Project 005 — Code / Implementation
Godot • GDScript • Gameplay Systems • Team Project
Note about source files
Due to how the project was archived at the time, the full script folder is no longer available for download. However, the most important scripts (player controller + enemy base + a state-machine enemy example) were preserved and copied into a document for reference.
I understand this is not ideal, and I’m sorry I can’t provide the full original repository. I’m keeping this page transparent and providing the best available technical evidence.
Download: Key Scripts (DOCX)
This document includes representative scripts covering: player movement/jump/attack states, a reusable enemy base, and a specific enemy AI using a simple state machine with raycast checks and hurt/knockback handling.
What’s inside the script document
- Player Controller: movement, gravity, jump, attack lock, animation callbacks
- Enemy Base Class: direction handling, acceleration, gravity, move_and_slide
- Enemy AI Example: IDLE/WALK/ATTACK/HURT/DYING states, raycast sensing, knockback and death flow
These scripts demonstrate the core gameplay logic I implemented in Godot for this project.
Scene / Node Structure (Screenshots)
The following screenshots show how major scenes and characters were organized in Godot, including world boundaries, floor/bridge colliders, player nodes (hitbox/hurtbox), and animation components.
Code Highlights (Summary)
- Character movement/jump physics integrated with animation states
- Attack state locks to prevent input conflicts during animations
- Reusable enemy base + state-machine-driven enemy behaviour
- Collision-driven damage pipeline (hitbox/hurtbox) + knockback handling
Even though the full project folder is unavailable, these snippets and structures represent the most important gameplay systems.