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Project Fractal Jump is a third person sci-fi action game in which you assume the role of Claire, a skilled hacker seeking justice in a world increasingly dominated by AI. As part of your team, you navigate through the 3D virtual space, using a bow and sci-fi suit to break into systems and steal information. Between missions you can spend your time in your private virtual space where you can decipher collectibles, upgrade your weapon and chat with your teammates.

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Hi everyone, for the past 5 months I've been working on a 3D sci-fi action game running in Godot 4. Here's a first look of the current state of the game:

In the game, you play as Claire, a member of a hacker group, navigating through a 3D-representation of the virtual world and hacking different kinds of systems. Each level is a combination of exploration passages with jumping puzzles and more combat heavy sections where you have to fight a variety of enemies. Your weapon is a futuristic bow that lets you switch between different kinds of arrows. In the video you can two of them, one being a fast arrow that deals increased damage, the other one creates an explosion on impact. In between missions, you can spend time in your personal virtual space where you can chat with your teammates, decipher collectibles and upgrade your weapon.

screen gameplay

A large portion of the past 5 months I've spent on designing, modeling and texturing the world and character model of the game. For that I first started to create a moodboard to get an overall idea of how I would like the game to look and then started to create character concepts in Krita. After that came the most time consuming part of modeling everything in Blender and making everything ready to be exported to Godot.

character model2


Currently, I’m working on finishing the first level which is almost fully playable and takes about 10 minutes to finish. I will probably continue to work on animations and finishing some of the core systems before getting back to creating more content/levels.

godot lightbaking

Regarding the technical aspects: There are still many things to optimize, but so far the game runs pretty smooth mostly at 1440p/60fps on my GTX1080. All the clips in the video above were captured directly from the game in real time. The game uses almost exclusively baked lighting, created with the lightmapper which works really well in Godot and makes heavy use of reflection probes. I’m still having some issues with aliasing and frame pacing, but I was able to improve it somewhat since recording the video.

I plan to keep working on the game and post more updates in the future, though it might take some time since I’m only working on the game in my free time. Until then, I hope you like it :)

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