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FPS_Framework

As the title states, this is a framework for first person shooter games. Ideally, a developer should be able to take a release of this framework and expand upon it by adding game-specific tweaks, scripts, and assets. With an MIT license for both this framework and the engine it relies upon, the hope is to provide a FOSS starting point for indie devs, and to promote linux gaming.

What this framework is:

  • A collection of Base Classes for in-game items, Actors, Terrain
  • Session management for
  • Netcode
  • FPS Arena
  • Openworld FPS sandbox

What this framework isn't:

  • A broad library of quality assets
  • A finished game filled with content

History

This project is the latest evolution of a previous project, which aimed to recreate common FPS game mechanics using Unity3D. Originally the idea was to switch out Unity3D for Godot because it was FOSS and had permissive licenses. The idea was to replicate the functionality of the other, albeit with an MIT license so that the project could be used as a starting point for others(including myself).

After putting some serious time into developing the game, I noticed I was putting an inordinate amount of time into the functionality under the dash, and not spending any time polishing the look and feel of the game. I've since come to realize that what I was intending to work on was not a finished game, but a framework for one. A finished game would offer artistic content (such as a rocket launcher that fires potatos), whereas my concern with this project is to tackle the technical problems (such as providing a projectile weapon and explosions).

At this point in time, the plan is to work iteratively with the following process:

  1. Reach significant milestone with this framework.
  2. Develop small game using the framework.
  3. Apply lessons learned to improve framework.
  4. Return to step 1.

Development

The 1.1.0 release includes some additional features not present in 1.0.1 such as settings menu, arena configuration, and bots in multiplayer. An inventory menu now exists for equipping, stashing, and dropping items.

The next major milestone will be an Adventure gamemode centered around players exploring a persistant open world.

See Planning/README.md on develop or feature branches for more granular information.

MainMenu TwoAi Lobbymenu InventoryMenu SettingsMenu ArenaConfig

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A Godot 3.0 first person shooter project.

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