It's Fugitive, with more Ds.
Download Releases here:
- https://wavesonics.itch.io/fugitive-3d
- https://sidequestvr.com/app/1192
- https://play.google.com/store/apps/details?id=com.darkrockstudios.games.fugitive3d
This is the normal 3D client
Controls:
- WASD - Movement
- Ctrl - Crouch
- Space - Jump
- Q (hold) - Cops Lock car
- E - Get in or out of car
- F - Toggle flashlight
- M (hold) - Map
This client should run on both Oculus Quest as well as PC VR
Controls: On Foot:
- Left Stick - Movement
- Real Crouch - Crouch
- [Not in VR] - Jump
- A - Sprint
- B - Toggle flashlight
- X (hold) - Cops Lock car
- Left Stick In - Map
- Y - Toggle HUD (Better FPS on Quest with HUD off)
In Car:
- Left Stick - Movement
- Left Trigger - Honk Horn
- A - Get in or out of car
- Right Trigger - Break Car
Download the Server from here (server, not headless!)
Extract it to: <root>/export/server
Then in Godot, add an Export preset:
Linux/X11
named: Linux - Server
Select your new preset, and click Export PCK/ZIP
Export it as data.pck
and save it to: <root>/export/server
Now if you're on Windows, you need Windows Subsystem for Linux (WSL) setup. I'm using Ubuntu as my distro on top of WSL:
With that setup, if you have Windows Explorer open to <root>/export/server
you can Shift + Right Click and select Open Linux shell here
And execute this:
./Godot_v3.2.1-stable_linux_server.64 --main-pack data.pck
To change the port that the server binds to, add this argument: --port xxxxx
Personally I've created a shell script that contains that line called run.sh
in that directory to make it quicker.
--port xxxxx
The port to bind to, default is31000
--name "My Server"
The name to show in the server browser--public
advertises to the public Server Repository.--nolan
prevents advertising to LAN clients--nostats
prevents reporting of anonymous gameplay stats--fps
print server FPS to log periodically
To truly test things out, you need to run the server, spin up and connect multiple clients. It can all be done on one box, but it makes itteration times quite slow.
To allow for much quicker itteration times, there is a scene called: Game-dev.tscn
You can run this scene directly, and it will load the map: TestMap01_dev.tscn
You can just edit Game-dev.gd
to change which map it loads, but it can't load just any normal map. Take a look at TestMap01_dev.tscn
and TestMap01_dev.gd
to see what needs to be done to make a map loadable locally.
- Open
Game-dev.gd
and change the map path to the map you wish to load. - Run the
Game-dev.tsch
scene directly ( F6 )
There are scripts in extras/scripts
to accelerate this:
build_and_run_all.bat
will re-export both FlatClient and Server for Windows, then run the server, and then run 3 clients, all of whom will auto-connect to the server, each with unique names.run_all.bat
will just run 3 clients, all of whom will auto-connect to the server, each with unique names.run_client.bat
will run a single client, accepting 2 parameters:- Player Name
- IP address to connect to
run_server.bat
will run a windows server
- A Fugitive can maximally run/walk about 90 meters in 10 seconds (Each ground tile is 8x8 meters)
- Your head start timer probably souldn't be less than 10 seconds, but can be higher as dictates by where i your map you want the fugitives to be able to reach by the time the cops catch up
- A futitive should be able to get to some sort of decision point by the time cops can catch up to them
- Win zone should have multiple entrences, or there should be multiple win zones
- Use cluster of tall features (such as pine trees) to break up sight lines, this allows hiders to break line of sight when being chased.
- Features need to break sight lines and give choice, so in a chase, a hider has a chance of escape.
- Features should provide escape routes through the use of "police features" which force the police to either expend stamina or go a longer way around. Especially good if that longer way forces them to break line of sight with the Fugitive through the use of tall features.