Skip to content

Phazorknight/Cogito

Repository files navigation

COGITO_banner

COGITO

GodotEngine COGITO beta 202406.02

What is it?

COGITO is a first Person Immersive Sim Template Project for Godot Engine 4. In comparison to other first person assets out there, which focus mostly on shooter mechanics, COGITO focuses on providing a framework for creating interactable objects and items.

COGITO is made by Philip Drobar with help from these contributors.

Principles of this template

The structure of this template always tries to adhere to the following principles:

  • Complete: When you download COGITO and press play, you get a functioning project out of the box. Game menu, save slot select, options and a playable level are all included.
  • Versatile: Wether your game is set in the future, the past or the present, use melee, projectile or no weapons at all, have low poly, stylized or realistic graphics, the template will have features for you.
  • Modular: Do not want to use a feature? You will be able to hide it, ignore it or strip it out without breaking COGITO. At the same time, COGITO is designed to be extendable with your own custom features or other add-ons.
  • Approachable: While there will always be a learning curve, we strive to make COGTIO approachable and intuitive to use, so it doesn't get in your way of making your game.

Current Features

  • First person player controller with:
    • Sprinting, jumping, crouching, sliding, stairs handling, ladder handling
    • Fully customizable attributes like Health, Stamina, Visibility (for stealth) - Component-based, so easy to add your own.
    • Lots of exposed properties to tweak to your liking (speeds, headbob, fall damage, bunnyhop, etc.)
    • Easy-to-use dynamic footstep sound system
  • Inventory System
    • Flexible resource-based inventories
    • Inventory UI separate from inventory logic
    • Examples for multiple item types (consumables, keys, ammo, weapons, combinable Items)
    • Base class to easily add your custom item types
    • Slot-based (Minecraft) or grid-based (Resident Evil 4), the choice is yours!
  • Interaction System
    • Component-based interactions makes it easy to turn your own objects interactive quickly and customize existing ones
    • Examples for interactive objects like doors, drawers, carryables, turn-wheels, elevators, readable objects, keypads
  • Systemic Properties
    • Give objects properties like "FLAMMABLE" or "WET" and they will interact with each other depending on their state and properties.
    • For example FLAMMABLE objects can be ignited by objects that are actively on fire. Can be extinguished by objects that are WET.
    • Straight forward system to add your own properties and behaviours, all handled in one script. Also easy to just ignore.
  • Quest System
  • Save and Load System as well as scene persistency
  • Full gamepad support!
  • Fully featured Demo Scene
    • Set up like a game level including a variety of objects, weapons and quests
    • In-game helper documents that explain how objects in the scene were set up

Important

COGITO is still under active develompent. While some features are pretty much set, others might change. Use at your own risk and check Issues and Discussion pages for more information.

Credits, Contributors and License