2D Topdown Shooter Godot Game

Ringed

Ringed is a top-down shooter at an early stage of development. The character is surrounded by bloodthirsty monster and must fight to survive.

The game is developed using the awesome open source Godot engine by a team of free/libre software aficionados called KOBUGE-Games.

How to play

  • Movement: WASD
  • Sprint: Shift
  • Dodge: Double press WASD
  • Shoot: Left mouse button
  • Switch weapon: Right mouse button

The default key bindings can be configured via the in-game menu.

License

Ringed - 2D top-down shooter made with Godot Engine
Copyright (C) 2015-2016 KOBUGE Games

This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program. If not, see http://www.gnu.org/licenses/.

GPLv3

Owner
KOBUGE Project Incubator
Incubator for libre games projects using Godot Engine, and archive for unmaintained @KOBUGE-Games projects
KOBUGE Project Incubator
Comments
  • fps changes from 50 to 6 in unknown reason

    fps changes from 50 to 6 in unknown reason

    I use the stone make a sqare to surround the enemy,and there are more than forty "enemy_kamikaze".I shoot randomly,and during a period of time,fps comes down to 7 or 6.

  • New Game Icon...

    New Game Icon...

    https://github.com/mamarilmanson/ringed/commit/c4c3aa7812d4906d10fe18545999450cef6511be

    This is still a commit to my fork... some conflicts are present because I also pushed other commits to mine... please review... :)

  • Add an option to disable some effects

    Add an option to disable some effects

    Some effect (bullet lights in particular #48 ) are quite hard to compute. We should add a settings menu, so users with slower computers (hehe, includes me) can play the game at 60 FPS flat.

    (Note: to remove bullet lights, you can either remove the node or use set_disabled(true)).

  • Some Reports about Enhancement and Proposals after testing the latest commit...

    Some Reports about Enhancement and Proposals after testing the latest commit...

    • Spider only appearing when coming closer even on daytime...
    • Flashlight is on even on a day period...
    • Propose to add a pause window when player pressed ESC...
    • Add number of kills...

    @bojidar-bg ~ I think we really need to finish the game level... -____-

  • Some minor code changes and then can't open some scenes

    Some minor code changes and then can't open some scenes

    Running Godot v 1.1 stable

    Inside setup_game_graphics.gd: #checkbox = get_node("Option1/CheckBox") - caused error checkbox = get_node("Options/Option1/On")

    Inside menu_animation.gd, there were several of these:

    animations.stop(true) - caused error

    animations.stop()

    And then, I couldn't open bombs.xml, even in the editor. Couldn't open a few other scenes either.

  • Light bug when reloads the scene

    Light bug when reloads the scene

    Well when the game is executed first, it will look good when you fire the gun http://i.imgur.com/CCXxOki.png

    Sometimes when you die and the scene needs to be reloaded this kind of things happend: http://i.imgur.com/s9UGuxh.png

    (The back Light2D with type don't appears)

    or this

    http://i.imgur.com/g3Blzul.png (the shotLight isn't appearing)

    In case both

    I just notice that, when you died but still fire, the reload scene now works normally (whit the Light2D with sub type and the ShotLight)

  • Better GUI in Fullscreen mode

    Better GUI in Fullscreen mode

    Well we have now Fullscreen mode in the Graphics options https://github.com/KOBUGE-Games/ringed/commit/a89fa5f48d9c63e87fc814e3bc95a20e85699107

    now we need to adjust the menu's GUI to adapt smoothly.

  • Slow motion bullets when you run against its direction

    Slow motion bullets when you run against its direction

    If you fire to the right and run to the left, you will see slow motion bullets (is a nice effect btw)

    The slow motion bullets are like mines if the spiders touch them, and you will feel like Neo if you touch them with the player

  • New Asset: Rock_1 & Cleaned Asset: player.png

    New Asset: Rock_1 & Cleaned Asset: player.png

    Please add this asset as you like. I don't know how to add a custom lightoccluder and collisionshape. :(

    More iterations of this will be done to create variety... :)

  • Another out of topic...

    Another out of topic...

    Me and a fellow Godot user has been talking about rewriting godot's ui and clean the codebase(he's the dev)... and maybe work on rebranding it... anyone wants to join??? or those who you know who are C++ devs that may want to join... please do... I'm on a recruitment phase now... :)

  • Kamikaze Spider

    Kamikaze Spider

    Well like the title said, I was thinking in made a kamikaze spider (maybe fast, with red stomach with a big light in it, low life, and bad attitude) to scare the player and make him be more aware of the night beasts >:)

  • Design the main character

    Design the main character

    Well right now I finish this issue: https://github.com/KOBUGE-Games/ringed/issues/45

    But for a better feeling of the recoil shot, it will need arm animation of the character, right now it is just one part, but we will need more animations in order to transmit the player a more dynamic character.

    I will do the 3D model and rigg of the character (to get the animation sprites fast from the reders), but the first step that we need, is an objective character design or concept art.

    Please propose in this issue things about the charater (references, ideas, early draws and concepts), and if you can make a concept art it will be very welcome and helpful.

  • Better enemy logic

    Better enemy logic

    Currently spiders will attack you no matter how far away from them you are.. I think they should attack you only if you are in some "view range" (maybe kamikadze spiders will be more sensitive?)

    Also, normal spiders should not just run and attack you, if you haven't provoked them before... After all, why would they hate you otherwise? :smile:

    That means that spiders will need some other job to do while they aren't busy with you, say, making nets, searching for something or just randomly walking around.

    This being said, I'll like to ask you to give feedback on this idea, maybe expanding the list of 'jobs' for spiders, or by just constructively criticizing it... :smiley:

    ( @erik90mx @mamarilmanson @ObaniGemini @akien-mga )

  • Goliat enemy / spawner

    Goliat enemy / spawner

    This king of enemy is very big, strong and with a lot of life... it might launch normal enemies and when it is destroyed launch kamikazes.

    Because it is big it can dodge to the player and be tired, so it is not recommended to get close because a single attack of it can be enough to kill the player.

    -It is not going for the player if it doesn't see him, it walk around in its place and make more normal enemies. -It can not be killed by bullets when it is not tired -Stamina recover take long time -it is tired when make tow fast dodge -the bombs affects its stamina -melee works noramal in it, so if the player want to try that, it need to be epic

  • What kind of game Ringed should it be ?

    What kind of game Ringed should it be ?

    We need to define now what we would like Ringed to look like : would it be a Sandbox game? A RPG styled game? a simple action game? Should we work especially on the singleplayer mode or on the multiplayer mode?

    Also we need to define a splah of story, to define the controls (mouse?joystick?keyboard?),...

    Please be precise and (if possible) give examples.

  • Make a mini map that shows where are all things

    Make a mini map that shows where are all things

    This can make the game more interesting (we can add dynamic goals and that kind of stuff), and at the same time give the player a space orientation in where he is.

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