shotcaller-godot
shotcaller
shotcaller-godot | shotcaller | |
---|---|---|
7 | 16 | |
189 | 141 | |
4.2% | - | |
7.4 | 7.3 | |
7 months ago | almost 3 years ago | |
GDScript | Rust | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
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shotcaller-godot
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Can I ask why nobody seems to use the Astar2D class? This seems to allow for improvement of the Navigation2DNode to add weights? Was looking for ways to add scores to Godot's current Astar, saw a Djikstra plugin but its no good, units keep getting stuck
I didn't use godot pathfind cuz I needed something faster, so I implemented JPF for my game https://github.com/spicylobstergames/shotcaller-godot/tree/main/prototype/map/pathfind If u need some help to use it just send me a DM
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Our new menu - Shotcaller
It's starting at 600x600px and the font name is EquipmentPro https://github.com/spicylobstergames/shotcaller-godot/tree/main/prototype/assets/ui
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Help me implement enemy waves in my game!
Check out our code ... we have a micro moba, one of our maps has 3 lanes with timed group spawns where the player can choose among extra unit types (archer, pawn or mounted) https://github.com/spicylobstergames/shotcaller-godot
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Looking for an Artist for your Game?
Hey there, I'm doing a 'micro moba' and our main character will be joana d'arc ... https://github.com/spicylobstergames/shotcaller-godot We have one artist working with us and all help is welcome!
- Lots of new goodness coming in v0.4 of Shotcaller, our open source micro-MOBA. Going forward the default map will be a single lane with 1-2 leaders. Learn to crawl before running and all that.
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I made grid-based pathfinding from scratch
I've implemented a very fast algoritm (jump point finder) in my game. If you wanna check it out here's the code link: https://github.com/spicylobstergames/shotcaller-godot/tree/main/prototype/map/pathfind
shotcaller
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Building Game Features Together: New Release!
As for a project using these, see: https://github.com/amethyst/shotcaller and https://github.com/jojolepro/minigene :)
- Shotcaller micro-input for bot scripts
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Roguelike Tutorial and bracket-lib joins Amethyst
We do indeed intend to be on the lookout for such opportunities for standardization. Our main R&D project in this regard is Shotcaller, which is made with bracket-lib by people who have previously worked with Amethyst Engine.
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Are we game yet? – A guide to the Rust game development ecosystem
https://github.com/amethyst/shotcaller
We’re happy to help any newcomers along on our Discord: https://discord.gg/qvJyTYM
- Initial 5 Leader lineup + pawn completed in Shotcaller
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What is your “I don't care if this succeeds” project?
I’m building a minimalistic, 1v1 MOBA game (Dota/LoL) that’s all about grand strategy at the macro level, like chess. It is designed from scratch to accommodate AI development.
OpenAI gave up after beating 99% of players in a limited version of DOTA2. They essentially just figured out how to out-micro human players. We want to let players play alongside AI assistance, like a racing car driver backed up by their team of mechanics and engineers.
https://github.com/amethyst/shotcaller
- Shotcaller wip art pass for v0.5
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Shotcaller MOBA-game v0.4.0 – New leaders & UI
Make a new 🦹 Leader or 📦 Item!
Make a new 🦹 Leader or 📦 Item!
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Chris “HuK” Loranger's Thoughts on RTSes
I’m working on one such modern RTS game: https://github.com/amethyst/shotcaller
It’s a MOBA-style game that is played 1v1, with the 5 “players” on each side controlled by autonomous bots. This design accommodates AI development as part of the sport, much like a F1 driver and their team of engineers and mechanics.
The game is written in Rust and will use WASM for scripting to accommodate a wide range of languages for both game modding and AI code. While it’s only 1v1 in its initial iteration, I agree that there’s immense value in cooperative and more micro-level play, so we do intend to incrementally move towards that as an alternative game mode.
I’d love to chat more with anyone interested in this particular design or RTS/MOBAs in general. You can find my email on my GitHub.
What are some alternatives?
godot-psx-style-demo - Demo project featuring a collection of PS1 style shaders and materials for Godot engine.
listudy - Listudy - chess training server
Stamina-Game - Essai de jeux vidéos, à l'abandon car implémenter le systeme de multijoueur la dedans reviendrai à tout recréer...
VimMode.spoon - Adds vim keybindings to all OS X inputs
ToaruDota2mod - Self-made mod for the MOBA game Dota2
electron-browser-shell - A minimal, tabbed web browser with support for Chrome extensions—built on Electron.
Avalog_ - Analog chess game in Godot with 8-bit Arthurian graphics.
vopono - Run applications through VPN tunnels with temporary network namespaces
Godot_2D_action_platformer - Flexible state machine controlled action platformer
fingine - A personal finance simulation engine in Rust.
friendly-potato-pixels - Pixel Art Editor for Godot
TIC-80 - TIC-80 is a fantasy computer for making, playing and sharing tiny games.