yo — this is a test repo for fun. was bored and vibecoded an FPS with Opus 4.6.
arena multiplayer shooter in Godot 4.6. inspired by quake / apex / the usual stuff. mostly just me throwing ideas at Claude and seeing what sticks.
- dedicated server + clients over ENet (UDP 27015)
- movement: bunnyhop with momentum boost chains, quake-style air strafe, slide (sprint+ctrl), grappling hook (Q)
- two guns — primary blaster (20 dmg, fast fire rate) and heavy blaster (50 dmg, slow). headshots do 1.5×
- melee swing (V)
- hp, damage, respawn after 3s
- kill/death tracking
- placeholder arena to run around in
- can run headless as a dedicated server (tested, not deployed yet)
| key | action |
|---|---|
| WASD | move |
| mouse | aim |
| space | jump |
| shift | sprint |
| ctrl | slide (while sprinting) |
| Q | grappling hook |
| LMB | shoot |
| V | melee |
| 1 / 2 | swap weapon |
| esc | release mouse |
need Godot 4.6.2 (forward+ renderer).
- clone the repo
- open
project.godotin Godot - hit F5
dedicated server mode:
godot --headless -- --server
clients connect from the main menu by typing the server IP.
- 4 characters with abilities — VENOM (poison dots), BULWARK (deployable shield), VOLT (lightning dash), HAWK TUAH (still workshopping what this one does)
- round system — best of 7, 90s timer, last player alive wins the round
- powerups: quad damage, haste, armor, medkit
- pre-match lobby with character select + ready-up
- killfeed in the corner
- hit markers when you land a shot
- damage direction indicator when you get hit
- an actual arena (the current one is literally just boxes on a plane)
- wallrun (tried once, shelved it — might come back to it)
- export presets + deploy to the oracle ARM64 VPS
- actually playtest this with a friend instead of shooting at nothing alone
everything was vibecoded with Claude Opus 4.6. commits are co-authored so you can see which chunks were AI (spoiler: all of them). assets are kenney blaster-kit + stylized nature megakit + mixamo animations.
MIT. do whatever.