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SAGE 2024 - Framework Badnik Framework

General Information

Badnik Framework is a development kit (engine) for easy creation of 3D and 2.5D Sonic fan games. It features:
- Momentum-based, but balanced physics inspired by Adventure titles but with modernized controls
- Basics of any game like rings, red rings, timers, menus, saving/loading, unlocking stages, loading screens, goal rings, settings
- Playable Sonic and Tails - alone or as partners
- Support for Lost World gravity
- 2D sections that can twist and turn in whatever way you want, like in Sonic Generations
- Super Sonic with boost
- Randomly generated Special Stage inspired by Sonic Mania
- Multiple types of enemies and examples of bosses
- Split-screen multiplayer, up to 4 players
- Out of box support for touchscreen input. Just build for mobile platforms and it will appear.

The demo contains 2 regular acts, 1 boss act, 7 Special Stages and a test stage.

Source code:
Source code Badnik Framework Alpha 0.1.1.7z - contains source code
Required Godot 4.3.stable.mono and Blender 3.6 (NOT 4.X!). You may need to rebuild .csxproj in the Project Settings after importing.

Demo:
Badnik Framework Alpha 0.1.1 Demo Windows.zip - Windows build of the demo game
BadnikFramework_alpha_0.1.1.apk - Android build of the demo game (Experimental, requires good phone)

Media


Updates

v0.1.0 - Alpha release
v0.1.1 - Upgrade to Godot 4.3, change boss arena, improved boost, added drift and quick step, fixed import issues, other minor fixes

Credits

- Gnidel - this framework
- Sega, Sonic Team: Everything Sonic related, music from Yakuza
- NiseSonic font by ActSelect
- Vipnagorgialla font by Typodermic Fonts
- Godot https://godotengine.org/
- Godot Jolt https://github.com/godot-jolt/godot-jolt
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Comments

Great to see Godot getting more frameworks to create fangames in, and better yet this one feels REALLY good to play. Deceleration from moving to stopping does kind of go farther than intended, which could make precise movement a little tough, but everything else is super responsive and it's interesting just how much Path3D is needed for a lot of 3D sonic mechanics. Overall, I can absolutely see this being used for a lot of Godot sonic fangames moving forward, and I can't wait to see where it goes next!
 

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