Vector Drift (Source Code Included!)
Vector Drift — a procedural arcade shooter, and a Godot codebase to learn from
Rotate, thrust, and drift through an endless field of asteroids. Momentum is conserved, so every turn matters. Blast large rocks into smaller fragments, clear each wave, and stay alive when hostile saucers begin hunting you down.
Use hyperspace to escape a tight spot, chase a new high score, and earn an extra life every 10,000 points.
Play it free in your browser. Buy this listing to get the complete, clean, commented Godot 4.6 project plus a Windows build.
The hook: zero gameplay art, zero audio files
The gameplay ships with no sprite sheets, no WAVs, and no OGGs.
Every in-game visual is drawn at runtime with Godot's _draw() API,
and every sound effect is synthesized into PCM audio at startup.
- Tiny footprint and no gameplay asset licensing concerns.
- Crisp vector visuals that remain sharp at any resolution.
- Infinitely tweakable — change a number to reshape an asteroid or redesign a sound.
- A practical example of building a complete arcade game without an art pipeline.
Systems implemented
- Momentum-based ship controls — rotate, thrust, drift, and screen-wrap.
- Asteroid splitting — large rocks break into mediums, then smalls.
- Procedural asteroid shapes — seeded, irregular vector outlines generated in code.
- Enemy saucers — cross the screen, change direction, and fire imperfect aimed shots.
- Hyperspace escape — teleport out of danger at the press of a key.
- Arcade progression — rising wave sizes, score tracking, lives, and extra lives.
- Procedural audio engine — PCM-synthesized shots, thrust, explosions, hyperspace, and game-over sounds.
- Game feel — screen shake, vector explosions, thrust flicker, and invulnerability blinking.
- Full game loop — title screen, pause menu, game over, replay, and credits/licenses screen.
- Save/load — local best-score persistence with
ConfigFile. - Export pipeline — Windows + Web presets and one-command build/serve scripts.
Plug-and-play modules you can reuse
VDAudio.gd— a procedural SFX bank. Generate waveform-based sounds and looped thrust audio asAudioStreamWAVresources at runtime.- Seeded vector asteroids — generate varied polygon outlines from a small amount of code.
- Screen-wrap collision math — correctly detect collisions across opposite edges of the playfield.
- Camera shake via
Camera2Doffset without affecting gameplay coordinates. - Best-score save/load with
ConfigFileanduser://. - Pause + quit-to-menu using Godot's
PROCESS_MODE_ALWAYSandPAUSABLEpattern.
How the procedural generation works
- Art — the ship, asteroids, saucer, bullets, HUD icons, and explosion fragments are drawn from lines and circles in
_draw(). - Audio — square, saw, sine, and noise waveforms are sampled into 16-bit PCM and wrapped in
AudioStreamWAV. - Asteroids — each rock receives a randomized outline, velocity, and spin. Destroying one generates smaller fragments with fresh movement.
What you get (paid)
- The complete Godot 4.6 project — every script, commented and organized.
- A ready-to-run 64-bit Windows build.
- Export, packaging, local-serve, and smoke-test scripts.
- A clear license included with the download.
Controls
- Left / Right or A / D — rotate
- Up or W — thrust
- Space — fire
- H or Shift — hyperspace
- Esc — pause / resume
- Q — quit to menu while paused
- C on the title screen — credits & licenses
Requirements
- Play: any modern desktop browser, or 64-bit Windows for the download.
- Edit the source: Godot 4.6 (GDScript build), free from godotengine.org.
Built with
Made with the Godot Engine (MIT). The engine attribution is
shown in-game and included in THIRD_PARTY_NOTICES.md.
License
The game code is original and provided under the terms in
LICENSE. You may study, modify, and build it for your own use, but
may not resell or redistribute the source. No third-party gameplay art or audio
is used.
| Published | 2 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | flunch1314 |
| Genre | Action |
| Made with | Godot |
| Tags | 2D, Arcade, Godot, Open Source, Procedural Generation, Retro, Singleplayer, sourcecode, Space |






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