J1: the cliff tunnel (seam, six propped stretches, dark, lights), travel Valley <-> Cove through the sea cave, a save file per worldlet; New World has no Where (--dev-worldlets to try others)
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# Worldlets design
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Status: **W0-W3 built** (the Cove, without its stream yet); the rest is
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planned. The journey between
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Status: **W0-W3 and J1 built** (the Cove without its stream yet; the
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tunnel single-player only); the rest is planned.
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*As built in J1:*
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- `scripts/world/tunnel.gd`: the seam (an outcrop on the clifftop strip,
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7 m in from the edge, its angle from the seed) and the tunnel space, out
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of sight 260 m under the island: a CSG rock block with the landings and
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six sloping stretches cut out (6 m on, 4 m down each, switching back on
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two lanes: 24 m down), then a sea cave. Faces (`tunnel_face.gd`) answer
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like boulders, so the pick works on them: tier 3 only ("Too hard: you
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need a better pick"), 10 blows for the seam and 15 per stretch. Each
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stretch must be propped (2 wood, [E] at its mouth) before the next face
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takes a blow ("It's loose..."): 10 wood all the way down.
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- Underground: no sun, moon, sky reflections or sky-tinted fog
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(`day_night.underground`), no weather, no lake water, sheltered. Candles
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and torch stands place anywhere on its floor and save as ordinary pieces.
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- Walking out of the sea cave's mouth travels (`world.travel()`): the
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worldlet you leave is saved, your character and the clock go with you,
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and the other loads, arriving at its sea cave (`sea_cave.gd`, on the
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Cove's beach where the headland starts). [E] at the cave goes back up the
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same tunnel to its bottom, once it's dug through.
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- Saves: `world.json` is the home worldlet's state, as before;
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others are `worldlets/<id>.json`; meta.json's `worldlet` is where you
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are, `home` where you began, `arrive` where the next load puts you.
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- `tests/test_tunnel.gd`: dig through, walk every stretch down and back
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up, light it, reload, out to the Cove, back up, out at the top, and the
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chest at home is still there.
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- Not yet: Old Tam's tip about the seam, the Guide page, and travel on a
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server (J3: the tunnel isn't built online). The journey between
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worldlets is §10, and the two ways to play (the journey, or one land) are in
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its decisions.
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@@ -17,9 +44,10 @@ its decisions.
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- Sea fish in `data/fish.json`: mackerel (common) and cod, which only bites
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in water 2.2 m or deeper (a per-fish `min_depth`). Grilled at a campfire,
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salted, or smoked, like the lake's.
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- Running from the source, the New World and Host pages also offer
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worldlets that aren't starts, marked "(testing)", so the Cove can be
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played before the tunnel exists. Release builds offer only the Valley.
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- New World has no "Where": the journey always begins in the Valley (the
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Host page keeps it, for One land mode). Started with
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`godot --path . -- --dev-worldlets`, New World and Host offer every
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worldlet, the others marked "(testing)", to try one directly.
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- No sea stacks without a sea cliff.
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- Tests: `test_cove` (walk onto the pier, catch a mackerel off its end, cod
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only in deep water), and the Cove in `test_terrain_edges` and
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@@ -302,7 +330,7 @@ tunnel goes **down**, inside the cliff, from the clifftop to the shore.
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- **Props:** each new stretch needs a **timber prop** (2 wood) set at its
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mouth before you can dig the next. Leave one out and the face won't take
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another blow ("It's loose: prop it first"); nothing caves in on you, so
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it's a cost, not a trap. That's about 12 wood all the way down.
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it's a cost, not a trap. That's 10 wood all the way down.
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- **Light:** the tunnel has no daylight at all. Every stretch is pitch dark
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until you bring light: a torch in your hand works, but your hands are full
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with the pick, so the way to do it is to set **candles and torch stands**
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