Factions (Friendly\Hostile) and infighting is coming as one of the features in the Enemy overhaul update (planned to release in the start of September). For the alt-fire and ADS, it will be coming later on too with an update that aims to overhaul the weapon system.
As for the dialogue, I don't really know when it will be added, they is just so many things on the list that are essential to implement before it 馃槄
FelixarStudio
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Helloo! I really appreciate you taking the time to share such detailed feedback and bug reports 馃檶
An enemy overhaul is already in the works, so these suggestions came at the perfect time. The upcoming update will focus on new features, optimizations, and bug fixes. The Immune to Stun oversight definitely slipped under my radar thanks for catching it!
Regarding individual animation speeds, It doable and simple, I guess I might expose custom duration/speed settings directly in the Enemy Resource (especially for death and pain animations) in the upcoming update. As for sprite alignment/floating issues, make sure the collision shape ends precisely at their feet, and ensure all sprite frames share the same canvas dimensions with the base aligned to the bottom.
Also I鈥檒l make sure spawned enemies properly inherit the original enemy's rotation/facing direction, and I鈥檒l investigate the attack delay inconsistency (it weird lol). Expect fixes for these bugs in the upcoming enemy update!
Also, after I watched the video I realized that an option to customize different weapon positioning is essential. Thanks again for sharing. btw I loved seeing that playground map in action 馃敟
Thank you so much for the detailed suggestion and the kind words!
You're totally right for settings up the repository, this will help in the long run to make everything clear. There wasn't many bug reports so I'm wrapping up for an update with little more feature added and bug fixes. Then I'll look into setting that!
As for the Itch page itself, I plan to keep the standard comment section active for now so new visitors can easily ask quick questions and see community feedback directly on the main page.
Thanks again for helping improve the workflow for URST!
Hello!
Well if you mean a polished system with mag, ammo, bullet control for each weapon and the ability to have wield two different weapons, then no currently this is not possible. It's actually a great suggestion though.
It can be however achieved now with little trickery if you set a dual weapon sprite, increased the ammo and mag count to represent two weapons, added the weapon to shot two bullets and increased the spread. Still this won't help much for different type weapons.
Hello!
Either today or tomorrow, a new video will drop showing how to build the Dungeon Crawler featured in the promotional video from start to finish using the template.
I also plan to release the project files so URST owners can open them up and learn from them! However, I need to swap out a few paid assets first before making the files available since they're paid.
Once that's done, I'll upload the finished project here to make it as easy as possible for everyone to learn and build their own games.
EDIT: New button added in the main page that link to a video on how to make a game from scratch using the template 馃檶馃檶
Helloooo! Thank you so much! This is so good to hear and honestly means a lot to me. 馃檶
Everyone should be able to make the game their love without spending countless days working on the basics. You mentioned that you're a Map designer, this is literally a major aspect of what makes a game unique and so much fun, and it already takes huge time by itself.
Again I appreciate these kinds words, and will do my best to keep updating URST to make it more advanced and suitable for the majority of designers and coders as well.
Your suggestion is already on my list, a simple "Can Hear" checkbox to let the enemy be able to hear the player footsteps and gunshots. It's a must for game with stealth levels 馃憤
Hello!
Thank you for writing theses suggestions, all of them are within the template scoop and would make it way more better. The monsters infighting is a must for more fun immersive games, and even though it will need 8 rotation support for attacking and pain states, it no problem since the system is already there in the template.
All of these points would be great for an Enemy Overhaul update. Thanks for taking the time to write this!
A big MASSIVE thank you for this post. I appreciate the efforts. You mentioned a lots of things that are actually a MUST for any classic retro fps game. The majority of this will definitely make it way to the Template over time.
Just a note, you can actually make an enemy explode when it dies. Here steps to do it:
- Open the enemy resources.
- Add the Explosive scene (RetroExplosion.tscn) into the Loot & Cleanup > Drop Item slot
- If you want to remove the corpse, simply add alpha images or don't add sprites.
Now the enemy will spawn the Explosion scene as soon as it dies.
For making the enemy run and explode when near the player:
- Open the enemy resources.
- Make the enemy Damage 0 in the Core Stats section (we want the enemy only explode not hit the player, the explosion scene will do the rest).
- Make the Attack Range in the Combat Dynamic section short (for example 1). Also make the Attack Delay long (also for example 1).
- In the Ranged Settings section, make the enemy Uses Projectiles (Keep the Explosive Projectile option unchecked), and make the Projectile Speed 0.
- Now make a new Inherited scene from RetroProjectile.tscn. And simply add within it the RetroExplosion.tscn and save it. Now as soon the projectile spawn the explosion will happen.
- Drag the newly created projectile scene into the Projectile Scene slot inside the Ranged Settings section within the enemy resources. Don't add a sprite for the projectile.
Now when the enemy get near you, they will start the attack animation slowly giving you a time to run, then the enemy will spawn the scene we made and it will explode instantly killing the enemy :)
Anyway, thank you again for taking the time to write all this suggestions. I will absolutely add a bunch of them. If you have more feel free to post it. 馃檶
Thanks for taking the time to report the bugs you found. This is a MASSIVE help. 馃檶
1- This is normal behaviour. You can click the Teleporter, and in the inspectors settings to the right, uncheck Match Rotation. What this option do is make the player face the same rotation of the destination Maker3D\Teleporter. The Teleporter scene has a Red Mesh that indicate where the player will be facing in case they're teleported to it (like by another Teleporter).
2- Welp...this is a very classic bug I totally missed it. Thanks for reporting it! 馃槄
3- So there is two main reasons here:
- First one is that the template is using the Mobile Renderer (to support a large number of devices and even mobiles and also let users to switch to higher renderer without breaking anything), this renderer only support 8 dynamic lights per mesh, and the map is a whole mesh in the Gameplay scene. You can change it to Forward Plus and it will behave better. Changing the renderer will not break anything.
- Second fix will be to bake the lights using Lightmap GI. I didn't bake anything to not increase the project size.
This would be cool but since the template is strictly designed around 2D sprites, adding full 3D model support would require significant changes to the core logic and resource framework.
Because of this, it won't be covered in the official guide. However, if you're comfortable editing GDScript, you could theoretically attach a 3D mesh node to the enemy/weapon scene and hide the main sprite node as a workaround.
If I ever get a chance, I might drop a guide for it.
Found a bug or something that's not working as expected? Please report it here so I can track and fix issues in future updates.
> Describe the contents of the bug
In order to make this process more fluid and all the information to be shared correctly, kindly copy-paste this bug report template and fill it in as precisely as possible:
- Godot Version:
- U.R.S.T Version:
- Issue:
- Steps to reproduce the issue:
- Any error messages from the Godot debugger:
- Screenshots/video if possible:
Example how to use the bug report template:
- Godot Version: 4.7
- U.R.S.T Version: V1.0.0
- Issue: Weapon doesn't fire after switching weapons
- Steps to reproduce the issue: ..........
Hello!
That specific color matching switch mechanic isn't currently built into the template. That said, v1.0.0 will includes a colored key system, switches that move platforms, and multi-directional doors that can also double as secret areas. All completely customizable. You can definitely combine these mechanics to build environmental puzzles.
If you're looking for puzzle systems similar to classic Resident Evil, those aren't included in v1.0.0, but that鈥檚 a great idea and something I'll definitely look into for future updates!
Thank you so much! I'd be absolute thrilled and honored if you featured it.
Just to clarify, it鈥檚 not a full standalone game project, as I said it鈥檚 actually a preview video showcasing a Godot 4 template I built (U.R.S.T), demonstrating how easily devs can build retro 3D levels using asset packs like yours.
You are totally welcome to feature the video, thumbnail, or link to it on your page, whatever works best for you (contact me if you need anything, I'm more than happy to help out!).
Your pack made the level look incredible, and it was a very clean fit for the first-person perspective, I didn't need to change or edit anything :)
Yes, it will drop in 7th August. Not far from now!
The first week after release will be dedicated for bugs fixing and gathering suggestions.
After that a Roadmap will be posted containing the upcoming updates and changes for the framework.
The written documentation is done, and the videos documentation is almost finished. Will update the page with links to them soon!
Thank you for your support! 馃檶
I'm aiming to release the first version in August. I'm trying my hardest to make sure this initial release is as clean as possible with minimal to no bugs. I have already finished the full documentation website, and I am now halfway through recording the video tutorials.
Fewer bugs and problems on launch day means more time to work on new updates and improvements right after!
Hello!
Currently, there are no plans to support 3D weapons or characters since it's aiming strictly for a retro, sprite based shooter feel like Build Engine and DOOM Engine.
That said, even though the template goal is to be drag & drop with no need to code, the foundation is still flexible enough that you could implement your own 3D assets with some manual setup and tinkering if you have experience with the Godot engine.
