Skip to main content
****
worlds-unbound.png
_[]X
Worlds Unbound
worlds-unbound.readme
_[]X

Worlds Unbound

Years-in-development isometric sandbox with custom scripting language, full multiplayer, and a world editor I built from scratch. Demo coming soon.

metadata.json
_[]X
"date": "January 10, 2025"
"stack": [
"Godot 4.3",
"GDScript",
"ENet",
"Multiplayer",
"Custom Language"
]
worlds-unbound.md
_[]X

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.

Worlds Unbound start screen showing the main menu

Key Features

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

The isometric world editor with tile placement tools

  • 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.

  • Hub-and-Spoke Multiplayer: Scalable architecture where players can host their own worlds while connecting to a central hub for discovery and social features.

  • 12-Layer Character Customization: Deep character creation with 12 distinct customization layers, from body type to accessories and clothing.

Character customization screen with category, options, and live preview panels

  • 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.

The Fabrication script editor with syntax highlighting and documentation panel

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.

The Asset Fabricator's pixel art editor with isometric preview

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