Your Godot 4 Action RPG Kickstarter Prototype
A downloadable game for Windows, macOS, and Linux
Fully funded !
Testing the Class System!
Thank you so much to all of our amazing backers, and to everyone who is interested enough to just check out the prototype!
Your adventure awaits!
Guide Aria on her journey in this vertical slice prototype of our Godot Action RPG. With semi-randomized NPC spawns, random loot. inventory and equipment, combat and health, traps and more, this is a glimpse into the type of game we want to teach you to make.
Controls | |
---|---|
Move Forward | W |
Move Back | S |
Strafe Left | A |
Strafe Right | D |
Dodge | C or V |
Sprint | Shift |
Jump | Space |
Move camera | Mouse |
Light attack | Left Mouse Button |
Heavy Attack | Right Mouse Button |
Equip/Sheathe Weapon | Q |
Open Inventory | TAB |
Use Potion In Slot 1 | 1 |
Use Potion In Slot 2 | 2 |
Open Menu | ESC |
Your Godot 4 Action RPG is an ambitious project - we want to teach you how to make a game like this using the upcoming version 4 of the Godot Game Engine, making assets in Blender and music in LMMS.
===============
Patch Notes V 0.12: Character Classes!
- Added the first pass of the character class system system
- Players now choose from one of three classes - Explorer (one handed), Warrior (two handed) and Mage (magic weapons).
- Players can only equip weapons suitable to their class
- All three classes have different health and stamina stats
- Added an NPC Mage Skelly class.
- Added two more magic weapons - all three scepters will be in the starter chest and at your feet in the PCG level for you to play with
- The three magic weapons have very different uses.
- Revamped the magic system to allow future magical weapons to be more modular
- Added occlusion culling to the PCG dungeons!
===============
Features in this prototype:
- A test of the procedural dungeon system! (Currently doesn't have NPCs or working chests)
- Large, open overworld
- Shops
- Semi randomized NPC spawns
- Unique Boss
- Persistent inventory with drag and drop functionality
- Working equipment slots for weapons and potions
- Three separate weapon styles
- Magic spells
- Character classes
- Working health and stamina systems. If you run out of stamina you'll be exhausted and won't be able to sprint or attack until you recover. Health will recover slowly over time if you're not wielding a weapon.
- Randomized potion and book placement systems in world
- Randomized contents in specific chests
- An epic weapon that cannot appear through random generation and only appears in one specific crate
- Working traps
- Dodging to avoid damage
This is a vertical slice of the project, not a beta or polished game. There are some known issues:
- There is a way to have the GUI show a weapon as equipped when you can't use it. Your player won't actually change to the new weapon, but this causes the GUI to lie to you. We're on it.
- Not equipping a weapon and trying to attack that weapon does nothing. This isn't technically a bug or an issue, but someone reported it as a bug because "I don't read notes" and writing "some people don't read" as a known issue felt mean.
Please note:
- This prototype was built using placeholder animations, sounds and UI elements. We will be redoing them for the courses.
- Everything you see here is a work in progress.
- This was built with Godot 3.3. We will be reworking it for Godot 4 when it's released
- Buying things in the in game shop is not guaranteed to make you happy
- Boids are not delicious. Please do not attempt to eat them.
If you want to see this prototype turn into a series of courses in Godot 4, Blender and LMMS, Support this project today!
Status | Prototype |
Platforms | Windows, macOS, Linux |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | Canopy Games |
Genre | Role Playing |
Tags | arpg, Godot, Kickstarter |
Comments
Log in with itch.io to leave a comment.
Can you update the latest build? I want to try it on my older system (Core 2 and AMD FX). This one using Godot 3+ build is so slow even with RTX 3070 (no problem with Ryzen 3600 though)
@issmir there is no windows build at the moment as far as i can see
Update: Okay now there is a Windows version. Sooooo i might have been blind :D Thanks anyways.
Nope! That was on my end. I managed to upload the Linux build twice. Apparently I REALLY like Linux.
The GNU/Linux export doesn’t work for some reason (I’m running on Debian OS). I did manage to play the Windows export using the emulator Wine though.
Do you see any error if you try to start it from the terminal?
Never mind, it was just a permissions problem. Sorry, my bad.
Got stuck opening a door I think it was the fourth chamber.
Could you also be more clear that tab shows the contents of the box.
The trail of the weapons looks cool.
Good call - the doors will have collision disabled when they open in the next update, and I'll be adding more hints and instructions in game soon
Really looking forward to this tutorial series! I have been saving money, so i can purchase it before the Kickstarter ends!
Alas, it's a slide show at about 0.5 to 1fps on my old Geforce GTX460M laptop.
I can't play this demo because it's super laggy to me ( I'm running a Nvidia Geforce GTX 960m and I can play Monster Hunter World without problems so probably there are optimization issues on this super early prototype). Not sure if I will back it on Kickstarter because if I can't play it probably I can't develop it but I wish you guys the best of luck, you are the best Godot creators in my opinion and I really enjoyed the Godot Getaway course =)
Thanks, really appreciate the feedback- we are working on the optimisation at the moment. :) We will keep you up to date!
Hey, we have just updated the demo, with a focus on performance and would like to know if it is better for you?
Sorry, still unplayable.
Just played the updated version. It ran relatively well, but My GTX 1660 super is maxed out at 100% usage the entire time.
The latest version is still a slide show on my Intel Core i7 8th Gen and NVIDIA GeForce GTX 1050.
Really cool demo! looking forward to see what the course will look like :)
One thing :) .. You probably know about this but... Camera and controls. In my opinion character's movement direction should depend on camera looking direction. Now it's confusing when camera is showing character's face and You strafe... Sometimes it's hard to keep enemy in view ;).
A good point - yeah, I'm still working on camera controls. They're surprisingly tricky to get just right :)
personally i prefer when movment direction depends on character front and the camera is just that , a camera :)
I'm so looking forward to this!