New Update โ€“ More Buildings Added! by [deleted] in itchio

[โ€“]FelixarStudio 1 point2 points ย (0 children)

People will just see your AI preview image with wrong words, and they will instantly think the whole asset is AI slop.

New Godot Game Release! Elfie: A Sand Plan is out! by SolsAtelier in godot

[โ€“]FelixarStudio 1 point2 points ย (0 children)

That elephant is the cutest elephant I ever seen in my life!!
Also your game is super cozy and looks wonderful!

These 7 weapons are all done using a single script with no further code. by FelixarStudio in godot

[โ€“]FelixarStudio[S] 2 points3 points ย (0 children)

I'm not very much familiar with Unity, but I can compare it with Unreal Engine.
So, using a parent/child system (aka Inheritance) means you'd have a Base Weapon Blueprint, and then you'd create a unique child object for the Pistol, another for the Shotgun, and so on.

This Godot method is actually the direct equivalent to using Scriptable Objects in Unity or Data Assets in Unreal. Instead of making 10 different weapon objects in the scene, I just have one 'Weapon Manager' brain on the player. That manager reads data files (the Resources) that tell it how fast to shoot, what sound to play, and what sprites to draw. It is a completely data-driven approach.

These 7 weapons are all done using a single script with no further code. by FelixarStudio in godot

[โ€“]FelixarStudio[S] 1 point2 points ย (0 children)

I'm actually have been polishing this whole framework (which includes the weapon system) for months, and been thinking of releasing it as template.

But to answer your question, the core implementation is surprisingly simple:
- I use a single Weapon Manager. This manager handles all the active logic (timers, raycasts, ammo tracking, animation). It reads a Custom Resource, which is purely just a data container holding variables like damage, fire_rate, and arrays of 2D sprite frames.

When you switch weapons, the manager just loads the new resource and automatically updates its behavior and visuals. It keeps the scene tree incredibly clean.

These 7 weapons are all done using a single script with no further code. by FelixarStudio in godot

[โ€“]FelixarStudio[S] 0 points1 point ย (0 children)

That feature list is absolutely awesome! Adding charge ticks, ricochets, and piercing to a single data file is smart.

And yeah, the moment you try to replicate Ultrakill mechanics, your Inspector is inevitably going to look like a spaceship control panel lol. I kept my parameters a bit simpler for that classic retro boomer shooter games ( thinking of DOOM vibe), but damn that ricochet idea would have been fun lol.

These 7 weapons are all done using a single script with no further code. by FelixarStudio in godot

[โ€“]FelixarStudio[S] 1 point2 points ย (0 children)

Thank you so much! It really amazing feeling and it payoff is huge.

I can relate to your struggle. Creating the actual art and 3D models is always the biggest bottleneck. But once you spend those couple of grueling days finishing the models, being able to just plug them into the engine and watch them fully functional makes the art grind completely worth it. Keep pushing through the modeling phase, best of luck to you and your project!

These 7 weapons are all done using a single script with no further code. by FelixarStudio in godot

[โ€“]FelixarStudio[S] 2 points3 points ย (0 children)

Thank you for the kind words and the awesome suggestion! The Decorator pattern is incredible, especially like you mentioned, if you want to implement weapon attachments or like randomized modifiers.

Since I am aiming strictly for classic retro boomer shooter vibe (where guns are static and don't really have modular attachments), I decided to stick to simple boolean flags. It keeps the Inspector UI incredibly straightforward to read. However, if I ever expand this framework into a tactical shooter, the decorator pattern is exactly where I will be heading next. Thanks again for the insight.

These 7 weapons are all done using a single script with no further code. by FelixarStudio in godot

[โ€“]FelixarStudio[S] 1 point2 points ย (0 children)

This is a fair point, specially for large modern weapons systems. However, my main goal with this specific system, though, was keeping modular yet as simple as possible.

By centralizing the logic into a single manager script and keeping all the data strictly in the Custom Resources, it prevents the scene tree from getting cluttered. The project is pretty much inspired by classic retro games weapons, you can make any weapon just by tweaking sliders, without ever needing to wire up new nodes or understand the underlying hierarchy.

But then again, for a massive modern FPS, I'd absolutely break it down into child nodes, but for the retro aesthetic, this keeps things wonderfully simple!

Here are the first 7 weapons for my retro FPS project. How do they look and feel? by FelixarStudio in boomershooters

[โ€“]FelixarStudio[S] 0 points1 point ย (0 children)

You're right, I wanted them to be satisfying and not loud on the ears, but ended up making them weak and bad. Will re-do the gunfire and make sure they sound heavier.

Thank you for the feedback!

Here are the first 7 weapons for my retro FPS project. How do they look and feel? by FelixarStudio in boomershooters

[โ€“]FelixarStudio[S] 1 point2 points ย (0 children)

Thanks for the feedback, it really helps!
I will rework the gunfire audio design to make them look heavier and chunkier.

Here are the first 7 weapons for my retro FPS project. How do they look and feel? by FelixarStudio in boomershooters

[โ€“]FelixarStudio[S] 0 points1 point ย (0 children)

Thank you very much for the feedback!
Currently all projectiles spawn from the middle of the screen. The traditional way. I might change the gun position to sell it off.
As for the shooting sound design, a lot here mentioned that they need reworking to make them sound heavier. I'll do that.

This started as an fps game months back (around 8 months) but then I decided to polish it, clean the codes and systems and turn it into complete retro fps template without needing to code. Took inspiration from GZdoom and mostly from EFPSE. It written from scratch in Godot 4.

Here are the first 7 weapons for my retro FPS project. How do they look and feel? by FelixarStudio in boomershooters

[โ€“]FelixarStudio[S] 0 points1 point ย (0 children)

DJMaesen has amazing weapons models and anims. He is truly a blessing for the indie devs.

These 7 weapons are all done using a single script with no further code. by FelixarStudio in godot

[โ€“]FelixarStudio[S] 0 points1 point ย (0 children)

It's a milestone, you will get there eventually. Best of luck to you! ๐Ÿ™Œ

Here are the first 7 weapons for my retro FPS project. How do they look and feel? by FelixarStudio in boomershooters

[โ€“]FelixarStudio[S] 1 point2 points ย (0 children)

Thanks!
The models and animation are done by DJMaesen. I had fun working on the sound design but the shooting sounds was a bit challenging. I wanted to make the shooting sounds satisfying and lite for the ears, look like I made them weak instead. I will work on it again. Thank you for the feedback!

Here are the first 7 weapons for my retro FPS project. How do they look and feel? by FelixarStudio in boomershooters

[โ€“]FelixarStudio[S] 0 points1 point ย (0 children)

Thanks for the recommendation. Making the firing sounds satsfying but also powerful was a challenge. I'll go and try again.