Back At It Again


Hello, Eclipse here. Well, I’m back at it again working for KFIZG. This time, rather than a bunch of beans doing sword fighting in Zero-G, I plan for a whole functional game with multiplayer hub(s) and many more. By v5, this is what I plan to achieve.

OBJECTIVE: A retro-futuristic (knights and sci-fi) style combat game set on a space station/spaceship where there is no gravity, and the only way of movement is either being near a wall and using WASD or grabbing something and throwing off it

  • An inventory system
  • Retrofuturism
  • An ability to turn on the gravity (temporarily)
  • Magic? This is a maybe
  • A robust weapon system that isn’t a hardcoded sword
  • A spaceship map
  • A proper lobby
  • Multiplayer hub
  • Goals (evac?)
  • A more robust networking system

Let’s talk specifically more about the last one. If you didn’t know, KFIZG uses Godot Engine 4.0 (newer versions post v0.4.1 will be using Godot Engine 4.1), and up to version v0.4.1, all of the networking code has been stuck in Menu.gd, or the code that should only work… for the menu. If you didn’t know, this is a really messy way of doing everything. Normally, you would have a Network.gd that consists of several functions for starting, connecting, and disconnecting from/as a server. Instead, all of that is inside of Menu.gd which is obviously messy. I’m gonna start refactoring a lot of the code, starting with the network code. If you’re a long-time KFIZG player (I bet you aren’t), you’ll know about the disconnect bug. You know, the one where if there’s 2 clients on a server and 1 disconnects, the other disconnects forcibly? I fixed it.

Well, that’s all for Eclipse Rants today. TL;DR: I’m gonna make this a proper game soon rather than a PoC. Tune in next year for version 0.5.

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