| art | ||
| audio | ||
| collection | ||
| docs | ||
| drawing | ||
| economy | ||
| fish | ||
| fishing | ||
| inventory | ||
| items | ||
| jobs | ||
| main | ||
| network | ||
| player | ||
| playtest | ||
| progression | ||
| save | ||
| scripts | ||
| settings | ||
| sound/dialogue | ||
| tests | ||
| ui | ||
| world | ||
| .editorconfig | ||
| .gitattributes | ||
| .gitignore | ||
| CONTRIBUTING.md | ||
| CREDITS.md | ||
| default_bus_layout.tres | ||
| export_presets.cfg | ||
| icon.svg | ||
| icon.svg.import | ||
| project.godot | ||
| README.md | ||
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.
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.