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# GoonScape
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A multiplayer isometric game inspired by Oldschool RuneScape, built with Go and Raylib.
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
## Features
- 3D isometric world with height-mapped terrain
- Multiplayer support with client-server architecture
- Pathfinding and click-to-move navigation
- Global chat system with floating messages
- Multiple character models
- Background music
## Prerequisites
- Go 1.23 or higher
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- GCC (for CGO/SQLite support)
- OpenGL development libraries
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- Raylib dependencies (see [raylib-go ](https://github.com/gen2brain/raylib-go#requirements ))
## Installation
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### Pre-built Binaries
The easiest way to get started is to download the latest release from:
```
https://gitea.boner.be/bdnugget/goonscape/releases
```
Choose the appropriate zip file for your platform:
- Windows: `goonscape-windows-amd64-v1.1.0.zip`
- Linux: `goonscape-linux-amd64-v1.1.0.zip`
Extract the zip and run the executable.
### Quick Start
For development:
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```bash
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# Run directly (recommended for development)
go run main.go
# Run with local server
go run main.go -local
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```
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### Server Setup
The server requires CGO for SQLite support:
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```bash
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# Enable CGO
go env -w CGO_ENABLED=1
# Clone and build server
git clone https://gitea.boner.be/bdnugget/goonserver.git
cd goonserver
go build
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```
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### Client Installation
Then install or build:
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```bash
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# Install the client
go install gitea.boner.be/bdnugget/goonscape@latest
```
Or build from source:
```bash
git clone https://gitea.boner.be/bdnugget/goonscape.git
cd goonscape
go build
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```
## Controls
- **Mouse Click**: Move to location
- **T**: Open chat
- **Enter**: Send chat message
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- **Escape**: Cancel chat/Close game (it does both of these at the same time so gg)
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- **Arrow Keys**: Rotate camera
- **Mouse Wheel**: Zoom in/out
## Configuration
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Server connection can be configured using command-line flags:
```bash
# Connect to default server (boner.be:6969)
go run main.go
# Connect to local server
go run main.go -local
# Connect to specific server
go run main.go -addr somehost # Uses somehost:6969
go run main.go -addr somehost:6970 # Uses somehost:6970
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```
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Note: The `-local` flag is a shorthand for `-addr localhost:6969` and cannot be used together with `-addr` .
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## Building Release Binaries
The project uses Docker to create consistent builds across platforms. To build release binaries:
1. Build the Docker image (only needed once):
```bash
sudo docker build -t goonscape-builder -f Dockerfile.build .
```
2. Create release builds:
```bash
sudo docker run -v $(pwd):/build goonscape-builder
```
This will create zip files in the `build` directory for:
- Windows (64-bit): `goonscape-windows-amd64-v1.0.0.zip`
- Linux (64-bit): `goonscape-linux-amd64-v1.0.0.zip`
Each zip contains the binary and all required assets.
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## Development
The project uses Protocol Buffers for network communication. If you modify the `.proto` files, regenerate the Go code with:
```bash
protoc --go_out=. goonserver/actions/actions.proto
```
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### Fixing the models
This is a note/reminder to myself. The models and animations are generated with [meshy.ai (referral link, give me credits pls) ](https://www.meshy.ai/?utm_source=referral-program&utm_medium=link&utm_content=TUZLRK ). Somehow the bones armature things are not in the same root as the model and it becomes like a weird pudding when using the animation. I had to manually fix this in Blender by doing:
- Selected the char1 mesh thing
- Alt + P (the right Alt kek) => Clear Parent and Keep Transform
- Tried to do the same for Armature, they should both be in the Scene collection as siblings, so straight from root
- Select char1 and press Ctrl + A => All Transforms
- Repeat for Armature
- Select char1 and make sure it still has the Armature Modifier attached (via purple wrench icon), I remove it and reapply it just to be sure
When exporting it, I make sure Transform +Y is up direction is turned off, otherwise my gooner walks on the walls instead of the floor lmao