# NETfishing NETfishing is a multiplayer-first fishing game built with Godot 4.7. The current pre-alpha includes host-authoritative fishing and economy flows, freshwater and saltwater habitats, persistent player data, social features, customization, jobs, and a controller-aware interface. The project is under active development. Interfaces, balance, content, and save migrations may continue to change before a stable release. NETfishing is developed and published by **Woofmeow**, the independent team of co-owners Alexander Sellite and Rheannon Eisworth. ## Requirements - Godot 4.7.x with the GL Compatibility renderer - Linux, Windows, or an Android development environment supported by Godot - Bash for the repository helper scripts Open `project.godot` in Godot, or start the editor from the repository root: ```sh godot --editor --path . ``` Run the game directly with: ```sh godot --path . ``` ## Validation The validation scripts isolate Godot's settings and application-data roots. Run the fast, deterministic suite before submitting a change: ```sh scripts/run_validations.sh quick ``` Additional suites and individual commands are documented in [`docs/TESTING.md`](docs/TESTING.md). ## Building Export presets are maintained for Linux, Windows, and Android. Repository scripts expect the matching Godot export templates and platform toolchains to already be installed: ```sh scripts/build_playtest.sh scripts/build_android_debug.sh ``` Build outputs belong under the ignored `builds/` directory. Release builds must follow the project's separate tagged-release checklist; these convenience scripts do not create or publish tags. ## Project map - `main/`: composition root and application orchestration - `world/`: map, environment, water, and world presentation - `player/`, `fishing/`, `fish/`: player and fishing domain - `network/`: transport, identity, and host-authoritative services - `inventory/`, `items/`, `economy/`, `progression/`, `jobs/`: game state - `save/`, `settings/`: versioned persistence - `ui/`: gameplay and menu presentation - `tests/`: focused Godot validation scripts - `scripts/`: build, bake, and validation entry points See [`docs/ARCHITECTURE.md`](docs/ARCHITECTURE.md) and [`world/README-WORLD-AUTHORING.md`](world/README-WORLD-AUTHORING.md) for more detail. ## Licensing - Project-owned software code is licensed under [GPL-3.0-or-later](LICENSE). - Project-owned artwork, models, music, and other creative assets are covered by the [NETfishing Asset License](ASSET-LICENSE.md). It permits community Mods for official NETfishing software, but not use in forks, clones, or unrelated products. - The NETfishing and Woofmeow names and branding are reserved as described in [TRADEMARKS.md](TRADEMARKS.md). - Third-party materials retain their own terms; see [THIRD-PARTY-NOTICES.md](THIRD-PARTY-NOTICES.md). - Contributions are accepted under [CONTRIBUTOR-TERMS.md](CONTRIBUTOR-TERMS.md). The material boundaries and binary-release requirements are summarized in [`docs/LICENSING.md`](docs/LICENSING.md). Copyright © 2026 Alexander Sellite and Rheannon Eisworth.