Lord of the Halo
A Godot 4.6 multiplayer co-op adventure by Devon Erb.
Lord of the Halo is a Halo-inspired, Diablo-inspired, and Dark Souls-inspired multiplayer co-op action game where friends can team up, explore, fight, and test different competitive and RPG-style modes. The project is built in Godot 4.6 with peer-to-peer networking paths for WebRTC, ENet LAN discovery, and Steam P2P support.
At a Glance
Core Systems
- Multiplayer architecture: modular network backends for ENet LAN hosting, Tube/WebRTC sessions, and Steam lobby flows.
- Combat: dodge rolls, light and heavy attacks, guard and parry timing, stamina gates, and multiplayer animation sync.
- Camera movement: camera-relative controls, wall-aware third-person follow, first-person mode, mounted camera, and spectating after death.
- Game modes: Slayer, Team Slayer, SWAT, Capture the Flag, Oddball, Infection, RPG deathmatch, and Hero Line Wars.
- Classes: Mage, Witch, Vampire Necromancer, Barbarian, DS Knight, Paladin, Ranger, and Demon Hunter work toward distinct play styles.
- Weapons: melee weapons, bows and crossbows, grenades, and elemental projectiles with temporary visuals in place.
Watch the Demos
Gameplay Features
Feature walkthrough showing the current project shape, systems, and gameplay work.
Guardian Map Demo
Current look at the Guardian-inspired test map and arena gameplay flow.
Current Focus
The game has a lot of systems already playable, and the roadmap is moving toward final visuals, class-specific animations, Steam polish, menu music, and tighter map presentation. The build is set up for local testing with multiple Godot instances and fully remappable keyboard, mouse, and gamepad controls.