No Man's Village: a WWII voxel extraction shooter in Godot 4.7 (.NET)

Hi all! I’ve just put No Man’s Village into free alpha, and it’s made in Godot 4.7 with C#.

It’s a WWII extraction shooter in a voxel world. You get forty minutes in Saint-Roch, an occupied Normandy village in 1944. Pack your kit, loot every house you can reach, fight past the garrison and get out before the bombers come, or lose everything except what’s in your pouch. You can play alone or with up to three friends.

Play it free on Windows, macOS and Linux: https://torstendittmann.itch.io/no-mans-village

How it’s built

  • Godot 4.7 .NET, Forward+. Rendering, audio and UI are in Godot. The game itself (movement, ballistics, the garrison’s AI, loot and the raid’s rules) is plain C# with no Godot dependency, so its tests run with dotnet test alone, without starting the engine.
  • A level compiler. The maps are baked ahead of time by a separate .NET tool into one file per map, so a raid loads a finished world instead of building it at start-up. A walk test then sends a soldier from every way in to every container and every way out, upstairs included, and fails if he can’t get somewhere.
  • Bullets that fly. Every round drops under gravity and slows down at its cartridge’s rate, sights are zeroed per gun, and rifle rounds go through doors, planks and hedges. In a squad, the server flies every round.
  • A world that takes damage. Blasts dig craters that stay for the rest of the raid and can be used as cover, charges blow holes in walls, and steel helmets turn the first round to the head.
  • Squads. One player hosts, shares a four-letter code and everyone deploys together.

Every raid draws its own hour and weather, from fog at dawn to storms and snow, and the town’s lamps and windows are lit after dark.

Trailer:

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