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MartialArtsRPG

MartialArtsRPG gameplay preview

A polished Godot 4 action-prototype built around responsive character movement, cinematic camera control, and a modular combat-ready scene setup. This project is designed to showcase a strong gameplay foundation for action RPG or martial arts experiences.

Godot 4.7 GDScript gameplay Action RPG prototype

Built for client-facing game experiences

MartialArtsRPG is a gameplay-focused prototype intended for teams and clients who want to evaluate a believable action movement system, a clean third-person controller, and a production-ready structure that can be expanded into a larger combat or RPG project.

What this prototype includes

  • Third-person character movement with smooth turn and camera response
  • Sprinting, jumping, and animation-driven state transitions
  • Modular animation controller for idle, walk, run, and jump flows
  • Terrain and environmental setup using the Terrain3D plugin
  • Clean Godot project organization suitable for concept validation and iteration

Gameplay showcase

Unity setup reference Unreal Engine setup reference

These visual references reflect the project’s broader environment setup and cross-engine considerations, helping demonstrate how the gameplay foundation can be adapted across different production workflows.

Core systems

Character controller

The player logic in player.gd handles:

  • WASD movement
  • camera-relative directional movement
  • sprint behavior
  • jump physics and gravity
  • smooth rotation toward movement direction

Animation flow

The animation controller in animation_controller.gd manages:

  • idle, walk, and run transitions
  • jump start and landing states
  • real-time animation switching based on movement and input
  • smooth recovery after landing

Environment and scene setup

The project uses:

  • Godot 4 project configuration in project.godot
  • a training ground scene for gameplay validation
  • the addons/terrain_3d plugin for terrain-driven world composition

Tech stack

  • Godot 4.7
  • GDScript
  • Jolt Physics
  • Terrain3D addon integration
  • GL Compatibility rendering setup

Project structure

.
├── addons/
│   └── terrain_3d/          # Terrain system integration
├── assets/                  # Game assets and related content
├── demo/                    # Demo or test scene content
├── animation_controller.gd  # Character animation state logic
├── player.gd                # Movement, camera, physics controller
├── project.godot            # Godot project configuration
├── training_ground.tscn     # Main gameplay scene
├── Preview.png              # Project preview image
├── Unity_Setup.png          # Unity-related setup reference
├── UnrealEngine_Setup.png   # Unreal Engine setup reference
├── icon.svg                 # Project icon
├── License.txt              # Licensing information
├── README.md                # Project documentation
└── .gitignore

Setup and run

1. Open in Godot

Open the project folder in Godot 4 and load the project configuration.

2. Run the main scene

The default entry point is:

res://training_ground.tscn

3. Controls

  • Move: W, A, S, D
  • Run: Shift
  • Jump: Space
  • Camera: Mouse movement

Why this project is valuable

This prototype demonstrates a clear gameplay foundation that can be used to evaluate:

  • responsive action controls
  • animation-driven character behavior
  • third-person pacing and movement quality
  • environment integration for action RPG prototypes
  • a realistic production workflow for game development teams

Best-fit use cases

This type of project is well suited for:

  • concept validation for action RPGs
  • prototype pitching to clients or stakeholders
  • internal game design exploration
  • building a base for more advanced combat and traversal systems

License

This project is distributed under the terms of the project license included in License.txt.

Built to demonstrate a strong gameplay foundation for modern action-oriented game projects.

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