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Turn Panel Kit devlog #1 — making turn-based decisions clearer in Godot

A topic by turnovalab created 29 days ago Views: 183
Viewing posts 1 to 1

A player selects an action, chooses a quantity, then decides whether to commit. I’m building Turn Panel Kit to make these decisions easier to connect to a turn-based game.

The first version has four native Godot UI components: an action picker, a quantity picker, an action confirmation panel, and a turn status bar. They share an editable theme and emit signals. The host game handles inventory, action costs, turn rules, and transitions between panels.

The screenshots show the components running in Godot 4.7.2 on macOS. Automated component and layout checks passed, as did import into a separate project. Manual keyboard, mouse, and window-resize testing remains incomplete. Other platforms and exported builds are untested.

The source uses MIT. AI contributed code and documentation, including this post. The screenshots are real engine renders. There is no public download or purchase page yet.

Which part of a turn-based menu most often causes accidental input in your projects?

Technical preview: https://forum.godotengine.org/t/turn-panel-kit-four-native-godot-4-ui-components-mit-technical-preview/145025 Feedback: replies here or turnovalab@outlook.com.