Roadmap: a single-player web version after the playtest (what the web renderer looks like, what's needed), and Android as a maybe
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@@ -114,6 +114,36 @@ phases M2.0-M2.7).
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game icon on the .exe (rcedit), Linux, and the update check below.
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- **Updates**: the game (and a dedicated server) needs to notice when a new
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version is out, download what's needed and install it. See below.
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- **A single-player web version** (Paul, Nov 2026: after the playtest):
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play straight from the download page, with "Download for the full game
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and multiplayer" beside it. Godot's web export, single-threaded, on the
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Compatibility renderer (WebGL 2). What we found (0.6.1):
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- *The look:* rendered with that renderer (`build/web_look/`, from
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`tools/site/shots.gd` run with `--rendering-method gl_compatibility`),
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it's still clearly the game, but harsher: no volumetric fog or haze,
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no SSAO/SSIL (darker, sharper shadows), deeper greens. Night and fire
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light hold up. **The sea renders flat white**: `shaders/water.gdshader`
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needs a Compatibility path. Ordinary distance fog would bring some
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atmosphere back; grass density and tree counts likely need a lower
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setting for browsers (speed not measured yet).
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- *Single-player only:* browsers can't use ENet (UDP), and can't start
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the Host Game or per-land server processes. Joining from a browser
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would mean a WebSocket transport on the server, served over wss://
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(a certificate per server): a separate, bigger job, if ever.
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- *Saves* go in the browser's storage (IndexedDB): kept, but per browser
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and lost if site data is cleared. Maybe an export/import button.
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- *Input:* the pointer lock needs a click, and Esc releases it in the
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browser, so the pause menu needs another key too (P).
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- *Size and hosting:* the engine (godot.wasm, 39.5 MB) plus the game data
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(about 22 MB) download first, then cache. Cloudflare Pages refuses files
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over 25 MiB, so the .wasm has to live elsewhere (the Gitea release, or
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another host) or be split.
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- *Size of the job:* one step to build it and see how it runs, another to
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fix the water, tune the graphics and controls, and put it on the page.
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- **Later, maybe:** Android tablets (Nov 2026: left for now). Most input is
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already named actions, so a touch layer (stick, look, contextual buttons)
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is possible; the Mobile renderer has the same lost effects as the web, and
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a tablet can join but not host (no server processes).
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### Updates (to design with the packaged builds)
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Needed because every network change bumps the protocol (12 as of P5), and
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