Shards of Grandeur is a creature-collector RPG.
Acquire consumable Shards in order to summon Minions in turn-based battles!
Investigate the mystery of the Radiant Cave, which fuels all magic across the land. Take control of it before your enemies do, or you'll be wiped off the map!
First, visit the Releases for Shards of Grandeur, and find the latest release. Scroll to the "Assets" section at the bottom of the release, and do the following, depending on your platform.
I hope you enjoy Shards of Grandeur!
- Find a release 
.zipfile with the name of your platform, and download it (i.e.shards_of_grandeur_X-Y-Z_windows.zipfor Windows). - Once downloaded, extract the .zip file wherever you like.
 - Make sure to keep all of the game assets together in the same folder!
 
To launch the game:
- 
Windows: Execute the
ShardsOfGrandeur.exefile in the folder. You may be prompted by Windows Defender to declare that the game is safe to run. - 
Mac:
[NEEDS CONFIRMATION]Execute theShardsOfGrandeur.commandfile in the folder. - 
Linux: Execute
./ShardsOfGrandeur.sh. You may first need to give this script executable permissions. 
- Find the release 
ShardsOfGrandeur.apkfile and download it to your phone. - Once downloaded, use a file explorer app to install the 
.apkfile. - You may be prompted by Android to scan the app. I would always recommend scanning apps not verified by Google Play.
 - Once installed, you can open the app to start playing!
 
First, I highly recommend reading the official Godot tutorial if you have no prior experience building Godot projects. These instructions assume you are already familiar with the contents covered in the tutorial.
To build Shards of Grandeur for yourself, you need to have Godot Engine version 4.5.1 installed.
- Clone this repository to your local computer somewhere.
 - Launch Godot. Click "Import" in the Project List, and select where you saved the repository.
 - Once the project is imported, open it.
 - Select 
Project > Export...in the toolbar. - If you aren't exporting for Android, skip this step. Otherwise, follow the official Godot tutorial to prepare your Android build environment.
 - Select a platform to export for, or click the Export All button at the bottom.
 - Once the export is finished, you will find the build output in the 
release/directory of the project. 
Each platform binary will be built to an appropriate subdirectory (i.e. windows for Windows, etc).
There is an enemy AI script that nests instances of itself. Depending on the load order of these scripts when loading the project for the first time, this may cause load errors. This MUST be fixed before export, or all of the enemies' AI behavior could be corrupted. To fix this:
- After the project has fully loaded, close the Godot editor, go into the project directory, then the 
.godotsubdirectory. - Edit the 
global_script_class_cache.cfgfile with a text editor. - Search for the following text:
"class": &"AbstractCombatantAiLayer - Find the opening/closing braces of this JSON object, and cut the whole object out of its place. As this whole file is one big JSON array, make sure the extra comma left behind is removed to preserve the JSON syntax.
 - Scroll to the very top of the file.
 - Paste this JSON object as the first element of this JSON array, adding a comma afterwards if necessary.
 - Relaunch the Godot editor and open the project again. If all goes well, there should be no more import errors!
 - Ensure no changes were made to any of the enemy AI resources. Revert them using 
gitif so. 
To create .zip files automatically for the release of a build of Shards of Grandeur, follow these steps on a Linux device:
- Ensure the version number is configured in the Godot Project Settings as desired. Follow the above instructions to build the release in Godot.
 - Ensure the 
ziparchive command line tool suite is installed.zipandunzipare the only commands from this suite the script leverages. - Open a terminal to the root project directory.
 - Execute 
./release_zip.sh. - The script will process creating 
.zipfiles for the Windows, Linux, and Mac builds of the game, in the root of thereleasedirectory. The android release is copied to thereleasedirectory as well, as a standalone file. 
The code is licensed under GPL 3.0, as found in the repository's root LICENSE file.
All original artwork is provided under the CC-BY-NC-SA-4.0 License. Font file provided by fontget.com. See the graphics/LICENSE file for more information on these items.
All original audio, including music and sound effects, are not licensed for general public use. Non-original audio has been used according to each file's respective license, each of which noted. See the audio/LICENSE file for more information on these items.
For all original non-code, non-audio, and non-artwork content or data, including story events, dialogue, and characters: these things are Copyright (c) 2024 Stephen Policelli.
This game uses Godot Engine, available under the following license:
Copyright (c) 2014-present Godot Engine contributors. Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Godot is licensed under the MIT License. Please see the following URL for more details: https://godotengine.org/license/