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A Chess Puzzle-Roguelike
  • GDScript 61.2%
  • Rust 31.4%
  • Shell 2.3%
  • GDShader 2%
  • Batchfile 1.4%
  • Other 1.7%
2026年07月13日 15:12:17 +02:00
godot Fixed redundant province generation 2026年07月13日 15:12:17 +02:00
rust Trying to make the engine safer and more readable 2026年07月13日 14:59:40 +02:00
thirdparty-licenses Added thirdparty licence texts 2026年07月07日 16:22:49 +02:00
.gitignore Worked on translations 2026年07月06日 16:44:30 +02:00
CHANGELOG Started remaking the engine API 2026年05月04日 15:41:49 +02:00
COPYRIGHT.md Added thirdparty licence texts 2026年07月07日 16:22:49 +02:00
export.sh Reorganised files 2026年05月24日 11:13:25 +02:00
FEATURE_DRAFTS.md Added obstacles to chess model 2026年05月15日 18:39:07 +02:00
LICENSE Renamed the game and reorganised campaign files 2026年04月30日 11:44:24 +02:00
LICENSE.ASSETS Initial Commit 2024年08月24日 11:55:34 +02:00
README-CROSS-MANUAL.md Updated readme for manual cross compiling 2026年05月24日 17:09:18 +02:00
README.md Updated description 2026年06月23日 20:05:46 +02:00
TODO Reorganised TODO 2026年07月08日 14:14:09 +02:00

ShadowCastles

ShadowCastles is a a chess variant with puzzle and roguelike elements, made in the Godot Game Engine; it also uses the Rust bindings for Godot.

Building this derivation is getting simpler again... kinda:

Prerequisites:

  1. Download Godot 4.7
  2. Install Blender (currently used: 4.5 LTS)
  3. Music (optional): Install Musescore with Muse Hub/Muse Sounds and Audacity

Build and Setup:

  1. Install Rust
  2. Navigate to the ShadowCastles/rust folder
  3. Run the following command based on your operating system and architecture:
  • Windows:
    • x86_64 (Intel Core/AMD Ryzen) - .\build.bat --target win86
    • arm64 (Qualcomm Snapdragon) - .\build.bat --target winarm
  • Linux:
    • x86_64 - ./build.sh --target lin86
    • arm64 - ./build.sh --target linarm
  • MacOS:
    • ./build.sh --target mac
  1. Open the Godot project
  2. If blender path is not already set, please select your blender executable

Cross Compilation

Engine

Cross compilation can be easily solved via Docker, though you can absolutely set up Manual Cross Compilation.

Targets:

  • Windows (x86_64, arm64) -> win, win86, winarm
  • Linux (x86_64, arm64) -> lin, lin86, linarm
  • MacOS (arm64, x86_64) -> mac
  • Android (arm64, x86_64) -> apk
  • IOS -> ios
  • Web -> web

Targets with docker support Targets without docker support

After you've done selecting your targets, to build them continue with the following steps:

Docker Supported:

  1. Go to the ShadowCastles/rust folder
  2. Run docker build -t engine/builder .
  3. Wait for it to finish building
  4. Run the following commands to build the engine
# Debug build
./build.sh --target <YOUR-TARGET> --feature docker
# Debug build on Windows
.\build.bat --target <YOUR-TARGET> --feature docker
# Release build
./build.sh --target <YOUR-TARGET> --feature docker --mode release
# Release build on Windows
.\build.bat --target <YOUR-TARGET> -feature docker --mode release

Not Docker Supported:

  1. Have an Apple computer running macOS on it
  2. Go to the ShadowCastles/rust folder
  3. (For the iOS build you'll need Xcode with the iOS toolchain installed)
  4. Run the following commands to build the engine
# Debug build
./build.sh --target <YOUR-TARGET>
# Release build
./build.sh --target <YOUR-TARGET> --mode release

Game

Once you're done building the engine, building the game comes with the usual caveats of Godot.

Notes:

keytool -genkey -alias shadowcastles \
 -keyalg RSA -keystore <YOUR-PATH>/shadowcastles.keystore \
 -dname "CN=Unknown, OU=Unknown, O=Unknown, L=Unknown, S=Unknown, C=Unknown" \
 -storepass <PASSWORD> -keypass <PASSWORD> -validity 365000

Licence:

All code is licensed under the AGPL-3.0-only, while all assets are licensed under the CC-BY-SA-4.0 licence (except for those specified in COPYRIGHT.md). Music constitutes as an asset as such it is licensed under the CC-BY-SA-4.0 licence, however source files cannot be found inside this project. This is because these pieces of music have been relocated to another repository.

Modding/Contributing Guidelines:

By contributing to the project you agree to license code and/or assets under the above mentioned licences. You cannot contribute code written by someone else and/or assets made by someone else without proper credit and licensing. You cannot contribute code and/or assets made by generative AI.

Images should be in .png, .jpg/.jpeg or .svg format and should not include any personal data (use a metadata cleaner). For 3D models Blender should be prioritised. Music should be in the .ogg format.