5 Commits

Author SHA1 Message Date
Paul Bailey
793b214786 W3: the Cove (bay, pond, pier for sea fishing), mackerel and cod (cod only in deep water), non-start worldlets offered for testing when run from source 2026-11-06 17:08:42 +00:00
Paul Bailey
24c280d885 P1 iron: nuggets, ore, clay, kiln, smelter, forge, iron tools and arrows, lantern, tool wear and repair 2026-11-05 00:31:07 +00:00
Paul Bailey
47fc116839 Crafting tabs (tools, weapons, cooking, building...); panel fits at 1280x720; steadier smoothness test 2026-11-04 22:01:54 +00:00
Paul Bailey
4630ea5d44 Fish per water type in data/fish.json; worldlets design
- data/fish.json: fish, weights, dawn/dusk odds, bite timing and minimum
  depth per water type; ItemDB.define_water() registers them
- world.water_at(x, z) answers lake / sea / dry land; the float uses it,
  so a worldlet with a sea only needs a "sea" entry
- Clear messages for shallow water and water with nothing to catch
- Lake fish: more of them, bigger, nearer the shore, jumping with splash rings
- docs/WORLDLETS_DESIGN.md: proposal for data-defined world types
2026-11-04 11:41:04 +00:00
Paul Bailey
4640f5e577 M1a: survival core, pause menu, title screen and save/load
Design: docs/SURVIVAL_DESIGN.md (core loop, systems, architecture, phases).

Survival core (M1a):
- Items/recipes as data (data/*.json) in the addon SDK's define_item /
  define_recipe shape; procedural item meshes and offscreen-rendered icons
- Inventory class (40 slots, hotbar = row 1) shared by player and chests;
  click / right-click split / shift-click quick-move
- Actions autoload: the intent layer (craft, pickup, harvest_hit, place,
  transfer) that validates every change; becomes the RPC surface in M2
- Gathering: ground pickups (sticks, stones, flint); trees chopped with an
  axe fall and leave stumps; boulders mined with a pickaxe shrink per hit
- Crafting screen with station checks (workbench); placement mode with
  green/red ghost, rotation and overlap/slope validation
- Pieces: campfire (light, flames, embers), workbench, chest (16 slots)
- HUD: hotbar, held tool view model with swing, prompts, toasts

Menus and saving:
- ESC pause menu: resume, controls, fullscreen, mouse sensitivity, quit
- Title screen over a flyover of the island: Continue / New World (name +
  seed) / Load World (with delete) / Quit
- Saves autoload: one folder per world under user://worlds, atomic writes
  with a .bak; stores only player changes (player, pieces, chest contents,
  harvested resources, taken pickups) and regenerates the rest from the seed
- Autosave every 2 min, Save & Quit to title/desktop, save on window close

Fixes: UI screens now fill the viewport (were pinned top-left); title
backdrop no longer captures the mouse.

Tests: test_survival_core (31 checks), test_save_load (round trip + slots),
test_terrain_edges now checks 8 seeds for deep pits / unbanked water.
2026-11-04 00:34:46 +00:00