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.
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.
- 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
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.
The player logic in player.gd handles:
- WASD movement
- camera-relative directional movement
- sprint behavior
- jump physics and gravity
- smooth rotation toward movement direction
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
The project uses:
- Godot 4 project configuration in
project.godot - a training ground scene for gameplay validation
- the
addons/terrain_3dplugin for terrain-driven world composition
- Godot 4.7
- GDScript
- Jolt Physics
- Terrain3D addon integration
- GL Compatibility rendering setup
.
├── 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
└── .gitignoreOpen the project folder in Godot 4 and load the project configuration.
The default entry point is:
res://training_ground.tscn- Move:
W,A,S,D - Run:
Shift - Jump:
Space - Camera: Mouse movement
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
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
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.


