My entry for 7day fps jam, my first ever try at an Fps and a 3D game.

Small Update fix after the initial deadline :

Changed a few things to hopefully improve performance a bit, 

and you should now no longer require to be in Capslock to use the numbers for changing weapons, 

also fixed the weapon auto change on first pickup, and door close delay that didn't work on release.

Story and in game context :

On a distant planet in a secret research facility conducting experiments on dark matter, something went wrong... As part of security you're dispatched to see why contact has been lost. Be careful out there !


Gameplay and controls :

Usual PC Fps stuff, Use the mouse to look around and aim, use your WASD keys to move, Spacebar to interract. (Important Sidenote, odd thing i discovered too late, you can't use the numbered keys on a web build apparently so you'll have to put Caps Lock on to use the numbers 0 through 6 to switch between weapons, sorry )

Gameplay wise it's a very basic attempt at a doom clone so the goal is simple, find the exit door, any necessary keycards required to open locked doors, shoot any monster you encounter and collect weapons and powerups.


Credit on some Ressources :

External stuff :

Font is "Orbitron" from Google fonts

Jam Logo 

All the rest of the assets, level geometry, textures, sprites sfx etc are done solo during the jam's time.


Programs Used :

Blender, Godot engine, Gimp, LMMS.


Hope you enjoy what's there, have a good one :)

StatusPrototype
PlatformsHTML5
Rating
Rated 3.0 out of 5 stars
(1 total ratings)
AuthorPixelMetalWolf
GenreAction, Shooter
Tags7dfps, FPS, Godot

Comments

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(+1)

Great game, I don't really have anything to comment on. The only thing I would have liked would have been a control for the sensitivity of the mouse, because my eyes seemed to fly when I moved the mouse.

(+1)

Love the game! Would maybe reccomend adding an 8-bit sound track, but besides that, love it!

Thanks for giving my game a shot ! Yeah th lack of soundtrack is cause of the time, i didn’t expect the delay extention th jam had so i didn’t have time to compose anything for Background Music this time around ^^

(+1)

I got a no copyright song online, since there were no rules for the jam!

(+1)

awesome game!

Thanks ! Happy that you liked it ^^

(+1)

I played through all of it, this was so cool! I'm working on my own oldschool FPS for a jam. I'm really curious how you managed to have so much content for only 7 days of work.

I'm guessing it's made in Godot? How did you construct the levels? Is it some modular 3D models you made that you can put down on a grid?

Hey Liam :) Glad you liked it even if it doesn’t have much levels in the end XD

Cool that you’re working on an fps as well ^^ i’ll have to check that out whenever you get that out of the door.

Well to be honest i just barely made it in time yet again so i polished up what i managed to make and published it to not miss the deadline ^^’ But long story short, the models are in fact very low poly with modifiers in blender so when rendered in low res they look somewhat ok, the bigger monster on the cover has had a bit of gimp magic added to look better up close, weapons appart from the shotgun don’t have much frames so all is animated in engine.

And Yes it’s all made in Godot, i’m by no means a programmer at core, so i only know Gd script so it couldn’t be any other way XD

The levels are made using a combination of “Mesh Libraries” and a “Gridmap” which are a way of making a sort of 3D Tileset and Tilemap in Godot, though for a jam time frame it was a bit of a pain, cause i had to make a few cube and slope pieces in blender, but made them mapped on one big texture, so i had to Uv map every block manually to have the texture variants, and then use all the meshes to create a Meshlib in Godot to then be able to use with a gridmap and make levels, and it took a while O_o I made them with this method cause apparently gridmap has better performance than other ways of making levels in Godot, though i haven’t have the time to test and compare that to be sure. Hope that awnsers your question on that front dude :)

(+1)

Woah, that grid map and meshlib sounds cool. Unity has something similar (tilemap of gameobjects) but it's a pain to work with. I'd be interested in trying to make a game in Godot someday. 

It is ^^ even if like i said i can’t really compare with what other engines use cause i’ve stuck with Godot ever since i started making games. If you’ve mostly worked with Unity i know Godot has a version that uses C# so that might feel a bit more familiar if you ever want to try the engine out. Oh and about the gridmap specifically here’s the tutorial where i learned how to use them, they even detail a bit about how to prepare your models in blender and how to export for use in the engine, so it’s pretty handy :)