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A performance-friendly 3D space game inspired by Freelancer, Orbiter and EVE (and many other games). Made with Godot engine.

License: GNU General Public License v3.0

GDScript 61.90% Python 37.99% GAP 0.11%
space space-game space-shooter space-arcade-game 3d-game godot godot3 godot-game game-development gamedev

gdtlancer's Introduction

GDTLancer

Progress

A space game inspired by Freelancer, Orbiter, EVE Online and others.
Developed in Godot 3 for desktop (Windows, Linux) and mobile (Android) platforms.

Requirements

The game is designed to be as performance-friendly as possible.
It should run on any hardware that satisfies basic requirements.
FPS can be adjusted with the internal render quality.
For example, game runs at 60 FPS on ThinkPad x230 or Motorola G60 at 70-100% render quality.

Reuirements are as follows:

  • GPU which supports GLES3.
  • Windows x86-64, Linux x86-64, Android ARMv7, Android ARMv8 (additional builds are possible).
  • Screen ratio 16:9 and wider (qHD, HD, FHD, QHD, etc.)
  • Mouse + Keyboard or touchscreen.

Documentation

Documentation main
Versions changelog
TODO list
Credits
YouTube playlist

How to play (edit) the game

You can download one of the pre-compiled binary in the releases section.
GDTLancer is also published on itch.io.
If you want to open it in editor, then you must use a custom Godot build:
https://github.com/roalyr/godot-for-3d-open-worlds

Support the development

Buy Me A Coffee

gdtlancer's People

Contributors

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Stargazers

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gdtlancer's Issues

Make destroyed ship be lost permanently

Ship price should not be linear, basic ships could be freely-provided (ship stats quota, for instance, mass / complexity, which is provided free of charge).

Modular ship design

Allow players to build ships, and let the final stats be derived from the final design.

Multiplayer concepts

MP chat, MP economy, MP structures, PvP (and other physical interactions) - in singleplayer (load player ships, but they are taken over by NPCs)

Ship design: symmetry

Base frame should be symmetric, while small (or medium) details could be asymmetric.

Or make a start of inertia moment and set a threshold above which the ship has to be balanced manually.

Physics: multiplayer

Figure out which approach should be taken for the multiplayer (use Bullet or do a simplier makeshift system?)

Simplicity is the priority.

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