A Strand-type™ game from legendary video-game designer Kojimbo Video
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Eliseu Amaro 0c66d39cf2
README update
3 months ago
assets README update 3 months ago
images README update 3 months ago
scenes README update 3 months ago
README.md README update 3 months ago


Property Reassignment Simulator

Your task is to steal the paintings watched over by the flying saucer!


  1. Download the Godot 4.0 (https://godotengine.org/)
  2. Open project.godot file with it and run


  • Terrain created via displacement of a grid with a heightmap taken from the Copernicus European programme (EU-DEM dataset, tile E20N20)
    • The location being: Mogadouro, Portugal
  • Physically based materials used throughout, special attention given to the building itself
  • The flying saucer glides along a predefined path, uses a spotlight for vision, which would (in theory) collide with the player and begin following it
  • Grass shader with simulated wind effect. Which... doesn't work in stereoscopic 3D
  • Hand tracking, limited to Oculus/Meta devices capabilities (no individual finger tracking)
  • Pickable objects with proper physics and collision
    • Your hands snap to predefined locations, grabbable with both left, and right hands
    • You're able to throw them in the air, and they'll collide with your hands
  • Proven to be working with any OpenXR capable device, given the minimum controller requirements
  • Headset refresh rate identification and setup
  • Running in both Windows, and GNU/Linux based machines

Modelling, materials, and texture work

  • Created with Blender
    • Terrain (UV mapping + texture painting + displacement modifier with heightmap)
    • Building (modelling + materials for both the floor and roof (UV mapping with proper orientation))
    • Saucer (modelling + materials)
    • Paintings (modelling)
    • Columns (modelling)
  • Created with Godot
    • Building (remaining materials)
    • Paintings (texture work, and materials)
    • Columns (materials)
    • Grass shader with the GDShader language (closely related to GLSL)
    • Sky shader with the GDShader language (closely related to GLSL)


Spawn location

Spawn location

Exterior walls material detail (normal + ambient occlusion + roughness + specular mapping)

Exterior walls


Saucer drone

World map

Map overview

Paintings with snap zones


Project structure

  • addons/
    • godot-xr-tools/ (for OpenXR compatibility)
    • blender_helper/ (for automatic import of models)
    • godot-git-plugins/ (git integration)
  • assets/
    • BlenderModels/ (raw blender files and textures)
    • bushes/ (the tree models surronding the building (taken from opengameart.org))
    • environment/ (camera environment properties)
    • grass/ (grass textures that were too be used in billboards)
    • images/ (first directory for textures)
    • materials/ (materials created in Godot)
    • museum/ (model and texture work)
    • shaders/ (sky and grass GDShader files)
  • images/ (used for this README)
  • scenes/ (game worlld structured into each of its components)
    • building
    • enemy
    • grass
    • knight (taken from opengameart.org as well)
    • main
    • map
    • player (contains the necessary XR configuration)
  • scripts/ (game logic)
    • enemy (following player mechanism)
    • enemy_kernel (signal propagation kernel tied to the physics processing)
    • main (performs OpenXR setup, initializes the interface, checks if passthrough is enabled when headset is found)
    • navigation (updates player location for the enemy script every frame, info is then used on the enemy_kernel script every 5 frames to signal any enemy on the "enemies" group)

Essential RTFM