- Godot 4.7 project; fixed-tick FSM fighter, facing-relative input buffer with numpad motion parsing, box collision, training-mode hitbox overlay - characters/ = self-describing drop-in folders (spec in _spec/); two generated placeholder fighters (alpha, beta) - pipeline/: pack_character.py + autohitbox.py (pose/silhouette hurtboxes) - STUDY.md: reverse-engineering study of the BKB reference games Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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2.1 KiB
FOITIN
Original digitized-style fighting game — the Bikini Karate Babes / Mortal Kombat formula (frame-captured fighters, data-driven everything) rebuilt with a modern engine and a generative 3D asset pipeline. All assets are our own.
- STUDY.md — reverse-engineering study of the BKB games + the assessment this project is built on. Start here.
- characters/_spec/CHARACTER_SPEC.md — the drop-in character folder format.
- pipeline/README.md — MODELBEAST character pipeline.
Run
Godot 4.7+. Open the project, hit play — or:
/Applications/Godot.app/Contents/MacOS/Godot --path .
P1: WASD + J/K (punch/kick, →+J straight, QCF+J special)
P2: arrows + O/P · F1 hitbox viewer · R reset after KO
Layout
engine/core/ fixed-tick combat core (FSM, input buffer, boxes, hit resolution)
engine/debug/ training-mode hitbox overlay
characters/ one folder per fighter — the engine scans this at boot
tools/ gen_placeholder_char.py (stick-figure stand-in fighters)
pipeline/ render→hitbox→pack scripts for MODELBEAST-made characters
Design rules
- 60Hz deterministic tick. All gameplay advances in
tick(input_mask)from input only — keeps rollback netcode on the table. Rendering just reads state. - Characters are data. No fighter-specific code, ever. If a character needs a new mechanic, the mechanic becomes a generic engine feature driven by JSON.
- Art frame-rate ≠ game timing. Moves are timed in ticks; sprite sequences
stretch over them (BKB's
.bik+.zon+.geosplit, modernized).
Adding a character
# placeholder (instant):
python3 tools/gen_placeholder_char.py gamma '#8855ee'
# production (MODELBEAST): render moves to renders/<id>/<move>/*.png, then
python3 pipeline/pack_character.py renders/<id> --name NAME --color '#hex'
python3 pipeline/autohitbox.py characters/<id>
# tune timings/damage in each move's data.json, bind moves in manifest.json
Restart the game — the roster is whatever's in characters/.