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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.
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:
godot --editor --path .
Run the game directly with:
godot --path .
Validation
The validation scripts isolate Godot's settings and application-data roots. Run the fast, deterministic suite before submitting a change:
scripts/run_validations.sh quick
Additional suites and individual commands are documented in
docs/TESTING.md.
Texture import normalization
Texture import settings are cached in .import sidecars. To keep new textures
consistent by default, normalize imported textures before committing:
./scripts/normalize_texture_profiles.sh
To normalize only a specific directory (for example environment textures):
./scripts/normalize_texture_profiles.sh res://art/exported/environment/textures
The script enforces a single baseline texture profile by default and sets
import_profile = "managed_default" in [params]. If any texture needs
custom settings, set:
[params]
import_profile="custom"
in its .import file to opt it out.
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:
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 orchestrationworld/: map, environment, water, and world presentationplayer/,fishing/,fish/: player and fishing domainnetwork/: transport, identity, and host-authoritative servicesinventory/,items/,economy/,progression/,jobs/: game statesave/,settings/: versioned persistenceui/: gameplay and menu presentationtests/: focused Godot validation scriptsscripts/: build, bake, and validation entry points
See docs/ARCHITECTURE.md and
world/README-WORLD-AUTHORING.md for more
detail.
Authorship and assets
NETfishing is human-directed and uses a mixture of human-authored assets and
software-development assistance. The project records this plainly rather than
claiming that repository history can prove how each line was produced. See
CREDITS.md and
docs/ASSET-PROVENANCE.md.
No project-wide source license has been selected yet. Do not assume permission to redistribute the source or bundled assets beyond rights stated in their individual license records.