Give your roguelike hero teeth. Build the component-based combat core: a reusable HealthComponent, the Hurtbox/Hitbox pipeline on clean collision layers, a weapon state machine that swings from the WeaponPivot you built, damage numbers and hit flash, a weighty heavy attack, and a dodge that actually dodges.
8
Lessons
685
XP Reward
Beginner
Difficulty
No videos to zone out to. You write the code yourself in the browser, and Code Checks show what your code passed as you go.
Final result: The component-based top-down combat you build
This capstone assumes you've built these systems. New to them? Run these quests first.
Start the first 4 lessons free. Membership unlocks the other 4, plus every other quest and campaign.
Membership is US$25 per month or US$200 per year. Eligible new members start with 7 days free. Card required.
0 of 8 lessons completed
Member download: included with Guild Hall membership.
It is the finished project for the whole quest. Use it to compare your work or to recover a broken step.
Health, hitbox and hurtbox components with one hit per swing, knockback, hit-stop and i-frames. Free to download, MIT licensed, no account needed.
View the free open-source version on GitHub What is in the Hitbox and Hurtbox projectShort browser experiments on ideas this quest teaches. Free, no account, a few minutes each.
Give your roguelike hero teeth. Build the component-based combat core: a reusable HealthComponent, the Hurtbox/Hitbox pipeline on clean collision layers, a weapon state machine that swings from the WeaponPivot you built, damage numbers and hit flash, a weighty heavy attack, and a dodge that actually dodges.
Finish it, then keep the momentum. Here's the logical next step.
Recommended
2D Roguelike: Enemies & AI
Quest 3 of 7 in the 2D Roguelike campaign.
Fill the room with things that fight back. Build an EnemyBase state machine every enemy inherits, running chase, telegraph, attack and recover. Then build four archetypes on top of it: a Grunt, a fast fragile Skitterling, a charging bruiser, and a boss with telegraphed patterns and enrage. Finish with a small arena fight. All of it reuses the Health, Hurtbox and Hitbox pipeline from Combat Core.
First 3 lessons free3-5 hours
State Machine AI for 3D Enemies
Optional. Not part of your current route. Needs: Code From Zero, or you can already read GDScript.
Build a full state machine AI for 3D enemies in Godot 4.x. They chase, attack, circle, back away, and react to damage with real knockback and combo tracking, the kind of enemy that actually feels alive.
First 4 lessons free10-14 hours
Advanced Inventory UI
Optional. Not part of your current route. Needs: Finish Inventory System first; Finish Stats & Leveling System first.
Turn your inventory backend into a real, playable UI: drag-and-drop, tooltips, an equipment doll, a hotbar, and save/load.
Guild Hall7-9 hours
Browse campaigns Submit a build to the Showcase Back to your dashboard