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Risk of Quakes

60 devlogs
61h 4m 30s

Updated Project: I think I originally started this project as Fight Engine in SOM, but it sucked so I dropped it. I started trying it again for FT and everything shown here is from FT..
Multiplayer PVP Quake-like with Risk of Rain Survivors.

Updated Project: I think I originally started this project as Fight Engine in SOM, but it sucked so I dropped it. I started trying it again for FT and everything shown here is from FT..
Multiplayer PVP Quake-like with Risk of Rain Survivors.
Made with Godot and an unending love for Risk of Rain 2.

Demo Repository

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Shuflentity

Shipped this project!

Hours: 61.08
Cookies: 🍪 1606
Multiplier: 26.29 cookies/hr

I made my first proper 3D multiplayer PvP shooter game with Godot!

It has the amazing designs of the Survivors from Risk of Rain 2, and the fluid movement of the Quake games, so it’s not really made for anyone but people who are really into movement shooters and Risk of Rain (me) (I’m the target audience here)

The challenging part was, no surprise, the multiplayer! Godot has so many features to do multiplayer correctly, but at first I didn’t know any of them, so my original code was really bad. Most of lobby.gd was copy-pasted straight from the Godot docs (I love the Godot docs), and I think most of it is still there. Over time I got better at multiplayer and it got easier and more intuitive, to the point where I understood each RPC call being made.

The code quality. I refactored major systems like every 4 devlogs so that it would be as future proof as possible. Towards the end I kinda gave up on that to focus on development velocity, but most of the code is still pretty future-proof.

Shuflentity

singleplayer mode!
it does exactly the same thing as hosting with no other players, but its simpler
i also added type hints to the skills so you know what to press without the readme, and some extra text for the binds that arent skills
also added gui scale to settings

Changelog

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Shuflentity

i had a bunch of playtesters today (physics students) and im gonna implement all the feedback before shipping. im no sleeping until i ship maybe
fixed the chef model disconnecting arms sometimes, and made the copy local ip button actually do something. (IT OFFICIALLY WORKS ON MULTIPLE DEVICES)
next steps are to add a controls overview so you can play the game without the readme

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Shuflentity

loading message bc for new map loading system which causes a scary gray screen and i dont want people to think it crashed or anything
ultra baked lights for smirmish
lots of readme stuff, like images, installation insttructions, and gameplay tips

Changelog

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Shuflentity

JUMP PADS!!!
basically they work the same way as in RIsk of Rain 2, where they lock your inputs completely and force you to go on a predetermined route
i found this cool formula thing for calculating the required initial vloecity in order to land on a spot, and it was literally perfect and worked first try depsite being made for an older version of godot

Changelog

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Comments

Shuflentity
Shuflentity 5 days ago

uhhh the video failed to upload just pretend its really cool or smth

Shuflentity

oops forgot to devlog
LOTS AND LOTS OF REFACTORING!!!! turns out having a mapping system so fragile you can only make maps on a single machine is kind of bad actually.
so i had to reorganize most of the map-related files, made a better trenchbroom config THATS ACTUALLY SAVED IN THE REPO THIS TIME, and reapplied all the textures
also started working on the readme!
features left:

  • choosing the map
  • jump pads
  • a controls list somewhere, could also be on the readme
  • legal stuff (im still just using ror2 assets)
  • and something else thats very important but that i forgot
    (yes i am on windows and yes it does still suck)

Changelog

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Shuflentity

environment work, specifically sexy sky shader i stole from a previous project (pepsi) and BAKED LIGHTS!! i forgot baked lights existed tbh, but they look so good

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Shuflentity

NEW MAP!!!!!!! THE BULWARK’S AMBRY!!!!!!!
now instead of bhopping around skirmish a from valorant, you get to do it around the Artifact Reliquary from Risk of Rain 2!!!!!!!!!!!!!!!! large improvement
the reason the video is so long is bc i got distracted bhopping on the very fun map
next steps is to add a proper sky, probably from pepsi, and add launch pads to get to the more vertical parts of the map
you can also watch the lapse timelapse to see how i did all of it in trenchbroom
oh also you can disconnect from the game now i forgot to mention that

Changelog

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Shuflentity

started pause/settings menu
you cant really pause since its a multiplayer game but i dont know what else to call it

Changelog

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Shuflentity

man wtf
joining midgame is SO CLOSE to being complete, except the initial players dont sync the new peers synchronizer for some fucking reason, so it works mostly fine for the peer that just joined, except for the fact ehry dont get the data of the peers who were already connected

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Shuflentity

really basic theming and styling!
lots of experience from risk of rice but godots ui system is nicer honestly
i could make it look nicer but this is the furthest im willing to go in terms of complexity, its a fps not a rice after all
also SICK ASS LOGO I LOVE IT SO MUCH
also thank god for ft utils saving the devlog my screen died while writing ts

Changelog

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Shuflentity

refactored the skills to have a start/finish design to support multiplayer better instead of checking each physics frame if the ability is still being held down. this only really effects phase round and dice, but this was a refactor that was gonna happen eventually
and yes im including the git changelog now

Changelog

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Shuflentity

more ability sync stuff, mostly a bunch of dealing with my old code that i no longer understand since i havent been inside this codebase in forever

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Shuflentity

ok so it DOESNT WORK AT ALL when you have 3 or more players for whatever fucking reason.
on a completely unrelated note this project is now a 1v1 game
THIS is what godot multiplayer is for, ability syncs done in like 3 lines of code. its not perfect, but it does almost everything already
i should sleep its almost 4am and i have a big day tmw (Thursday)

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Shuflentity

LIHFSKS FOIFLK FLKFDODF FSO YESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYES
IT WORKS
PERFECTLY

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Comments

Shuflentity
Shuflentity 9 days ago

NEVER FUCKING MIND

Shuflentity

LETS FUCKING GOOOO IT ALMOST WORKS
the only issue is it makes two of each player and i cant switch to the other player to see if it works
but now rotation position and spine angle is all synced!

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Shuflentity

500 billion checks and bandaid solutions later: the host player works and the other peer player almost works

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Shuflentity

holy shit godot wakatime is so broken
almost every minute gets logged
lobby system is done officially! for now!
there are now indicators for when a player selects a survivor, it doesnt show the exact survivor, but just a checkbox.
also started getting the players into the same world, but thats still very WIP

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Shuflentity

GUESS WHOS BACK!!!!!!

lots of work on the lobby system so that when the host starts the game it waits for everyone to select their character before loading everyone into the game. its really buggy rn BUT IT WORKS. i can also add indicators to each player to show who locked in and who didnt

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Shuflentity

lobby implementation stolen straight from the godot docs

  • joining
  • leaving
  • disconnecting (like by closing the window)
  • hosting
  • player list updates almost instantly
  • lobby is global
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Shuflentity

implemented animations, and the cleavers actually update depending on whether or not you can throw them

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Shuflentity

working on animations using a choppy style because godot REALLY doesnt like it when i combine interpolation and inverse kinematics
anyways look at this image of my cat

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Comments

chefpenguino
chefpenguino 3 months ago

nice djungelskog 🔥

Shuflentity
Shuflentity 3 months ago

sorry to disappoint but that is a KRAMIG, not a DJUNGELSKOG as you assumed. you will be send into purgatory because of this mistake. goodbye!

Shuflentity

made most of the boosted skills, but they suck ass rn and im so fucking tired

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Shuflentity

started working on Yes, CHEF! which upgrades your next set of moves, currently on works on dice
oh and roll does damage and knockback

image related

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Shuflentity

CANT TALK SO I ACTUALLY HAVE TO WRITE

NEW ABILITY: SEAR

IT COOKS THEM
basically its like pyro flamethrower from tf2
its a bit powerful rn, i might make it so its like in the game where you cant jump and youre slowed a lot but idk
also it should prevent the use of m1 but idrc rn
FRAUD

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Shuflentity

made the movement part of chefs roll so you can fulfill your dreams of being a robot monkey that turns people into stew

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Shuflentity

polished dice a lot

  • animations
  • outlines
  • damage
  • collisions
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Shuflentity

DICE LIKE FROM CHEF.
you get 3 cleavers and can make them flaot through magic

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Comments

Mujtaba
Mujtaba 4 months ago

Nice !

Shuflentity

added the chef rig from Risk of Rain 2 sots dlc bc theyre like the only good character from sots

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Shuflentity

giant ass refactor #857, this time for players/entities
NOW WITH BUNDLES LIKE FROM BEVYY

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Shuflentity

cant talk rn so i actually have to write here:

  • with the skills refactor i can now do stuff like ability pickups, in this case for the special ability
  • i could easily make this for other slots but this is honestly just a feature to show that i could
  • i could use the pickups for items or smth tho
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Shuflentity

giant refactor for skills and started actual work on ui

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Shuflentity

gave up on rigging the rest of the animations. also started to setup trenchbroom for maps, and im planning to use lapse for mapping

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Shuflentity

more rigging stuff on the model, this game is meant for multiplayer after all

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Shuflentity

refactored everything and made like a base entity class or something

might make ai with this later

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Shuflentity

new skill: phase round

charge to amke a projectile, more charge = more speed and damage, and it looks cool

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Comments

Shuflentity
Shuflentity 4 months ago

sorry i accidentally swallowed the mic

Shuflentity

added tactical slide, on the ground its a normal slide which just gives speed, but in the air it redirects your momentum upwards/diagonally.

i have to wake up in 5 hours but i physically cant fucking sleep

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Comments

scitechexperiments

Wohoo!! Looks cool buddy :)

Shuflentity

its either i work on this project or i kill myself

anyways i added guns to reflect how i feel

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Comments

ryan.chandra8308
ryan.chandra8308 4 months ago

Please never stop posting these LMAOOOOOOO

Shuflentity

STAIRS!!!!! YES THIS DID TAKE THE WHOLE TWO HOURS!
they work even when youre moving really fast
gup

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Shuflentity

scrapped literally all the movement code and just copied quake since quake did it correctly. i did use this guide but its def worth it for this game

right now its just quake tho
gup

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Shuflentity

started project.

i actually started this before ft even started, but when blender broke all my files i had to restart from scratch and this is like my attempt 2

rn i have basic third person camera movement, and a really shitty gun model

i might just rip Risk of Rain 2 assets since theyre so fucking good and im so bad
gup

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