Projects / Reference
Bible Journey Mini
A Godot platformer: gather verse scrolls across five stages of pits, climbs and the seven deadly sins, then recite them at the waypoint. Three lives. Plays in the browser, on a phone, or on Windows.
Screenshots
About this project
SAMPLE PROJECT / REFERENCE IMPLEMENTATION. Built by the course developer before the term to prove this submission path works. Not student work.
A side-scrolling journey across five stages that get longer and harder as they go: pits to jump, climbs several ledges high, thorn bushes, cracked stones that fall a moment after you land, platforms that carry you across or lift you up, and the seven deadly sins walking the road - Pride drops from above, Wrath charges, Envy follows, and landing on one puts it out.
The point of the journey is the scrolls. Three are hidden in each stage, usually up a climb or past something unpleasant, and each carries a verse drawn at random from a pool of twenty-six, held on screen to read when it is picked up. At the waypoint you are asked to finish the verses you gathered: a wrong answer costs one of three lives and the stage starts again, with the same verses to learn.
The lamp burns down with time rather than distance, so standing still is not safe; oil jars refill it.
The levels and the verses are JSON files, not code, and a headless test script walks every stage as a graph to prove that each scroll, platform and waypoint can be reached before a build is made.
It is reference project B: the Godot path - engine source, an exact engine version, a Web export published to the isolated play domain, and a Windows x86_64 release behind an authorised download.
Problem and purpose
A reference implementation was needed for the browser-game path - something small enough to read in full, but a real game rather than a placeholder.
Intended users
Students in the course, and showcase visitors who want to see that a browser project really runs from the play domain.
Major features
- Verse scrolls gathered as you go, drawn at random from a pool of twenty-six, and a finish-the-verse test at each waypoint
- Three lives: a wrong answer sends you back to the start of the stage
- Five stages of pits, climbs, thorns, crumbling stones and moving platforms
- The seven deadly sins as seven ways of moving, each stopped by landing on it
- A lamp that burns down over time, refilled by oil jars
- Keyboard controls, and on-screen buttons on phones and tablets
- Levels defined in JSON and checked by an automated test
- Fourteen sound effects synthesised by a script in the repository, and two music tracks that loop, duck under a verse and darken for the last two stages
- Best score kept in the browser
Known limitations
Windows ARM64 is not built: Godot can produce one, but it was not tested on ARM64 hardware, and shipping an untested binary as a tested release would be worse than not shipping it. Threads are off in the web export so it runs on a plain static host as well as behind the play origin's cross-origin isolation headers. Five fixed stages, in the same order every time, so the game can be tested and graded. The spoken verses are an optional file that has not been recorded yet; without them the waypoint pauses for a moment instead. The lamp burns with time, so a player who stops to read loses oil - intentional, but the first thing to change if it feels unfair.
How it is built
One Node2D scene, one GDScript file and one JSON data file. _process() steps the world forward by a fixed delta and _draw() renders it immediately - no sprites, so a reader can see where every shape comes from. Stage content is data/stages.json rather than code, so changing the verses needs no GDScript. The Compatibility renderer is used because that is what WebGL 2.0 supports.
Who built it
-
Dr. Taegil Ha
Author (reference implementation)
Wrote the project as the course's worked example of this submission path.