Overview
Worlds Unbound is a passion project years in the making—an isometric world-building sandbox where players create, script, and share their own virtual worlds. I built everything from scratch: a full world editor, a custom scripting language with its own compiler pipeline, and a multiplayer system with client-side prediction and server reconciliation.

Key Features
- Isometric World Editor: Comprehensive tools for placing floors, walls, items, portals, and defining regions. Build everything from cozy homes to sprawling dungeons.

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Fabrication Scripting Language: A custom natural-language-inspired programming language with a full compiler pipeline. Script NPCs, create interactive objects, and bring your worlds to life.
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Hub-and-Spoke Multiplayer: Scalable architecture where players can host their own worlds while connecting to a central hub for discovery and social features.
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12-Layer Character Customization: Deep character creation with 12 distinct customization layers, from body type to accessories and clothing.

- Hotbar Inventory System: Intuitive inventory management with full Fabrication integration, allowing scripted items and tools.
Fabrication: The Scripting Language
I built Fabrication from scratch—a natural language-inspired scripting language with its own lexer, parser, and interpreter. Here's what it looks like:
protocol "locked_door" {
when architect enters tile (5, 10)
and architect carries item "golden_key"
then
show message "The door unlocks!" to architect
remove item "golden_key" from architect
teleport architect to (5, 15)
}
protocol "welcome_back" {
when architect joins
and persistent architect_variable "has_visited" == true
then
show message "Welcome back, friend!" to architect
}
Features include triggers, conditions, multiple variable scopes (world, player, tile, persistent), conditionals, reusable behaviors with parameters, and math expressions.

Asset Fabricator
Worlds Unbound includes a built-in isometric pixel art editor for creating custom game assets. Draw with standard tools, pick from palettes, toggle isometric guides, and preview your creation live in 3D—all without leaving the game.

Technical Highlights
- Custom Compiler Pipeline: Lexer, parser, and interpreter for Fabrication, all implemented in GDScript
- Event Bus Pattern: Clean, decoupled architecture for handling game events across systems
- Position Interpolation: Smooth networked movement with client-side prediction and server reconciliation
- JSON Persistence: Flexible save system storing worlds, characters, and scripts in human-readable format
- ENet Networking: Reliable UDP networking for responsive multiplayer gameplay
