If you’ve talked to me recently about my dreams, you may have heard me talk about Corrupted Virtues. A tactical, turn-based RPG I’ve dreamed of creating since I first started learning about hobby game development in 2019. But as a basically solo developer with limited time, I’ve learned the hard way diving straight into such a large project is unrealistic.

So, I’m giving myself one year – 2025 – to focus on learning, prototyping, and improving my game development skills. By the end of next year, I hope to have a solid foundation to potentially start my dream project in 2026.

I still plan to post every week in 2025 on my progress, but sinces it’s still 2024 in this post, I’ll outline the systems I want to learn, the technical goals I’m setting, and how I plan to manage my time for Moral Support Studios.

The Game I Want to Make

At its core, the Corrupted Virtues game I envision will feature:

  • 3D Grid-based Movement
  • Turn-based Combat
  • Quick Time Events (QTE)
  • Equipment and Inventory Systems
  • Crafting and Currency
  • XP and Skill Progression
  • Party System
  • Dialogue and Storytelling
  • Distance-based Encounters
  • Save/Load Functionality

These systems are the foundation of many great RPGs, and while I know implementing all of them is ambitious, I believe starting small and iterating will help me achieve this goal over time.

Long-Term Goals (Post 2025)

Eventually, I’d love to explore:

  • Sandbox Level Creation
  • PvP (Local and Online)
  • Team Creation Systems

These ideas will stay in the back of my mind but won’t be a focus for the next year.

Technical Focus for 2025

From a technical standpoint, I want to:

  • Develop entirely in Godot 4 using C#
  • Use GitHub for version control
  • Implement unit tests
  • Follow Clean Code and Clean Architecture principles

This will help me not only build the game but ensure that the codebase is scalable and maintainable.

The Plan: Building a Prototype

Instead of trying to make a full game immediately, I’m going to start with a small, focused prototype. By the end of 2025, I want to have a simple, working demo that includes:

  • Grid-based movement
  • Turn-based combat
  • Basic inventory and equipment
  • XP and Skills
  • Save/Load functionality

Anything else is a bonus.

Breaking It Down – A Month-by-Month Approach

I’ll break the year down into manageable chunks, focusing on one system at a time:

Q1 (Jan – Mar)

  • Improve my Godot 4 C# fundamentals
  • Implement 3D Grid-based movement
  • Add basic pathfinding (AStar)
  • Start writing unit tests for movement

Q2 (Apr – Jun)

  • Develop turn-based combat
  • Implement basic enemy AI
  • Add QTE mechanics for attacks

Q3 (Jul – Sep)

  • Expand to inventory and equipment systems
  • Introduce XP and skill progression
  • Implement simple dialogue interactions

Q4 (Oct – Dec)

  • Polish the prototype
  • Add party mechanics (multiple unit control)
  • Finalize with UI improvements and save/load systems

Is This Realistic?

I think so – as long as I:

  • Keep the scope small for the prototype
  • Focus on one core system at a time
  • Leverage existing assets (no need to reinvent the wheel)
  • Work in small chunks during weekends

By focusing on these steps, I hope to have a playable prototype by the end of the year.

Why I’m Blogging This

I plan to blog my progress weekly to hold myself accountable, but also to share what I learn along the way.

Next week, I’ll start implementing my roadmap. I’m currently looking for public tracking software to list out my tasks and keep everything organized.


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