SpiceX
in development

SpiceX

A 3D action-adventure where you play as Cleetus, a neon-pink demi-humanoid corporate escapee navigating the recursive SpiceX facility. Built in Godot 4.6 with VRM avatars, custom animation systems, and procedural level design.

godotgamedevvrmanimationlevel-designopen-source

Overview

SpiceX is a recursive science-fiction action-adventure exploring corporate experimentation, identity, and escape. You play as Cheetus β€” iteration 734 of a larger project β€” breaking out of the SpiceX facility, a simulation-within-simulation where β€œspice” is extracted from subjects.

The game blends:

  • Third-person melee combat β€” sword combos, blocking, dashing
  • Spellcasting β€” elemental abilities with unique animations
  • Multiple traversal systems β€” running, swimming, sliding, climbing
  • VRM avatar integration β€” full-body character with spring bone physics
  • Procedural IK β€” dynamic foot placement and environment adaptation

Tech Stack

  • Godot 4.6 β€” Core engine (Forward+ renderer)
  • VRM4U β€” VRM avatar import and spring bone physics
  • Phantom Camera β€” Third-person camera system
  • Blender β€” Animation retargeting and character rigging
  • Mesh2Motion β€” Free animation library (retargeted to VRM skeleton)
  • GridMap β€” Modular level tile system
  • GDScript β€” All gameplay logic

Key Systems

Animation Pipeline

  • 40+ retargeted animations from Mesh2Motion
  • Custom bone mapping in Blender NLA editor
  • Godot AnimationTree state machine (idle/walk/run/sprint/jump/attack/spell)
  • Root motion for natural movement
  • Blink and additive layers for life-like idles

Level Design Philosophy

  • Graybox first β€” layout validation before art
  • GridMap modular tiles β€” walls, doors, windows, platforms
  • Environmental storytelling β€” each level reveals facility lore
  • Juicy controls β€” responsive movement with screen shake, particles, SFX

Current Status

Phase 1 (Foundation) complete:

  • βœ… Character controller with state machine
  • βœ… Camera system (TP/FP dual mode)
  • βœ… Animation library (40+ clips)
  • βœ… Lobby level blockout

Phase 2 (Vertical Slice) in progress:

  • πŸ”„ Combat system implementation
  • πŸ”„ VFX integration
  • πŸ”„ Audio design
  • πŸ”„ UI/HUD