An MMO bullet hell roguelike where players explore themed worlds, battle enemies, and survive together in a permadeath environment.
- MMO Bullet Hell Roguelike: Multiplayer bullet hell combat with roguelike progression
- Online Only: Central authentication with multiple server support
- Permadeath: Permanent death unless auto-retreat is enabled
- Proximity-Based: Experience and loot sharing based on player proximity
- Safe Haven: Central hub with shops, inventory, settings, and world doors
- World Instances: Each world holds ~75 players and contains all themed areas
- World Doors: Multiple doors in safe haven lead to different world instances
- Seamless Areas: Walk from rural Japan → mountain → shrine within the same world
- World Reset: Enemy worlds reset every 15 minutes
- Boss Scaling: Boss health scales with nearby player count
- Level Cap: Maximum level 10, experience becomes score after
- Account Score: Currency earned from deaths, spent on teleports and gambling
- Equipment: Unique items with stats, shared inventory between heroes
- Trading: Robust anti-scam trading system
- Proximity Voice Chat: Encourages group play and coordination
- Gambling System: Bet on player deaths, drops, and events
- Server Communities: Independent servers with local economies
- Basic Multiplayer: Client-server architecture with ENet
- Hero System: Character creation, stats, and movement
- Stats System: Centralized StatsConfig with level-based progression
- Equipment System: Basic equipment with stat bonuses
- World System: Safe haven (world 0) and enemy world (world 1)
- Projectile System: Basic shooting mechanics
- Enemy System: Basic enemy AI and spawning
- UI Framework: Health, stamina, and experience bars
- Stats Integration: Converting hardcoded values to StatsConfig
- Movement System: Input handling and server validation
- Color System: Hero colors and visual feedback
- Authentication System: Account creation and server selection
- Hero Selection Screen: Character browsing and selection
- Shop System: Item purchasing and economy
- World Instance Management: Multiple world instances with 75-player limits
- World Doors: Safe haven portals to different world instances
- Themed Areas: Rural Japan, mountain, shrine areas within worlds
- Boss System: Special enemies with unique patterns
- Loot System: Item drops and rarity
- Trading System: Player-to-player item exchange
- Voice Chat: Proximity-based communication
- Gambling System: Betting mechanics and odds
- Account Score: Death currency and teleport system
- Auto-Retreat: Death prevention mechanics
- World Reset: Periodic enemy respawning
- Server Authority: All game logic validated on server
- Client Prediction: Smooth movement with server reconciliation
- RPC Communication: Reliable message passing between clients and server
- StatsConfig: Centralized stat calculations and progression
- JSON Data: Enemy, equipment, and projectile definitions
- Database: Local server data storage (planned)
- ENet: Fast, reliable UDP-based networking
- Peer Management: Dynamic client connection handling
- World State Sync: Efficient state broadcasting
- Basic multiplayer infrastructure
- Hero and enemy systems
- Stats and equipment framework
- Complete StatsConfig integration
- Movement and input refinement
- Authentication and server selection
- Hero selection and management
- World instance management (75-player limits)
- World doors and seamless area transitions
- Shop and economy system
- Loot and drop mechanics
- Boss encounters
- Trading system
- Voice chat integration
- Gambling mechanics
- Account score system
- Themed areas (rural Japan, mountain, shrine)
- Advanced enemy AI
- Unique items and equipment
- World reset mechanics
- Godot 4.4+
- Network connectivity for multiplayer
- Server: Run
server_scene.tscnto start a game server - Client: Run
client_scene.tscnto connect to the server - Development: Use both scenes simultaneously for testing
- StatsConfig: Central configuration for all game stats
- Data Files: JSON definitions for enemies, equipment, and projectiles
- Scenes: Modular scene structure for UI and game objects
This is a personal project with specific design goals. The architecture prioritizes:
- Server Authority: Security and anti-cheat
- Modularity: Easy content addition and modification
- Performance: Efficient networking and rendering
- Scalability: Support for multiple independent servers
Private project - All rights reserved.