Paul Bailey
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9709d2c424
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The Cove's shore life: crabs up the beach from dusk till dawn (keep to the sand, pinch if you get close, crab meat to cook), gulls after food on the sand and fish on a smoking rack; online too
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2026-11-07 10:23:49 +00:00 |
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Paul Bailey
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419c71e638
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The Cove's wreck: driftwood and salt on the beach, the captain's sea chest (a treasure map, nails, salt; once each), each player's own X on the map; online too
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2026-11-07 02:00:31 +00:00 |
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Paul Bailey
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ec8caa9ef4
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Each land's set pieces from its data: the barrow, the standing stones and the bear are the Valley's alone, the Cove keeps its wolves; the Cove's 0.6.0 plan (treasure: one each, each in its own place)
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2026-11-07 01:14:32 +00:00 |
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Paul Bailey
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ad47cd53da
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The Cove's stream: a stream block whose water only runs downhill (spring to the bay), its own water ribbon, trout, on the map; scenery and landmarks keep clear
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2026-11-06 21:35:04 +00:00 |
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Paul Bailey
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793b214786
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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
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2026-11-06 17:08:42 +00:00 |
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Paul Bailey
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68e6d814d9
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W1: choose a worldlet (New World and Host Game pages, kept once an island exists), worldlet shown in the Load list; Godot .uid files
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2026-11-06 16:10:32 +00:00 |
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Paul Bailey
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db4a659236
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W0: terrain from worldlet building blocks (Valley in data/worldlets, identical heights), WorldInfo API, worldlet in saves and servers; the cliff tunnel plan
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2026-11-06 15:51:43 +00:00 |
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