How to Make a Retro Style 3D FPS in the Godot Game Engine
How to Make a Retro Style 3D FPS in the Godot Game Engine
Creating a retro-style 3D FPS (First-Person Shooter) in the Godot Game Engine is a rewarding project that combines the nostalgia of classic games with the power of modern development tools.
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This guide will walk you through the basic steps required to create such a game, focusing on the essentials while leaving room for your creativity.
Setting Up Your Project
First, you'll need to install the Godot Engine, which you can download from the official website. Once installed, create a new project and name it something like "RetroFPS". Choose a location for your project files and click "Create & Edit" to open the project in Godot.
Configuring the Project
Project Settings: Before diving into development, configure your project settings to match the desired retro aesthetic.
- Go to
Project > Project Settings
. - Under the
General
tab, adjust the resolution to a lower value, such as 640x480, to give your game a pixelated, old-school look. - Enable the
2D Pixel Snap
and3D Pixel Snap
options to ensure crisp movement and positioning of objects.
- Go to
Rendering Settings:
- Go to
Rendering > Quality
. - Set
Environment > Default Environment
to create a simple, flat-shaded world. - Disable features like anti-aliasing and set the texture filter to
Nearest
to maintain a pixelated texture look.
- Go to
Creating the Player
The player character in an FPS game typically consists of a camera and a control script that handles movement and interaction.
Creating the Player Scene:
- Create a new scene and add a
KinematicBody
node as the root. Rename it to "Player". - Add a
Camera
node as a child of the Player. This will serve as the player's viewpoint. - Add a
CollisionShape
to the Player node, and set it to aCapsuleShape
. This defines the player's collision boundaries. - Optionally, add a
MeshInstance
with a simple mesh like a cube or capsule to represent the player's body in the world.
- Create a new scene and add a
Scripting Player Movement:
- Create a new script for the Player node by right-clicking on the Player node and selecting
Attach Script
. Name it "Player.gd". - In the script, write the following code to handle basic movement:
- Create a new script for the Player node by right-clicking on the Player node and selecting
gdextends KinematicBody var speed = 10 var gravity = -9.8 var jump_speed = 5 var mouse_sensitivity = 0.3 var velocity = Vector3.ZERO func _ready(): Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _input(event): if event is InputEventMouseMotion: rotate_y(-event.relative.x * mouse_sensitivity) $Camera.rotate_x(-event.relative.y * mouse_sensitivity) $Camera.rotation.x = clamp($Camera.rotation.x, deg2rad(-90), deg2rad(90)) func _process(delta): var direction = Vector3.ZERO if Input.is_action_pressed("ui_up"): direction += -transform.basis.z if Input.is_action_pressed("ui_down"): direction += transform.basis.z if Input.is_action_pressed("ui_left"): direction += -transform.basis.x if Input.is_action_pressed("ui_right"): direction += transform.basis.x direction = direction.normalized() if is_on_floor(): velocity.y = 0 if Input.is_action_just_pressed("ui_jump"): velocity.y = jump_speed else: velocity.y += gravity * delta velocity.x = direction.x * speed velocity.z = direction.z * speed velocity = move_and_slide(velocity, Vector3.UP)
This script captures mouse movement to control the camera, processes player input for movement, and applies gravity.
Designing the Environment
A retro FPS needs an environment that feels reminiscent of classic games like "DOOM" or "Quake". This typically involves simple, blocky level design, limited textures, and low-poly models.
Creating the Level:
- Create a new scene with a
Spatial
node as the root and name it "Level". - Use
MeshInstance
nodes to construct the level geometry. You can start with cubes, planes, and other basic shapes to build walls, floors, and ceilings. - Add a
CollisionShape
to eachMeshInstance
to ensure they interact properly with the player and other objects.
- Create a new scene with a
Texturing:
- Import low-resolution textures that evoke the classic FPS style. You can create or find textures online that have a pixelated look, typically 32x32 or 64x64 pixels.
- Apply these textures to your meshes by creating
Material
resources and assigning them to yourMeshInstance
nodes. Make sure the texture filter is set toNearest
for that pixelated feel.
Lighting:
- For a retro look, keep the lighting simple. Use a few
OmniLight
orDirectionalLight
nodes to create basic lighting for the scene. - Consider adding a fog effect to mimic the limited visibility often found in older games. You can do this by creating an
Environment
resource, enabling fog, and adjusting the parameters to suit your aesthetic.
- For a retro look, keep the lighting simple. Use a few
Implementing Basic Gameplay
- Enemies:
- Create simple enemy AI by using another
KinematicBody
node with a similar setup to the player (i.e., aCollisionShape
andMeshInstance
). - Attach a script to the enemy that handles basic behavior, such as moving towards the player or shooting projectiles.
- Create simple enemy AI by using another
gdextends KinematicBody var speed = 3 var player = null func _ready(): player = get_parent().get_node("Player") func _process(delta): if player: var direction = (player.global_transform.origin - global_transform.origin).normalized() move_and_slide(direction * speed)
This script makes the enemy move towards the player. You can expand it by adding more sophisticated behavior, such as attacking or retreating.
- Weapons:
- Create a
Spatial
node for the weapon, such as a simple gun model. - Attach the weapon as a child of the Camera so it moves with the player's view.
- Write a script to handle shooting mechanics. For example, instantiate projectiles when the player presses the fire button:
- Create a
gdextends Spatial export (PackedScene) var bullet_scene var shoot_cooldown = 0.2 var time_since_last_shot = 0 func _process(delta): time_since_last_shot += delta if Input.is_action_pressed("ui_select") and time_since_last_shot > shoot_cooldown: shoot() time_since_last_shot = 0 func shoot(): var bullet = bullet_scene.instance() bullet.global_transform = $Camera.global_transform get_parent().add_child(bullet)
The above code allows the player to fire bullets, with a simple cooldown system to control the rate of fire.
Adding Retro Effects
To fully capture the retro aesthetic, consider adding effects that mimic the limitations of older hardware.
Pixelation:
- Apply a
Viewport
node to render the game at a lower resolution, then scale it up. This gives the entire game a pixelated, low-res appearance.
- Apply a
Color Palette:
- Use a limited color palette for your textures and environment, similar to the EGA or VGA palettes used in early PC games.
Screen Shaking:
- Implement a screen-shaking effect when firing weapons or taking damage. This can be done by slightly modifying the Camera’s position or rotation during these events.
Testing and Iteration
Finally, playtest your game frequently to ensure that it feels right. The controls should be responsive, the difficulty balanced, and the retro aesthetic consistent throughout. Godot's built-in debugger and profiler tools will help you optimize performance and identify any issues.
Conclusion
Creating a retro-style 3D FPS in the Godot Engine is an exciting journey that blends classic game design principles with modern development techniques. By following these steps, you’ll have a solid foundation for your game, ready to be expanded with your ideas and creativity. Whether you're aiming to recreate the magic of classic FPS games or build something entirely new with a retro flair, Godot provides the tools you need to bring your vision to life. Happy developing!