Add public-alias credits and a tested in-game credits page, centralize project guidance and asset provenance, import the complete authored fur channel maps, and keep starter-island collision synchronized with imported props. |
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|---|---|---|
| art | ||
| audio | ||
| collection | ||
| docs | ||
| drawing | ||
| economy | ||
| fish | ||
| fishing | ||
| inventory | ||
| items | ||
| jobs | ||
| main | ||
| network | ||
| player | ||
| progression | ||
| save | ||
| scripts | ||
| server | ||
| settings | ||
| sound/dialogue | ||
| tests | ||
| ui | ||
| world | ||
| .editorconfig | ||
| .gitattributes | ||
| .gitignore | ||
| ASSET-LICENSE.md | ||
| CONTRIBUTING.md | ||
| CONTRIBUTOR-TERMS.md | ||
| default_bus_layout.tres | ||
| export_presets.cfg | ||
| LICENSE | ||
| project.godot | ||
| README.md | ||
| TRADEMARKS.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.
NETfishing is developed and published by Woofmeow, the independent team of co-owners publicly credited as Voyager and Endeavour.
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 the
docs/DEVELOPMENT.md validation section.
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
All maintained project guidance starts at the
docs/ documentation index. Architecture, content policy,
world and UI authoring, and testing are consolidated in
docs/DEVELOPMENT.md.
Licensing
- Project-owned software code is licensed under GPL-3.0-or-later.
- Project-owned artwork, models, music, and other creative assets are covered by the NETfishing Asset License. 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.
- Third-party materials retain their own terms; see the consolidated credits, notices, and provenance record.
- Contributions are accepted under CONTRIBUTOR-TERMS.md.
Material boundaries and binary-release requirements are recorded in that same
docs/ATTRIBUTION.md reference.
Copyright © 2026 Woofmeow.