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GunBound — Reborn in Godot 4 (Thor's Hammer client)
An open, modern, from-scratch GunBound client — a dev preview
An open, modern, from-scratch GunBound client — a dev preview
What is this?
Hi RaGEZONE! I'm Kalsiffer (Enrique). For the last while I've been rebuilding the GunBound client completely from scratch in Godot 4.6 (GDScript) — not a fork, not a wrapper, a clean reimplementation that reads the original GunBound assets directly.
The goal: a client that's cross-platform, open, resolution-independent and easy to extend, aimed at the GBS404 / Thor's Hammer server lineage. Right now it's a 2-player hotseat combat + lobby demo; networking to the server comes next.
Why Godot?
- Runs on modern hardware at the monitor's full refresh rate (the original maxes ~20 FPS); game logic is fully frame-rate independent (fixed-substep projectile physics).
- Resolution independent — renders at the native 800×600 base and scales cleanly to 1080p / 1440p / 4K (keeps 4:3, no distortion), windowed or fullscreen.
- Fully data-driven, so adding mobiles/maps/effects is config, not hardcoding.
Done so far
- All 19 mobiles auto-extracted from the original .img/.epa (idle / walk / fire / dead + real bullet animations) through a custom pipeline — including the WC-era Kalsiddon, J.Frog and Phoenix.
- Real stats: cracked the LZHUF/Okumura compression on characterdata.dat → genuine per-mobile HP, shield, angles, delays and gravity.
- Faithful combat: parabolic physics, wind, fully destructible pixel terrain, craters, turn timer.
- Per-mobile mechanics: dig, pierce, boomerang, rolling shots, hitscan lasers, orbital satellites, walking mines, homing missiles, Thor strikes, and more.
- Maps from the original .lnd footholds + stage art (Metropolis, Dragon, …).
- Real effects wired in: explosions, the aim dial, satellites, mines, Thor.
- Authentic Thor's Hammer UI being integrated — World List, Lobby, Avatar Shop, Game Room and the in-game HUD, using the original interface art.
Video testing:
videos:
Roadmap
- Moondisk / Forces system (the lunar damage roulette)
- Avatars + shop + ranks (backed by a proper data layer)
- Networking to the .NET / GBS404-lineage server
- Per-mobile fine-tuning to match the originals 1:1
Credits & disclaimer
GunBound and all original assets are © Softnyx — no assets are redistributed here.
Built on the shoulders of the RaGEZONE server work (Kimmy no hackshield GBS404, kyll3r's emulator, Zilch inspiration on Godot, and all the beutiful ppl of this community).
Feedback, ideas and old GunBound knowledge are very welcome — I'll keep posting progress here. Thanks for reading!
— Kalsiffer
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