LaunchpadGD
Roadmap

What's Next

What's next across every LaunchpadGD pack. Order is rough, anything in Later can move up if there's demand. Already shipped? See the change log.

Want something else?

Use the feedback widget on any pack page or send a message via the contact page. If a few people ask for the same thing it usually moves up the list.

In progressActive work — expected in the next release.
  • Initial release

    v1.0.0
    Pixel Platformer

    The first version of the Pixel Platformer pack. A complete set of platformer mechanics built for Godot 4.

    Movement & feel

    The fundamentals that make a platformer feel responsive. Tight horizontal kinematics, the standard timing-window forgiveness, and wall mechanics, out of the box.

    Full breakdown
    • Horizontal Kinematics — Normalized acceleration, friction, and directional snapping for tight "game feel".
    • Variable Jump Height — Dividing vertical velocity upon button release to allow for "short hops".
    • Terminal Velocity — A hard clamp on downward velocity to prevent tunneling through collision geometry.
    • Coyote Time — A 0.1s to 0.15s window allowing jump inputs after walking off a ledge.
    • Jump Buffering — Storing jump inputs made shortly before landing to execute on the frame of impact.
    • Wall Slide & Jump — Detecting is_on_wall() to reduce gravity and override velocity for "kick" jumps.

    Level systems

    The connective tissue between rooms. Drop in a checkpoint, ride a moving platform, ship a level.

    Full breakdown
    • Checkpoints — Global singleton coordinates updated via Area2D triggers for death respawns.
    • Moving PlatformsAnimatableBody2D nodes synced to physics for jitter-free character inheritance.
    • Basic Patrol AI — Hardcoded logic loops using raycasts for ledge detection and edge-to-edge pacing.

    Project scaffolding

    Plumbing that's done for you. Singletons for persistent state, and a playground scene that exercises every script.

    Full breakdown
    • Global Singletons — Autoloads for managing persistent game state, audio, and cross-scene data.
    • Playground Project — A minimal "graybox" testing environment to demonstrate the core scripts.
Up nextCommitted, queued behind the in-progress work.
  • Pro tier — Advanced mechanics

    v2.0.0
    Pixel Platformer

    The mid-tier expansion. Advanced traversal, AI, persistence, and the polish layer that makes a platformer feel professional.

    Advanced movement

    The full traversal toolkit. Dashes, corner correction, ledge grabs, grappling. Every motion verb a designer might reach for.

    Full breakdown
    • Directional Snapping — Detecting rapid input inversion (e.g. pressing Left while moving full-speed Right) to bypass deceleration curves and instantly apply force in the new direction for tighter control.
    • Corner Correction — Raycast-based logic that nudges the player X-position if they clip a ceiling edge.
    • Dash System — High-velocity movement state with invincibility frames and input ignoring.
    • Dash Initialization Pause — A brief "freeze" or wind-up period before the dash executes to add weight and psychological impact.
    • Multi-Directional Dashing — Expanding the standard dash to support 4-way or 8-way movement rather than just horizontal.
    • Ledge Grabbing — Dual-raycast system that zeros out velocity and switches state to a ledge hang.
    • Ground Pound — Pause vertical velocity for wind-up, then apply massive downward force.
    • Grappling Hook — Euclidean distance calculations to lock the player to a radius for pendulum physics.
    • One-Way Drop — Scripted "Down + Jump" command to temporarily shift collision layers.

    World & camera

    Camera and environment systems that turn flat levels into a real world to explore.

    Full breakdown
    • Room Transitions — Zelda-style camera sliding by interpolating limits based on Area2D bounds.
    • Minimap Generator — Translating world coordinates into grid cells for Metroidvania-style discovery maps.
    • Swimming — Aquatic Area2D that reduces gravity and applies aggressive movement dampening.
    • Water Buoyancy — Surface tension simulation that applies upward velocity boost at water borders.

    AI & bosses

    Reactive NPCs and multi-phase bosses, built on Godot's behavior tree and animation tree primitives.

    Full breakdown
    • Behavior Trees — Advanced logic using Blackboards and Sequences for NPCs reacting to multiple stimuli.
    • Boss AnimationTree — Multi-phase visual FSM using AnimationNodeStateMachine and "Call Method" tracks.

    Save & inventory

    Persistence that survives reboots, and an inventory system decoupled from its UI.

    Full breakdown
    • Resource Inventory — Separating item data from UI using a Resource array and GridContainer.
    • ConfigFile Save — Disk serialization for level unlocks and items using the user:// directory.

    Juice & polish

    The visible layer that turns "it works" into "it feels great". Hitstop, screen shake, deformation, trails.

    Full breakdown
    • Hitstop (Freeze) — Briefly dropping Engine.time_scale to 0.05 on impact for psychological weight.
    • Simplex Noise Shake — Fluid, noise-based camera offset independent of positional tracking.
    • Squash & Stretch — Tweening the sprite Y-scale and X-scale during jump and landing transitions.
    • Ghosting Trails — Periodically duplicating sprite frames and fading alpha to create speed trails.
LaterConsidering — not yet committed. Feedback welcome.
  • Studio tier — Full game systems

    v3.0.0
    Pixel Platformer

    The flagship tier. The systems studios reach for when shipping a full game. Combat, narrative, multiplayer, and the accessibility and polish layer expected from commercial releases.

    Combat & feel

    Deep combat layered on top of the Pro movement systems. Combo chains, hit reactions, parries, damage feedback.

    Full breakdown
    • Combo System — Frame-data-driven attack chains with cancel windows and per-move input buffering.
    • Hit Reaction FSM — Directional knockback states (launched, grounded, juggle) with i-frames per state.
    • Parry & Counter — Time-scaled riposte window triggered by frame-perfect input.
    • Damage Numbers — Pooled label nodes with tween arcs, crit color variants, and pluralized formatting.

    Narrative

    Tools for telling a story between fights. Dialogue, cutscenes, quests, all on top of Godot primitives.

    Full breakdown
    • Dialogue System — Branching trees with character portraits and emotion-driven sprite states.
    • Cutscene Director — Timeline-based scripting using AnimationPlayer method tracks for camera, dialogue, and entity choreography.
    • Quest ManagerResource-driven objectives with prerequisites, multi-step states, and persistence hooks.

    Multiplayer

    Three multiplayer paths depending on what your game needs. Couch co-op, ENet networking, or rollback for fighting-game latency.

    Full breakdown
    • Local Co-Op — Split input devices via per-player action sets and viewport-split cameras.
    • Networked Multiplayer — ENet-backed lobby and sync layer with snapshot interpolation.
    • Rollback Netcode — Deterministic state rewind for fighting-game-grade latency masking.

    World systems

    Living worlds. Procedural levels, day and night, weather, depth.

    Full breakdown
    • Procedural Levels — Wave function collapse over TileMap chunks with hand-authored set pieces.
    • Day/Night Cycle — Global shader uniforms driving lighting, ambient color, and NPC schedules.
    • Weather System — Particle-based rain/snow with audio mixing and surface friction changes.
    • Parallax Depth — Multi-layer parallax with look-influenced offset for a 2.5D feel.

    Polish & accessibility

    Everything you need for a launch-ready commercial release. Achievements, rebinding, accessibility settings, replays, localization.

    Full breakdown
    • Achievement Manager — Steam-compatible event hooks with an offline fallback queue.
    • Controller RebindingInputMap mutation UI with conflict detection and gamepad glyph swapping.
    • Accessibility Suite — Color-blind palettes, screen-shake toggle, audio cues, and a difficulty matrix.
    • Replay System — Input recording and playback with seed-locked determinism for speedrun verification.
    • Localization Pipeline — CSV-driven translation with runtime locale swapping and dynamic font fallback.