Nice project but please, is this project available for download?

Nice game, I am also thinking of creating a game similar to that. But I am still learning godot

@TwistedTwigleg, Thanks for the FPS game tutorial you posted online.

@Ebenezer said: @TwistedTwigleg, Thanks for the FPS game tutorial you posted online.

No problem, hopefully it is helpful.

One day I’ll redo the FPS tutorial, as I’d like to make it more generic and flexible, as well as adding new things. Not to mention now I realize I could do things way better now, as I have learned quite a bit since then.


This is looking great @Schuster ! :smile: The grenade launcher looks really cool and the wall avoidance looks great!

Is the wall avoidance for AI enemies? I’ve always find working on AI to be complicated, so I’ve stayed away from adding AI in most of my games. That said, I’ve been curious to know how enemy AI is done in FPS games as honestly I have no ideal how to go about it.

If the wall avoidance is not for AI, then I can confidently say I look forward to seeing what it is for regardless.

@Ebenezer Thanks, I'm still learning too....mainly writing scripts and level design,etc. I proceeded just according to the TwistedTwigleg's tutorial so the core of fps script for this project is according to the tutorial but you need to customize it according to your project. ....this project may just remain as a demo so if I finish it :) , I will release it as a MIT licensed demo.

@TwistedTwigleg Thanks,....yes, wall avoidance is intended for a simple enemy guards robots with path follow or simple waypoints and with area like attack zone....an advantage would be not have navmesh for this simple bots. Yes , AI is very complicated...there is a interesting project with AI agents deepmind.com/blog/capture-the-flag/ .....This is my first try for AI agents....so we will see :) ....but probably find out from these projects are not for me and start working on simpler because I'm actually attract more projects like Myst, etc. visually artistically oriented exploration puzzle adventures....as this fps,rpg,etc genres is for mainly dev teams. I've been thinking more about it because art, fantasy interactive worlds is actually what I want to create. ....so I would like to finish this project at least as a demo ,because you are learning every project and with each project....even if you are incomplete, you are improving. ....there is some update...pursue shooting enemy enemy-test-07.gif

@Schuster said: @TwistedTwigleg Thanks,....yes, wall avoidance is intended for a simple enemy guards robots with path follow or simple waypoints and with area like attack zone....an advantage would be not have navmesh for this simple bots.

Nice! Sounds interesting and a good way to get around having to use a navmesh.

Yes , AI is very complicated...there is a interesting project with AI agents deepmind.com/blog/capture-the-flag/

Thanks for the link. Very cool, though I shutter at the massive amount of code and foresight that would go into a project like that :lol:

.....This is my first try for AI agents....so we will see :) ....but probably find out from these projects are not for me and start working on simpler because I'm actually attract more projects like Myst, etc. visually artistically oriented exploration puzzle adventures....as this fps,rpg,etc genres is for mainly dev teams. I've been thinking more about it because art, fantasy interactive worlds is actually what I want to create.

That sounds really cool and I totally get what you are saying. Certain game genres can be really time consuming and while they can be fun, you cannot really know whether you like working with a certain genre until you’ve given it a try.

I wish you the best of luck with both this project, and future projects :smile:

....so I would like to finish this project at least as a demo ,because you are learning every project and with each project....even if you are incomplete, you are improving.

So true! I have to always keep this in mind, especially when I shelve a project. Even though it can be disappointing, you are always learning and improving with each and every project.

....there is some update...pursue shooting enemy enemy-test-07.gif

Wow! That looks great!

@TwistedTwigleg Thanks, I created simple corridor :) enemy-test-14.gif

This is starting to look pretty good, hope you can flesh this out into a full game.

The mechanics look polished and the FPS looks rather decent.

That simple corridor looks better than my complicated corridors :lol: Looks great @Schuster! I’m really impressed!

@"Ace Dragon" Thanks...I also hope to complete this project...if not the full game, so at least a demo :)
@TwistedTwigleg Thanks....to create this corridor is quite simple...I drew my profile at Inkscape and then import svg to Blender....adjusted curve density and converted to mesh..applied a mirror modifier...then created couplings at both ends of the section....unwrap uv1 - Smart UV Project(corridor AO map) and unwrap uv2 - Triplanar UV mapping for detail map....bake Ao and export dae to Godot.

@Schuster said: @TwistedTwigleg Thanks....to create this corridor is quite simple...I drew my profile at Inkscape and then import svg to Blender....adjusted curve density and converted to mesh..applied a mirror modifier...then created couplings at both ends of the section....unwrap uv1 - Smart UV Project(corridor AO map) and unwrap uv2 - Triplanar UV mapping for detail map....bake Ao and export dae to Godot.

Oh! I had not though of using Inkscape to make a profile for the 3D tunnel and then using that profile in Blender to help make the mesh. That is a good idea. Thanks for sharing the process! I'll have to try it the future, as the results look great.

Interestingly, we now have grease pencil as a considerable alternative to inkscape for this workflow in 2.80. Might be worth experimenting with that too. :)

4 days later

@Megalomaniak said: Interestingly, we now have grease pencil as a considerable alternative to inkscape for this workflow in 2.80. Might be worth experimenting with that too. :)

Yeah, grease pencil in 2.80 is much improved...I will definitely try....thanks. ....so development is now slower.... I'm trying to make the saving and loading system.....I followed the instructions according to the documentation but because I am still learning gdscript I have hard moments :)

17 days later

Hi, sorry guys I leave this project up to date and maybe later I finish it....but now I'm working on another project (very low-poly, old-school 3d catacombs horror shooter game using Grid maps ) and Godot engine performance is not ready yet at such a level....I mean to fill the levels with many detailed assets....so this project is suspended indefinitely........but again I learn many from this.

Try your shooting game again in a the latest daily Godot build (from Calinou's site).

I'm not sure what happened, but a major performance issue that held a game level of mine at 8 FPS was eliminated. Now my game level runs at 60 FPS.

Thanks @"Ace Dragon" I tried 3.1alpha4 /alpha5 and Calinou's build but for me it's the same.....no increase fps....bridge scene has 27-28(window mode) fps in the editor play mode and run without editor 29 - 35 fps (window mode)....and that's just one enemy in the level - hovering bot.....the truth is that I do not have a very powerful machine......only the integrated graphics hd2500 + i3cpu and 4GB mem........maybe that's it....but TPS demo shows the truth about Godot 3d strength on a much better machines....running too unusually slow.... I just know they do somehow shaders....that Godot is somehow slowly processing shaders.....Vulkan release (Godot 4.0) this change, I think. Also particles...my grenade launcher when you hit the enemy when you are close to him pulling down fps at 10 - 2.....I did not try it with the exported version of the game....I will wait until the 3.1 stable version is released and I will try to export demo.

I moved directly from 2.x to 3.1 because of the GLES2 support. And that is also because GLES3 of 3.0.6 was much slower on older hardware. But going back from GLES3 to GLES2 is not always simple.. I.e. the Particles have to be replaced by CPUParticles.