I saw that nobody else was really posting in this jam so I took it upon myself to show what I have been working on for while.
It is nowhere near being complete (I lost a ton of progress when moving over from my version of Godot to Godot on Steam) but I wanted to write this post to show what I already have and maybe intrigue some people into joining my project. So this is a showcase and a help wanted post.
As the title says, the name of the project is "DURIAN" (or DURIAN Project). It is it's own standalone project as well as a base for anyone that wants to modify it. I have already made three "original" classes for the game and I am currently working on the weapon system. This is a huge undertaking for someone who has never coded but being 1/5 of the way through with the jam I think I have made more progress than I thought. So I'll go ahead and show anyone who is curious of what I have been making.
Classes: When naming the classes I went with an aviation theme. They have special utilities (not shown here) that will allow them to navigate around the world much easier. I wanted every single class to have some sort of interesting movement tech.
Jockey
Jockey's design is based off of a jet fighter. The playstyle is planned to be combat centric, with Jockey being a mid-weight class with average speed and health. Jockey's utility will be a personal, portable teleporter that can be placed around the map with a single use after being teleported to.
Eagle
Eagle's design is cyborg super-soldier. The playstyle is planned to be objective centric, with Eagle being a heavy-weight class with low speed but high health. Eagle's utility will be a "Talon" or a grappling-hook to scale obstacles and accelerate beyond their slow base speed.
Pilot
Pilot's inspiration is pretty obvious. The playstyle is planned to be map centric, with Pilot being a light-weight class with high speed and low health. Pilot has the most free mobility, having a jetpack to fly around.
There will probably eventually be more classes to mirror Team Fortress counterparts but for now I want to keep it simple and only focus on these three.
Weapons: Apart of class specific weapons, there are plans for at least 10 base weapons anyone editing the project can use and they go as follows:
Silenced Pistol (Hitscan)
Shotgun (Burst Hitscan)
Nailgun (Arc Projectile)
Sniper Rifle (Straight Projectile)
Minigun (Rapid Burst Hitscan)
Lightning Gun (Rapid Histcan)
Rocket Launcher (Explosive Straight Projectile)
Flamethrower/Flare Gun (Flamable Projectile)
Grenade Launcher (Explosive Arc Projectile)
A secret super weapon...
Here are some examples of how the weapons function and the game works: (Keep in mind that there are not many sounds yet)
If you have read this post please respond with any questions, thoughts, or comments you might have. If you wish to contribute, please contact me either in this thread or at seachromedev@proton.me
I am in need of Sound Designers and people who are good at texturing.