sgdk-rpg
SGDK RPG
Build the game's rules as ordinary C, then connect them to SGDK's display, input, audio and storage services. SGDK has no built-in party, battle or item API. Preserve the project's architecture and chosen combat design.
Start with the rules that matter
Establish party size, battle participants, targeting, action costs, turn/time policy, progression and what defeat restores. Turn-based, active-time and action RPGs need different clocks and interruption rules; do not turn one Lab's model into a requirement for every RPG. Match the project's setting, artwork, music and pacing. The example's coastal fantasy is illustrative.
Choose one complete loop to prove: prepare a party, enter an encounter, commit an action, resolve its effects, apply the outcome once, then resume exploration. Keep those rules independent of rendering where useful. Do not introduce a universal game framework to demonstrate a small combat system.