Run fast. Aim clean. Survive longer.
Overview • Highlights • Quick Start • Controls • Roadmap
BattleRoyal is a compact, combat-focused shooter prototype built in Godot.
The project emphasizes gameplay feel first: responsive movement, satisfying gunplay, and clear combat feedback.
Spawn -> Move -> Aim -> Fire -> Hit Confirm -> Repeat
| System | What It Adds |
|---|---|
| Player Controller | Smooth movement + camera control |
| Weapon Pipeline | Pistol, bullet flow, muzzle/impact feedback |
| Enemy Interaction | Damageable target logic and combat response |
| HUD | Core game-state/player feedback |
| Pickups | Weapon pickup and equip flow |
BattleRoyal/
├── Main.tscn
├── Player.tscn / Player.gd
├── Camera.gd
├── HUD.tscn / HUD.gd
├── GameManager.gd
├── Scenes/
│ ├── Weapon.gd
│ ├── Pistol.tscn / Pistol.gd
│ ├── Bullet.tscn / Bullet.gd
│ ├── Enemy.tscn / Enemy.gd
│ ├── WeaponPickup.tscn / WeaponPickup.gd
│ ├── ImpactVFX.tscn / ImpactVFX.gd
│ └── MuzzleFlash.tscn
└── Assets/Characters/
- Install Godot (latest stable recommended).
- Clone the repo:
git clone https://github.com/<your-username>/BattleRoyal.git- Open Godot and click Import.
- Select the project folder and open project.godot.
- Run Main.tscn.
| Input | Action |
|---|---|
| W / A / S / D | Move |
| Mouse | Look |
| Left Click | Shoot |
| Shift | Run |
Note: Update this table if your Input Map changes.
- Engine: Godot
- Language: GDScript
- Architecture: Scene-based (.tscn + .gd)
- Wave/round progression
- Smarter enemy behavior
- Stronger audio and hit feedback polish
- Pause/settings menu
- Score system + end game flow
Suggestions, fixes, and polish PRs are welcome.
For major changes, open an issue first so we can align direction.
Choose a license before publishing (MIT is a common choice) and add a LICENSE file.
Built with focus, iteration, and late-night debugging.