0.6.2: playtest fixes (animals off the cliffs, bigger and odd-shaped houses, real thunder, the tutorial's daylight, Old Tam's new script and voice); protocol 19
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@@ -25,3 +25,4 @@ Thumbs.db
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# Old Tam's voice environments (tools/voice/make_voice.sh sets one up; .venv was Kokoro, before 0.6.2)
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tools/voice/.venv/
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tools/voice/.venv-qwen/
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tools/voice/__pycache__/
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@@ -16,7 +16,7 @@ addon SDK with guard rails.
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## Status
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See `docs/ROADMAP.md` for milestones and `docs/ARCHITECTURE.md` for the design.
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**Cinderwild 0.6.1** is released (download page and player guide:
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**Cinderwild 0.6.2** is released (download page and player guide:
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https://cinderwild.psbailey.uk, builds on the Gitea releases). Up to 0.6.0 it
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was called Emberwild (a name already taken on Steam); before that, Valheimlike.
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Built so far:
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@@ -95,7 +95,10 @@ phases M2.0-M2.7).
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land, players in different lands at once, chat, the player list, admin
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and sleep across lands. *(0.6.0, a playtest):* the Cove's own: the wreck,
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a treasure dig for each player and its drowned crew, crabs, gulls, and a
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rowing boat moored at the pier; Report a bug in the pause menu. Next J2,
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rowing boat moored at the pier; Report a bug in the pause menu. *(0.6.1)*
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the new name, Cinderwild. *(0.6.2)* playtest fixes: animals off the cliffs,
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wider and odd-shaped houses, real thunder, the tutorial's daylight, and Old
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Tam rewritten in a new voice. Next J2,
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then J4 (the Highlands by sail).
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- Audio, music, weather. *Done (0.2.0-0.2.1):* mood music (calm, night,
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storm, danger, boss) that crossfades with what's happening, ambience (CC0
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@@ -29,8 +29,8 @@ application/icon_interpolation=4
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application/bundle_identifier="com.pbailey.cinderwild"
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application/signature=""
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application/app_category="Games"
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application/short_version="0.6.1"
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application/version="0.6.1"
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application/short_version="0.6.2"
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application/version="0.6.2"
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application/copyright=""
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display/high_res=true
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codesign/codesign=1
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@@ -89,8 +89,8 @@ application/modify_resources=false
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application/icon=""
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application/console_wrapper_icon=""
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application/icon_interpolation=4
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application/file_version="0.6.1"
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application/product_version="0.6.1"
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application/file_version="0.6.2"
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application/product_version="0.6.2"
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application/company_name=""
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application/product_name="Cinderwild"
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application/file_description="Cinderwild"
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@@ -19,7 +19,7 @@ config/description="Low-poly survival game — Valheim look, Rust depth, self-ho
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run/main_scene="res://scenes/title.tscn"
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config/features=PackedStringArray("4.7", "Forward Plus")
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config/icon="res://icon.svg"
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config/version="0.6.1"
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config/version="0.6.2"
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[autoload]
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@@ -32,7 +32,7 @@ signal clock(day: int, time: float) ## the server's time of day
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const Identity = preload("res://scripts/net/identity.gd")
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const ServerConfig = preload("res://scripts/net/server_config.gd")
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const PROTOCOL := 18 ## 18: the Cove's own (the wreck and treasure, the drowned crew, crabs and gulls, boats at the pier); 17: lands on a server (crossings, the tunnel online, the roster); 16: worldlets (the Cove), sea fish (mackerel, cod); 3: shared world; 4: the server decides; 5: wildlife; 6: rules and chat (M2.6); 7: the alpha, broken doors; 8: the bear; 9: crows and foxes; 10: the barrow (P3); 11: food spoilage, lightning (P4); 12: the standing stones and the Old Stag (P5); 13: sounds sent to players nearby (sfx.gd); 14: dropping items, any bag row in hand, new items (jar, bedroll, necklace, bear cloak, rug, pemmican); 15: placed lights (candle, torch stand)
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const PROTOCOL := 19 ## 19: bigger houses (half wall, roof ridge, ridge gable; roofs through roofs); 18: the Cove's own (the wreck and treasure, the drowned crew, crabs and gulls, boats at the pier); 17: lands on a server (crossings, the tunnel online, the roster); 16: worldlets (the Cove), sea fish (mackerel, cod); 3: shared world; 4: the server decides; 5: wildlife; 6: rules and chat (M2.6); 7: the alpha, broken doors; 8: the bear; 9: crows and foxes; 10: the barrow (P3); 11: food spoilage, lightning (P4); 12: the standing stones and the Old Stag (P5); 13: sounds sent to players nearby (sfx.gd); 14: dropping items, any bag row in hand, new items (jar, bedroll, necklace, bear cloak, rug, pemmican); 15: placed lights (candle, torch stand)
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const DEFAULT_PORT := 24242
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const HANDSHAKE_TIMEOUT := 10.0
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const JOIN_TIMEOUT := 20.0 ## includes the server building its terrain on first join
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@@ -213,15 +213,15 @@
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<section id="new" aria-labelledby="new-title">
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<div class="wrap">
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<h2 id="new-title">New in {{VERSION}}</h2>
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<p class="lead">The Cove gets its own. This is a playtest build: thanks for trying it.</p>
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<p class="lead">Fixes from the first playtest. Thanks for every report.</p>
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<div class="new">
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<ul class="ticks">
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<li>A new name: Emberwild is now Cinderwild (another game already had the old one). Your worlds come with you.</li>
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<li>A wreck on the Cove's beach, with a treasure map in the captain's sea chest for each player.</li>
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<li>Your own X on your map: dig up the pirate chest for a ship's compass, a spyglass, a cutlass and gold.</li>
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<li>The drowned crew rise to guard it. Dig by day if you're wise.</li>
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<li>Crabs on the sand from dusk till dawn, and gulls after any food you leave out.</li>
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<li>Build a rowing boat from driftwood, seagrass rope and pitch, and tie it up at the pier.</li>
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<li>Old Tam has a new voice and a new script: a chuckling old West Country farmer.</li>
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<li>Bigger houses: wider ones get a second row of roof or a roof ridge, with half walls and gables to close the ends. L-shapes and odd wings work too.</li>
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<li>Real thunder, near cracks and distant rolls.</li>
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<li>Animals no longer climb the cliffs at the edge of the world.</li>
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<li>The tutorial's sun waits for you until it's time for a torch.</li>
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<li>Still new from 0.6: the Cove's wreck, a pirate treasure each, the drowned crew, crabs, gulls and a rowing boat. And a new name: Emberwild is now Cinderwild.</li>
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<li>Report a bug, straight from the pause menu.</li>
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</ul>
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<aside class="callout" aria-labelledby="bug-title">
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