Unknown Horizons

**We are looking for developers for our [Godot Engine](https://godotengine.org/) port**. We want to port it because our current engine is basically dead. The used GUI library is also dead with a lot of issues. We really love our game and the community loves it too. We are looking for: - Mainly, Godot programmers. - A graphics artist would be handy. For new assets but also to potentially rework existing graphical content. We have a lot of blender files. - Later, a sound effects and music creator would be nice too. - A design document writer would be really nice as well, so that our [wiki](https://github.com/unknown-horizons/godot-port/wiki) could get a lot of more information. --- **Unknown Horizons** is a 2D real time strategy simulation with an emphasis on economy and city building. Expand your small settlement to a strong and wealthy colony, collect taxes and supply your inhabitants with valuable goods. Increase your power with a well balanced economy and with strategic trade and diplomacy. Find more information about Unknown Horizons on [our website](https://unknown-horizons.org/). ## Contributing This project is based on Godot 4. Get it from [https://godotengine.org/download/](https://godotengine.org/download/), open the executable, import the project and you are good to go for developing and playtesting. No compilation needed! Also, consult [CONTRIBUTING.md](./CONTRIBUTING.md) for the project goals and further instructions regarding the setup and coding guidelines. The Godot port is in an early experimental state with no playable content at this point of time and therefore no release date set in stone. For that reason, please check out the [original project](https://github.com/unknown-horizons/unknown-horizons) which bears a decade long active development history with tons of implemented features and will provide you a better insight on the desired look and feel than any textual explanation could do (even more so if being unfamiliar with RTS games). Besides you should be able to grab existing logic and convert it appropriately for the Godot/GDScript style. ## Community maps Bundled maps are loaded from `res://Assets/World/maps_manifest.json` and also from `res://Assets/World/World*.tscn` (deduplicated by scene path). Community maps can be placed in `user://maps` and are loaded in two ways: - `user://maps/maps_manifest.json` (preferred for release-safe explicit map lists) - `user://maps/World*.tscn` (simple drop-in map scenes) - Optional map display name override: set root node metadata key `MapName` in the map scene Per-platform `user://` location (for this project, app data folder `Unknown Horizons`): - Linux: `~/.local/share/godot/app_userdata/Unknown Horizons/maps` - Windows: `%APPDATA%\\Godot\\app_userdata\\Unknown Horizons\\maps` - macOS: `~/Library/Application Support/Godot/app_userdata/Unknown Horizons/maps` ## Community Type | Where? -------------|----------------------------------------------------------------------- Discord | https://discord.gg/VX6m2ZX Bug Tracker | https://github.com/unknown-horizons/godot-port/issues IRC Channel | irc://irc.libera.chat/unknown-horizons Web IRC Link | https://kiwiirc.com/nextclient/irc.libera.chat/#unknown-horizons Forum | https://forum.freegamedev.net/viewforum.php?f=100 ## License This game is [free software](https://www.gnu.org/philosophy/free-sw.html). It uses the [GNU General Public License, version 2](https://github.com/unknown-horizons/godot-port/blob/master/LICENSE.md). The licenses used for music, artwork, sounds, etc. can be found [here](https://github.com/unknown-horizons/unknown-horizons/tree/master/doc).