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GDevelop Open Game

GitHub stars GitHub forks TOP.GG Badge Auto Build

ko-fi

A community-made 3D open city sandbox built with GDevelop 5. Walk around a living city (traffic that stops at red lights, people walking the sidewalks and crossing the streets), jump into any car, walk into houses and shops, and collect all the cash.

Trying the game out

The game is automatically built on every commit to master. Play it here: GDevelop Open Game Preview. Desktop builds (Windows, macOS, Linux) are attached to each run of the Auto Build workflow.

Action Keys
Move WASD
Sprint / jump Shift / Space
Look around Mouse (click the game to capture it) or arrow keys
Enter / exit a car or building E
Pick up a blaster / shoot Walk over it / hold left mouse button (not while sprinting)
Drive / handbrake WASD / Space
Back to the menu Esc

Working on the game

  • Open src/game.json with GDevelop 5.6 or newer.
  • Title is the menu, City is the open world and Interior is the inside of a building. Events shared by both game scenes (on-foot movement, camera, money HUD) are external events (OnFoot, Camera, Hud) linked from each scene. Player, Cash and the HUD texts are global objects.
  • Each house and shop in City has an invisible DoorZone covering the building plus a small margin: standing next to the building lets you enter it. The instance variables Layout (the external layout to load: Home1, Home2, Home3, Diner or Grocery) and HouseId are fixed in the scene, so the same building always opens the same interior. Cash collected inside a building is remembered in the global InteriorCollected structure. To add an interior, create an external layout for the Interior scene with a Doormat (exit), a Player (spawn), one Cash, and invisible Collider cubes for the floor and walls.
  • Blasters (Pistol, Rifle, Cannon, Shotgun, Sniper, Minigun) are in the Guns group of City. Their stats are object variables (FireRate, Damage, Spread, Pellets, BulletSpeed, ...). The HUD icon is the WeaponIcon sprite: one animation per blaster, named like the blaster object.
  • Traffic and pedestrians are driven by the JavaScript event in the City life group of City. Cars (the Cars group) follow the lanes of the road grid, turn at crossings, stop at the traffic lights and for anything in front of them; pedestrians walk around each block and cross at the lights. CAR_COUNT and PED_COUNT at the top of the script set how many there are (extra ones are created at start). Street furniture (lights, trees, dumpsters) uses its own physics layer, so pedestrians walk past it while cars and the player still collide with it.
  • The city is built from Kenney 3D kits (CC0); see src/assets/CREDITS.md. Kenney .glb models reference an external Textures/colormap.png; embed the texture into the .glb before adding a new model, or it will render without colors once exported.

Building without the editor

cd build
npm ci
npm run check            # verify every resource file exists
npm run build            # HTML5 export in build/gdExport
npm run electron-build   # Electron export in build/gdExport

The GDevelop version used for exports is pinned by the gdcore-tools version in build/package.json. To move to a newer GDevelop, bump that dependency and run npm run migrate to resave the project in the new format.

Contributing

Thanks a lot for your interest! Join our Discord server and read CONTRIBUTING.md.

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About

A gta-like game made by the GDevelop community with GDevelop 5

Topics

Resources

Code of conduct

Contributing

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101 stars

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4 watching

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