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dashrf

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odd jobs

odd jobs is a small early Fire Emblem/FFT style tactics game made with Godot. It's premise is that the jobs/classes are built around things that aren't typically found in a tactics-style game. It's a hobby project that I'm using primarily to build my skills in game development and as such, the code is freely available and will never be sold. I am no artist therefore all currently used assets are freely available and will be replaced with original art.

With this game, I wanted to try a tiny spin on the classic formula that wouldn't be terribly difficult to implement but also set the game apart from others in the genre (at least ones that I have played and/or am generally aware of). So with that being said, the actual premise is "tactics game, but with uncommon jobs". One might even say they are odd jobs.

The jobs planned for this game thus far are tentative, but consist of:

The abilities of these jobs will be relatively familiar to tactics game players, but I have also planned some environmental effects that should integrate with the abilities to produce some hopefully interesting moments that serve to vary the gameplay. For instance, the Mage has a Lightning ability that will charge up the Mech and the Geomancer can change day to night so they can effectively enable or disable the Werewolf's abilities.

progress

10/10/26 enemy turns!

Enemies can move now! And fight back! And you can see their info on their turn! Now I can get into the real meat and potatoes of making the abilities and unique job aspects work, quality of life updates to make it easier to play the game, and then pay someone a billion dollars to make it actually look good.

9/19/26 move previews

Once I was able to make movement work with the player's character, it was fairly easy to abstract out some of the code to make it possible to see the move ranges for other units while roaming around the map.

9/15/26 movement

It took much longer than expected (mainly due to just not having the time to work on it, but also because I severely misread the documentation), but I was able to get movement working for player controllable characters.