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>