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Sandomiria Demonicum

Overview

Sandomiria Demonicum is set in medieval Sandomierz, where the player takes control of an immortal champion fighting against otherworldly creatures that have invaded once-holy and beautiful lands.

Blending real historical inspirations with the fatansy asethetics of the 60s and dark fantasy of the 80s, first-person action experience focused on combat against hordes of the undead and monsters, while managing resources.

Project structure


├── assets/ → Art, audio, fonts, shaders
├── config/ → Settings and translations
├── docs/ → Notes and changelog
├── global/ → For global scripts
└── src/ → Main game scenes and their respective scripts

How to run

project.godot

Naming conventions

These naming conventions follow the Godot Engine style. Breaking these will make your code clash with the built-in naming conventions, leading to inconsistent code. As a summary table:

Type Convention Example
Folder and file names snake_case yaml_parsed.gd
class_name PascalCase class_name YAMLParser
Node names PascalCase Camera3D, Player
Functions snake_case func load_level():
Variables snake_case var particle_effect
Signals snake_case always in past tense signal door_opened
Constants CONSTANT_CASE const MAX_SPEED = 200
enum names PascalCase enum Element
enum members CONSTANT_CASE {EARTH, WATER, AIR, FIRE}

Code order

01. @tool, @icon, @static_unload
02. class_name
03. extends
04. ## doc comment

05. signals
06. enums
07. constants
08. static variables
09. @export variables
10. remaining regular variables
11. @onready variables

12. _static_init()
13. remaining static methods
14. overridden built-in virtual methods:
 1. _init()
 2. _enter_tree()
 3. _ready()
 4. _process()
 5. _physics_process()
 6. remaining virtual methods
15. overridden custom methods
16. remaining methods
17. subclasses

Credits

List any free/paid assets, tools, or contributors.


Summarized from Godot Docs.

About

A dark fantasy FPS set in medieval Sandomierz, inspired by 80s cinema and Slavic history. Built with Godot 4.

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