Godot 3D Combat Prototype

3 min read

Note: This project is actively in development. Systems, visual styling, and balance are continuously evolving.

Overview

Godot 3D Combat Prototype is a high-tempo 3D action combat prototype built with Godot 4 and Jolt Physics. The project focuses on responsive third-person combat, animation canceling, a unified defensive discharge system, stylized cel/manga visuals, and structured boss encounters.


Combat & Five-Weapon System

Combat centers on responsive flow, directional knockback, and distinct weapon identities paired with a universal defensive tool:

  • Global RMB Danger Discharge: Right-click functions as a unified emergency reaction across all weapons—releasing an air-refractive supersonic shockwave that knocks back surrounding enemies while granting a 2-hit heraldic shield barrier.
  • Five Weapon Archetypes:
    • Verdant Katana (Green): High-speed melee combos, aerial juggles, and dash-cancel mobility.
    • Gravity Manipulation (Violet): Area control via persistent spatial orbs that form damaging polygonal cycles and launch into homing projectile barrages during Climax.
    • Ink Painting Brush (Black/Ink): Battlefield zoning with lingering ink floor stains tracked via pooled MultiMeshInstance3D batching, culminating in detonating ink blooms.
    • Glacial Staff (Blue): Ranged crowd control and stacking Chill that builds into full ice stasis and shattering blooms.
    • Sniper Rifle (Red): Long-range piercing lane rounds, floor knockdown traps, and focused single-target execution with Dead Eye.
  • Perfect Dodge Counters: Precise timing triggers weapon-tailored counter opportunities and rapid offensive turnarounds.

World Design, Presets & Macro Loop

The world architecture links modular room environments, quest states, and encounter zoning under shared primitives:

  • Unified Room Encounter Modes: Seamless transition between roaming exploration, peaceful hubs, lockdown combat arenas, and surreal labyrinth trials through a modular room connection graph.
  • Environment Presets & Architecture: Authored environment profiles (forest, ruins, village, labyrinth) paired with custom Blender tooling for vertex-painted material palettes (facades, trims, window glass, slabs, and plinths) featuring ambient cavity occlusion and weather grime.
  • Declarative Quest State Machine: Decoupled quest and stage progression engines driving world flags, stage objectives, and room re-entry priority waterfalls without hardcoding scene logic.
  • Tactical Squad Spawning: Authors deterministic enemy groups with frontline, flank, and backline formation offsets mapped to shared combat token pools.

Shaders & Art Direction

Visuals blend anime cel-shading with dynamic manga ink techniques:

  • Manga Ink Hatching & Outlines: Procedural cross-hatching keyed to dynamic light thresholds, complemented by depth and normal-crease detection for crisp illustrated lines.
  • Perception Waves & Air Refraction: Combat effects use screen-space distortion and charcoal perception waves rather than opaque glowing particles.
  • Modular Environments & Foliage: Dedicated spatial shaders for stylized architectural surfaces, floor tiling, and vertex-animated wind dynamics.

Tech Stack

  • Engine: Godot 4.x (Forward+ Desktop / Mobile Renderer)
  • Physics: Godot Jolt (3D Physics)
  • Pipeline & Shaders: Custom spatial toon & manga shaders, MToon / VRM pipeline, procedural MultiMeshInstance3D VFX batching