector2] = []
var ai_generated_hints: Array[String] = []
signal all_treasures_collected()
signal treasure_count_updated(count: int, total: int)
func _ready():
# Find all treasures in the scene
find_all_treasures()
generate_ai_hints()
func find_all_treasures():
var treasures = get_tree().get_nodes_in_group("treasures")
total_treasures = treasures.size()
for treasure in treasures:
treasure.treasure_collected.connect(_on_treasure_collected)
treasure_locations.append(treasure.global_position)
func _on_treasure_collected(treasure: Treasure):
collected_treasures += 1
treasure_count_updated.emit(collected_treasures, total_treasures)
if collected_treasures >= total_treasures:
all_treasures_collected.emit()
func generate_ai_hints():
var hint_prompt = create_hint_prompt()
# This would call AI service
ai_generated_hints = await call_ai_service(hint_prompt)
func create_hint_prompt() -> String:
return """
Generate 3 helpful hints for finding treasures in an ancient temple:
- Make them mysterious but solvable
- Include references to temple architecture
- Don't give away exact locations
- Format as a list of hints
"""
func get_random_hint() -> String:
if ai_generated_hints.size() > 0:
return ai_generated_hints[randi() % ai_generated_hints.size()]
return "Search carefully for hidden treasures..."
Step 2: Interactive NPC System
NPC Base Class
# NPC.gd
extends Area2D
class_name NPC
@export var npc_name: String = "Villager"
@export var npc_type: String = "guide"
@export var dialogue_context: String = "greeting"
var player_in_range: bool = false
var ai_dialogue_generator: Node
var current_dialogue: String = ""
signal dialogue_started(npc: NPC)
signal dialogue_ended(npc: NPC)
func _ready():
ai_dialogue_generator = get_node("/root/AIDialogueGenerator")
body_entered.connect(_on_body_entered)
body_exited.connect(_on_body_exited)
func _on_body_entered(body):
if body.name == "Player":
player_in_range = true
show_interaction_prompt()
func _on_body_exited(body):
if body.name == "Player":
player_in_range = false
hide_interaction_prompt()
func _input(event):
if event.is_action_pressed("interact") and player_in_range:
start_dialogue()
func start_dialogue():
dialogue_started.emit(self)
current_dialogue = await generate_ai_dialogue()
show_dialogue_ui()
func generate_ai_dialogue() -> String:
var prompt = create_dialogue_prompt()
return await ai_dialogue_generator.generate_dialogue(prompt)
func create_dialogue_prompt() -> String:
return """
Generate dialogue for a {npc_type} NPC named {npc_name}:
- Context: {dialogue_context}
- Personality: Helpful and mysterious
- Include: greeting, useful information, quest hints
- Keep it engaging and game-relevant
""".format({
"npc_type": npc_type,
"npc_name": npc_name,
"dialogue_context": dialogue_context
})
Quest System
# QuestSystem.gd
extends Node
var active_quests: Array[Dictionary] = []
var completed_quests: Array[String] = []
var ai_generated_quests: Array[Dictionary] = []
signal quest_started(quest: Dictionary)
signal quest_completed(quest: Dictionary)
func _ready():
generate_ai_quests()
func generate_ai_quests():
var quest_prompt = create_quest_prompt()
var ai_response = await call_ai_service(quest_prompt)
ai_generated_quests = parse_ai_quests(ai_response)
func create_quest_prompt() -> String:
return """
Generate 3 quests for a treasure hunting game:
- Quest 1: Find a specific treasure with a clue
- Quest 2: Help an NPC with a temple mystery
- Quest 3: Solve a puzzle to unlock a hidden area
- Format: JSON with title, description, objectives, rewards
"""
func start_quest(quest_id: String):
var quest = find_quest_by_id(quest_id)
if quest:
active_quests.append(quest)
quest_started.emit(quest)
func complete_quest(quest_id: String):
var quest = find_quest_by_id(quest_id)
if quest:
active_quests.erase(quest)
completed_quests.append(quest_id)
quest_completed.emit(quest)
give_quest_reward(quest)
func give_quest_reward(quest: Dictionary):
var reward = quest.get("reward", {})
var player = get_node("/root/Player")
if player:
player.add_experience(reward.get("experience", 0))
player.add_gold(reward.get("gold", 0))
if reward.has("item"):
player.add_item(reward.item)
Step 3: Player Abilities System
Ability Manager
# PlayerAbilities.gd
extends Node
var unlocked_abilities: Array[String] = []
var ability_cooldowns: Dictionary = {}
var abilities_data = {
"detect_hidden": {
"name": "Treasure Sense",
"description": "Detect hidden treasures",
"cooldown": 10.0,
"cost": 20
},
"speed_boost": {
"name": "Swift Movement",
"description": "Temporarily increase movement speed",
"cooldown": 15.0,
"cost": 15
},
"health_regen": {
"name": "Healing Aura",
"description": "Gradually restore health",
"cooldown": 30.0,
"cost": 25
}
}
func _ready():
# Start with basic abilities
unlock_ability("detect_hidden")
func unlock_ability(ability_id: String):
if not unlocked_abilities.has(ability_id):
unlocked_abilities.append(ability_id)
show_ability_unlocked_message(ability_id)
func use_ability(ability_id: String) -> bool:
if not unlocked_abilities.has(ability_id):
return false
if is_ability_on_cooldown(ability_id):
return false
var ability = abilities_data.get(ability_id, {})
var player = get_node("/root/Player")
if player.energy >= ability.get("cost", 0):
player.energy -= ability.get("cost", 0)
ability_cooldowns[ability_id] = ability.get("cooldown", 0)
execute_ability(ability_id)
return true
return false
func execute_ability(ability_id: String):
match ability_id:
"detect_hidden":
reveal_hidden_treasures()
"speed_boost":
apply_speed_boost()
"health_regen":
start_health_regeneration()
func reveal_hidden_treasures():
var treasures = get_tree().get_nodes_in_group("treasures")
for treasure in treasures:
if treasure.is_hidden:
treasure.show_hidden_indicator()
func apply_speed_boost():
var player = get_node("/root/Player")
if player:
player.apply_speed_boost(2.0, 5.0) # 2x speed for 5 seconds
func start_health_regeneration():
var player = get_node("/root/Player")
if player:
player.start_health_regeneration(5, 10.0) # 5 HP per second for 10 seconds
Step 4: Game Progression System
Level Manager
# LevelManager.gd
extends Node
var current_level: int = 1
var max_level: int = 5
var level_data: Dictionary = {}
var ai_generated_levels: Array[Dictionary] = []
signal level_completed(level: int, score: int)
signal level_failed(level: int, reason: String)
func _ready():
load_level_data()
generate_ai_levels()
func load_level_data():
# Load level configuration
level_data = {
"1": {"treasures": 3, "time_limit": 300, "difficulty": "easy"},
"2": {"treasures": 5, "time_limit": 400, "difficulty": "medium"},
"3": {"treasures": 7, "time_limit": 500, "difficulty": "hard"},
"4": {"treasures": 10, "time_limit": 600, "difficulty": "expert"},
"5": {"treasures": 15, "time_limit": 800, "difficulty": "master"}
}
func generate_ai_levels():
for level in range(1, max_level + 1):
var level_prompt = create_level_prompt(level)
var ai_response = await call_ai_service(level_prompt)
var level_data = parse_ai_level(ai_response)
ai_generated_levels.append(level_data)
func create_level_prompt(level: int) -> String:
var level_info = level_data.get(str(level), {})
return """
Generate level {level} for a treasure hunting game:
- Treasures: {treasures}
- Time limit: {time_limit} seconds
- Difficulty: {difficulty}
- Theme: Ancient temple with mystical elements
- Include: obstacles, puzzles, NPCs, hidden areas
- Format: JSON with complete level layout
""".format({
"level": level,
"treasures": level_info.get("treasures", 3),
"time_limit": level_info.get("time_limit", 300),
"difficulty": level_info.get("difficulty", "easy")
})
func complete_level():
var score = calculate_level_score()
level_completed.emit(current_level, score)
if current_level < max_level:
unlock_next_level()
else:
game_completed()
func calculate_level_score() -> int:
var base_score = 1000
var time_bonus = calculate_time_bonus()
var treasure_bonus = calculate_treasure_bonus()
var ability_bonus = calculate_ability_bonus()
return base_score + time_bonus + treasure_bonus + ability_bonus
func calculate_time_bonus() -> int:
var time_remaining = get_time_remaining()
var max_time = level_data.get(str(current_level), {}).get("time_limit", 300)
return int((time_remaining / max_time) * 500)
func calculate_treasure_bonus() -> int:
var treasures_found = get_treasures_found()
var total_treasures = level_data.get(str(current_level), {}).get("treasures", 3)
return int((treasures_found / total_treasures) * 1000)
Step 5: AI-Powered Game Balancing
Dynamic Difficulty Adjustment
# AIGameBalancer.gd
extends Node
var player_performance: Dictionary = {}
var difficulty_adjustments: Dictionary = {}
var ai_balancing_enabled: bool = true
func _ready():
track_player_performance()
func track_player_performance():
# Monitor player behavior and performance
var performance_metrics = {
"completion_time": 0.0,
"treasures_found": 0,
"deaths": 0,
"ability_usage": 0,
"hint_requests": 0
}
# Update metrics based on player actions
update_performance_metrics(performance_metrics)
func adjust_difficulty():
var ai_prompt = create_balancing_prompt()
var ai_response = await call_ai_service(ai_prompt)
var adjustments = parse_ai_balancing(ai_response)
apply_difficulty_adjustments(adjustments)
func create_balancing_prompt() -> String:
return """
Analyze this player performance data and suggest difficulty adjustments:
- Completion time: {completion_time}
- Treasures found: {treasures_found}
- Deaths: {deaths}
- Ability usage: {ability_usage}
- Hint requests: {hint_requests}
Suggest adjustments for:
- Treasure spawn rates
- Enemy difficulty
- Time limits
- Hint availability
- Ability cooldowns
""".format(player_performance)
func apply_difficulty_adjustments(adjustments: Dictionary):
# Apply AI-suggested difficulty changes
if adjustments.has("treasure_spawn_rate"):
adjust_treasure_spawn_rate(adjustments.treasure_spawn_rate)
if adjustments.has("time_limit"):
adjust_time_limit(adjustments.time_limit)
if adjustments.has("hint_availability"):
adjust_hint_availability(adjustments.hint_availability)
Step 6: Testing and Debugging Systems
Gameplay Testing Framework
# GameplayTester.gd
extends Node
var test_results: Dictionary = {}
var automated_tests: Array[String] = []
func _ready():
setup_automated_tests()
func setup_automated_tests():
automated_tests = [
"test_treasure_collection",
"test_npc_interactions",
"test_ability_system",
"test_level_progression",
"test_ai_content_generation"
]
func run_all_tests():
for test in automated_tests:
var result = await run_test(test)
test_results[test] = result
log_test_result(test, result)
func run_test(test_name: String) -> Dictionary:
match test_name:
"test_treasure_collection":
return await test_treasure_collection()
"test_npc_interactions":
return await test_npc_interactions()
"test_ability_system":
return await test_ability_system()
"test_level_progression":
return await test_level_progression()
"test_ai_content_generation":
return await test_ai_content_generation()
_:
return {"status": "failed", "error": "Unknown test"}
func test_treasure_collection() -> Dictionary:
# Test treasure collection mechanics
var treasures = get_tree().get_nodes_in_group("treasures")
var initial_count = treasures.size()
# Simulate collecting all treasures
for treasure in treasures:
treasure.collect_treasure()
var final_count = get_tree().get_nodes_in_group("treasures").size()
if final_count == 0 and initial_count > 0:
return {"status": "passed", "message": "Treasure collection working"}
else:
return {"status": "failed", "message": "Treasure collection failed"}
func test_npc_interactions() -> Dictionary:
# Test NPC dialogue and interaction systems
var npcs = get_tree().get_nodes_in_group("npcs")
for npc in npcs:
if not npc.has_method("start_dialogue"):
return {"status": "failed", "message": "NPC missing dialogue system"}
return {"status": "passed", "message": "NPC interactions working"}
func test_ability_system() -> Dictionary:
# Test player abilities
var player = get_node("/root/Player")
if not player:
return {"status": "failed", "message": "Player not found"}
var abilities = player.get_node("PlayerAbilities")
if not abilities:
return {"status": "failed", "message": "Ability system not found"}
return {"status": "passed", "message": "Ability system working"}
func log_test_result(test_name: String, result: Dictionary):
var status = result.get("status", "unknown")
var message = result.get("message", "No message")
print("Test '{test_name}': {status} - {message}".format({
"test_name": test_name,
"status": status,
"message": message
}))
Next Steps
In the final lesson, you'll learn Game Polish and Publishing - how to add visual effects, audio, optimization, and prepare your game for release.
Key Takeaways
- Core gameplay systems form the foundation of engaging games
- AI can enhance gameplay through dynamic content and balancing
- Testing frameworks ensure system reliability
- Player progression systems keep players engaged
Resources for Further Learning
- Godot Game Development
- AI Game Builder - Practice AI-assisted gameplay design
- Community Forums - Share your gameplay systems
Ready to polish your game? Let's move on to Lesson 4: Game Polish and Publishing!