Table of Contents
NETFISHING Wiki
NETFISHING is an early pre-alpha multiplayer fishing game built with Godot 4.
The project currently includes fishing, catches, inventory, shops, upgrades, consumable supplies, persistent local progression, and a temporary modular world. Visual development is now underway, and contributors are welcome to help replace placeholder art with original human-made 2D and 3D assets.
Contribute
Look for issues labeled art, 2d-art, 3d-model, environment, prop, good-first-issue, or help-wanted.
Please read the relevant guide before starting, and ask on the issue if scale, dimensions, collision, animation, file format, or intended use are unclear.
2D Art Guides
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1. 2D Art Contributor Guide
General 2D art direction, deliverables, originality rules, and contributor expectations. -
1a. 2D Visual Style and Palette
Palette, pixel treatment, outlines, shading, highlights, UI colors, and environment texture language. -
1b. Canvas Size, Pixel Scale, and File Formats
Suggested canvas sizes, nearest-neighbor scaling, transparency, PNG and SVG use, and Godot import basics. -
1c. Icons and Inventory Art
Item icons, hotbar art, silhouettes, padding, color use, and small-size readability. -
1d. Fish, Creature, and Journal Art
Species silhouettes, anatomy simplification, thumbnails, journal illustrations, highlights, and transparency. -
1e. UI Panels, Buttons, and HUD Assets
Rounded panels, buttons, tabs, prompts, nine-patch assets, progress elements, and Godot theme integration. -
1f. Environment Textures for 3D Assets
Low-resolution tiling textures for terrain, cliffs, paths, wood, sand, and other 3D surfaces. -
1g. 2D Export, Naming, and Godot Import
Naming rules, export preparation, sprite sheets, texture settings, and in-game validation. -
1h. 2D Contributor Submission Checklist
Final checklist for source files, exports, screenshots, dimensions, palettes, import notes, and pull requests.
3D Art Guides
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2. 3D Model Contributor Guide
General visual direction, required deliverables, originality rules, and modeling expectations. -
2a. Blender Setup and Scale
Blender units, real-world scale, reference objects, transforms, pivots, and Godot scale testing. -
2b. Modeling and Naming Standards
Geometry, topology, object naming, file organization, shading, origins, and modular asset kits. -
2c. Terrain and Water
Regional terrain meshes, shorelines, seabeds, water separation, collision, and Godot region composition. -
2d. Materials and Color
Shared material naming, palette use, color hierarchy, texture limits, and Compatibility renderer guidance. -
2e. Collision and GLB Export
Simplified collision, GLB export settings, transform checks, and Godot import validation. -
2f. Contributor Submission Checklist
Final checklist for Blender sources, GLBs, dimensions, materials, collision notes, screenshots, and pull requests.
New Contributors
A good starting path is:
- Read the main guide for your art type.
- Read the page related to the asset you want to create.
- Pick an open issue.
- Comment on the issue before starting.
- Share an early screenshot before polishing the final asset.
Small props, icons, textures, rocks, mushrooms, and similar bounded tasks are often the easiest place to begin.