Devlog 1: The Last Battle between Good and Evil


✝️ Introduction ✝️

Hello! We are "Estudio Bíblico los Jueves a las 15:00" (Biblical Studies on Thursdays at 3 PM), or "Studio Bhibli" For short. We are a team of three young men working on our first multiplayer video-game.

After brainstorming a couple of ideas, we decided to make a 3D, 1 on 1, competitive, frenetic multiplayer shooter with a twist: battlefield mechanics that add a tactical layer to the gameplay. Although the game will take place on a 3D world, the plan is for the characters (players and NPCs) to be represented by 2D sprites, much like in games such as Classic Doom.

We chose the Battle of Armageddon as the setting. With some artistic liberties, must be said. The idea of being in the role of either an Angel or a Demon at the final battle against Good and Evil, as described by the Book of Revelation, is not only epic, but full of potential. Usually, Angels and demons are portrayed with traditional clothing and weapons (swords), but in our interpretation, they will be carrying modern guns.


Armageddon

Concept art of the game. Made by Melifluus.

✝️ Game Mechanics ✝️

Core Concept

The game centers around intense 1v1 battles where players take on the roles of opposing leaders—an angel and a demon—each with unique abilities. Matches take place on a small, tightly designed map divided into 3 to 5 territories. Capturing these zones isn’t just for points—they become summoning grounds for AI-controlled mobs that attack your opponent.

These quick, adrenaline-fueled matches (lasting no more than 5 minutes) are all about outmaneuvering and outplaying your rival to control the battlefield.

Gameplay Loop

Movement is at the heart of the action. Players zip across the map using jumps, dashes, speed boosts, and more, while trying to land shots and outgun their opponent. The goal? Capture and control all points on the map.

Once a territory is captured, it spawns two or more simple AI mobs that stay in their zone and attack any intruding enemy. These NPCs are melee-only, can’t jump, and don’t use special abilities—but in numbers, they can really shift the tide.

Win Condition

Victory comes from total domination. To capture a zone, players need to stay within it for a few seconds without interruption. Once captured, the area supports the player with reinforcements, making it progressively harder for the enemy to push back.

Roles: Angel vs Demon

We wanted the two sides to feel distinct, not just in look, but in how they play. As for now, we have the following ideas:

  • Angel (Defensive Leader)
    Built for sustain and resilience. More HP and an area-heal ability that restores both personal and allied troop health. Think control and endurance.

  • Demon (Offensive Leader)
    A glass cannon archetype. Deals more damage and has the unique ability to corrupt an enemy mob, flipping it to their side. Chaos is the name of the game here.

✝️ Progress ✝️

We currently have a working prototype with basic features, made in Godot. These include:

  •  First person camera, controlled with the Mouse
  • Basic movement of 2D sprites in a 3D world
  • Multiplayer compatibility:
    •  Two players in a local network can join a game, move around, and maybe stare at each other
    •  Fully synchronized
  • A work in progress Quake-style movement

As all team members have used Godot before, and some have a deal of experience with it, implementing the most basic features was not difficult. But as the saying goes in Software Development, the hard part is not making it work, but making it futureproof. As a team, we strive to make our work easier as the features increase, and thus, we are planning to rely heavily on Component based systems, to reuse logic when possible, and Scene inheritance, to further customize entities already working.

However, the biggest difficulty encountered, was giving support for multiplayer. Something as simple as making two sessions control different characters turned out to be a bit complicated. The source of our struggles: the 3D camera. The way Godot works, it assigns the very first camera node it can find, to the user (and in multiplayer, that is the case regardless of the authority). Yet, the solution turned out to be simple: just select the correct camera when initializing each player.




✝️ What's to come ✝️

We’ve wrapped up the basics, and here’s what’s coming down the pipeline:

  • Shooting Mechanic
    We’re adding the core shooting system—clean, punchy, and responsive. This is key to making combat feel impactful and skill-based.

  • HP System
    Time to give players health values. This will let us test damage scaling, healing abilities, and overall combat balance.

  • Quake-style Movement
    We’re finalizing the fast-paced movement—dashes, jumps, and momentum-based flow.

  • Improved Prototype Map
    Our current test map is functional, but we’re working on a better layout with more interesting territory placement and vertical design for tactical variety.

  • Start of Sprite Work
    We’ll begin replacing placeholder visuals with proper sprites. Focus will be on characters, mobs, and key VFX to build out the game’s angel vs demon identity.

Files

Armageddon v0.0.1 90 MB
36 days ago

Get Armageddon

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