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Hi<br><br>I guess it's a bit time for me to show you my project. The name is temporary because the game is at a very early stage and lot of aspects are still not decided.<br><br>Project Scavenger is an FPS-Rogue in a SF universe. Think of it as a merge between Doom/Halo and Binding of Isaac, where you navigate in randomly generated maps with a nervous First Person Shooter gameplay. You get only one weapon but it evolves as you get randomly generated power ups, which can greatly alter the gameplay. As a rogue game, the death is permanent and saves exist only between missions, allowing the player to suspend the game in a long play. Technologies are at first locked (not available in enemy ships) but can be permanently unlocked by various kinds of achievement.<br><br>The map generator creates a map out of random rooms put together. The player navigates through those rooms, usually filled with enemies, until he reaches the boss room. For each flagship, a random map is generated. It can be technically infinitely large but a parameter determines the maximal size of the map, which increases after each mission. For now, rooms are static and look all the same, but it is planed in the future to have rooms that generate themselves randomly from an algorithm (for instance a cave or a cubic maze).<br><br>The weapon system is a bit different from the usual FPS. You don't have a gameplay per weapon but instead an evolving gameplay depending on the power ups you get. For instance, you start with the pea shooter. You find a power up that make your bullets bigger (larger dimension of the mesh and hitbox). Then you find a power up that allows you to fire rockets instead of pea shooter. The size of your rocket will be affected by the bullet enlarger you took before. If after that you get the power of shooting faster and the sticky bomb, you'll be able to shoot your rocket faster and it will stick to the wall or enemies for a few seconds before it explodes. But if you got the homing guidance instead of the rocket, you have big bullets at fast rate that hurl towards enemies and stick to them before it makes a small explosion (a bit like one weapon in Halo). That's how Binding of Isaac works and that's also the kind of gameplay aimed in this project, but in a doom-like gameplay.<br>Also there's no concept of ammo. The player can shoot forever, but the fire rate prevents him to instant kill an enemy.<br><br>Enemies intend to be dumb but in large number or strong. And they will have each of them their own attack patterns. They have various kind of ranged attack too thanks to the bullet generator use by the player to create dynamically a bullet from a list of power ups.<br><br>The story so far (might totally change) is:<br>Deep in space, the player is a freelance adventurer/scavenger who fights a corporation of criminals with his spaceship and a polymorphic laser gun. He fights enemy fighter ships and then boards the flagship. There he makes his way in ship to take what he can (money, technologies) and finally fight the leader and destroy the ship. The player will then escape and hunt down the next enemy fleet until total eradication of the corporation. Except that each fleet get more powerful with time.<br>The game end with a final fight against the ruler of the corporation.<br><br>This is an open source MIT project, aiming mostly to promote FPS games in Godot Engine. Therefore one objective is to display the flexibilities of the engine with its concept of nodes.<br><br>This project is for now developed by only by one person, Gokudomatic.<br><br>What is done:<br>
FPS controller for the player
life and shield system
Basic user interface
floating enemy who shoot the player at sight
walking enemy who can walk to the player at do melee attacks
infight between enemies
Map generator
dynamic map loading and unloading
a few kinds of rooms
Power-up system
<br>The power ups implemented so far:<br>
life up, speed up, shield up, damage up, jump up
increase weapon bullet size
split weapon bullets
laser pistol
plasma gun
grenade launcher
sticky grenades
<br>I, as a developer, didn't do much in 3d assets, textures and sounds. That's why the game looks dull and boring for the moment. Any kind of help in those areas would be great. The project is anyway open source and free.<br>URL: https://github.com/gokudomatic/godot_fps_crawler<br><br>Screenshots coming soon.<br>