Paul Bailey
c2c86b5f78
0.6.1: Emberwild is now Cinderwild (the old name's taken on Steam). Saves, identity and settings are copied across from the Emberwild folder on first start; the site moves to cinderwild.psbailey.uk; same protocol (18), so 0.6.0 and 0.6.1 play together
2026-11-07 16:14:11 +00:00
Paul Bailey
3b611a6d34
0.6.0: the Cove's own, for a playtest (the wreck and a treasure for each player, the drowned crew, crabs and gulls, a rowing boat at the pier, Report a bug); protocol 18
2026-11-07 13:04:36 +00:00
Paul Bailey
27040d6805
Report a bug in the pause menu (a new Gitea issue filled in with the version, computer, mode, land and where you are; copy the details; the log file), the playtest guide (docs/PLAYTEST.md), and the Cove's 0.6.0 parts in the player guide
2026-11-07 12:45:37 +00:00
Paul Bailey
2004fe193c
The rowing boat: seagrass at the tide line and resin from pines; rope, pitch, and a boat at the workbench (driftwood, rope, pitch, nails); tied up at a berth of its own at the end of the pier, one each, saved; Set sail needs the ship's compass and the Highlands aren't charted yet; online too
2026-11-07 11:16:15 +00:00
Paul Bailey
9709d2c424
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
2026-11-07 10:23:49 +00:00
Paul Bailey
5bcfa23710
The pirate treasure: each player's own mound at their X, dug with a pickaxe; the drowned crew rise at night or when the chest comes up; the ship's compass, a spyglass, a cutlass and pirate gold; online too
2026-11-07 09:54:51 +00:00
Paul Bailey
74bd8f5898
The wreck in dark weathered oak; the map's key lists only this land's places
2026-11-07 02:04:48 +00:00
Paul Bailey
419c71e638
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
2026-11-07 02:00:31 +00:00
Paul Bailey
ec8caa9ef4
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)
2026-11-07 01:14:32 +00:00
Paul Bailey
62b3d6c47f
0.5.0: the journey on a server (a server per land; chat, the player list, admin and sleep across lands); protocol 17
2026-11-07 00:23:43 +00:00
Paul Bailey
f9b138b304
J3c: a land server stopping tells its players and is started afresh when they rejoin; the extra ports to forward on the Host page, the hosting message, the server log and HOSTING.md
2026-11-07 00:08:05 +00:00
Paul Bailey
86ebe07899
J3b: chat, the player list (with each player's land) and admin commands across lands; sleep needs everyone in every land, with a 'waiting for everyone else' message
2026-11-06 23:42:50 +00:00
Paul Bailey
85bbed249b
J3a: the journey on a server. A server per land (Lands: the hub starts land servers on demand over a private link), the cliff tunnel online, crossings with one-time passes, shared characters that remember their land, one clock from the hub; test_net_lands
2026-11-06 23:14:11 +00:00
Paul Bailey
6544862885
Map: other players in your land shown on a co-op server, never with PvP on
2026-11-06 22:33:14 +00:00
Paul Bailey
b938e045cb
One clock for every land: going back to a land catches it up on the time away (like a night's sleep) instead of rewinding to when you left; J3 decided: a server per land with the Valley's as hub, sleep needs everyone in every land
2026-11-06 21:57:37 +00:00
Paul Bailey
ad47cd53da
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
2026-11-06 21:35:04 +00:00
Paul Bailey
0209c6149a
The seam and the sea cave built from real boulders (rock_pile.gd: the scenery's rocks with matching colliders), the seam a cleft between two slabs with pick marks and loose stones
2026-11-06 21:26:15 +00:00
Paul Bailey
2b7e52cd82
0.4.0: map (N) that fills in as you explore and a compass ( closes #1 ); Old Tam's seam and Cove tips (voiced); the journey and sea fish in the guide; trailer with the tunnel and the Cove; protocol 16
2026-11-06 18:36:20 +00:00
Paul Bailey
980ee53579
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)
2026-11-06 17:51:58 +00:00
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
9b88a10609
W2: several lakes per worldlet, a beach block shelving into the sea with a current that turns swimmers back; testbay test worldlet through the water, edge and boundary suites; the two ways to play (journey, one land) recorded
2026-11-06 16:48:20 +00:00
Paul Bailey
68e6d814d9
W1: choose a worldlet (New World and Host Game pages, kept once an island exists), worldlet shown in the Load list; Godot .uid files
2026-11-06 16:10:32 +00:00
Paul Bailey
db4a659236
W0: terrain from worldlet building blocks (Valley in data/worldlets, identical heights), WorldInfo API, worldlet in saves and servers; the cliff tunnel plan
2026-11-06 15:51:43 +00:00
Paul Bailey
eaeb841c1d
Lights to place indoors (tallow candle, torch stand); docs brought up to date; the journey plan; sticky teleports in net tests; protocol 15
2026-11-06 13:56:43 +00:00
Paul Bailey
4b2e687188
Uses for every material (clay jar, bedroll, pelt rug, fang necklace, bear cloak, pemmican, bait), Q to drop, K/M bag rows on 1-8, help pages; protocol 14
2026-11-06 11:49:42 +00:00
Paul Bailey
787d8d1d65
Old Tam speaks (Kokoro); CC0 birdsong, crickets and owls; no plants through floors; menu and marker fixes
2026-11-06 00:03:59 +00:00
Paul Bailey
caa611fac6
Audio: mood music, ambience, sound effects and creature voices (Kenney CC0 + synthesised); protocol 13
2026-11-05 21:03:54 +00:00
Paul Bailey
6ab72f2c05
Update check: version feed from the git server's releases, title-screen banner, clearer version refusals
2026-11-05 16:56:11 +00:00
Paul Bailey
bd7d10a829
T4: Old Tam's tips in normal worlds, with a setting
2026-11-05 16:22:38 +00:00
Paul Bailey
dbcc6f6e59
Tutorial: Old Tam's hut outline beside the fire, pieces snap into it
2026-11-05 15:01:59 +00:00
Paul Bailey
f93ebe1bea
T2 tutorial: all five chapters with Old Tam, scripted dusk and demo wolf, rabbits for the hunt, title-screen Tutorial entry, pause-menu skip/leave, goodbye card; full bot playthrough test
2026-11-05 14:43:00 +00:00
Paul Bailey
5b5dd3d609
T1 tutorial: Actions events, the Guide autoload, chapter 1 with Old Tam the hermit, guide panel and marker, saved progress; roadmap: auto-update plan
2026-11-05 14:14:32 +00:00
Paul Bailey
e03411ffdb
P5 the Old Stag: standing stones and altar, three-phase boss with charges, stun window, spirit wolves and stomps; antler pickaxe and trophy; group scaling and credit for every fighter; online 3-player test (protocol 12)
2026-11-05 13:39:06 +00:00
Paul Bailey
3389ec9a21
P4 hazards: food spoilage with rot speed setting, smoking rack and salt, food poisoning, harsher blizzards, hard winters with lake ice, lightning on trees, snow on roofs (protocol 11)
2026-11-05 11:49:13 +00:00
Paul Bailey
9528f91e47
P3 thieves and barrow: crows and foxes steal food left out; the barrow with its guards, coffin loot and key pieces; blunt club vs bone (protocol 10)
2026-11-05 09:23:31 +00:00
Paul Bailey
96aac29606
P3 bear: one bear per island raids unattended food, palisades and closed huts keep it out, warns then charges, hide/fat/meat, fur rug (Cozy), death saved (protocol 8)
2026-11-05 07:51:07 +00:00
Paul Bailey
fc58c8d0e1
P3 alpha: wolf moon every 7th night, the alpha breaks wooden doors, iron-banded door, broken-door repair, alpha pelt and cloak (protocol 7)
2026-11-05 01:40:52 +00:00
Paul Bailey
411bfef34a
P2 stone: stonecutter, cut stone, stone floors/walls/pillars/stairs/windows/doorway, hearth; wooden stairs, windows, posts, palisade and gate; stone support rules
2026-11-05 01:14:07 +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
ab1f417c32
M2.7: Host Game, backups, launchd/systemd samples, hosting and Tailscale guide
2026-11-04 23:19:00 +00:00
Paul Bailey
2ab79b68c6
M2.6: server rules (PvP, raiding, locks and friends, death penalty, difficulty, wolf grace), chat, admin commands, server console
2026-11-04 22:54:40 +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
a211fe4c63
M2.5: wildlife, wolves, hunting, fishing and sleeping on the server
2026-11-04 21:25:10 +00:00
Paul Bailey
35a656e996
M2.4: the server decides online (characters, inventory, stats, death, owned graves, per-player saves); death screen with Respawn after 3 s
2026-11-04 19:18:31 +00:00
Paul Bailey
80786ab796
Wild flax: fibre plants in meadows and by the lake (2 fibre each)
2026-11-04 18:12:56 +00:00
Paul Bailey
0c18b6d49e
M2.3: the shared world (trees, pickups, pieces, chests, fires, doors, graves, clock on the server)
2026-11-04 18:12:49 +00:00
Paul Bailey
74cbf96458
Wolf den search steps into the valley when the rim is steep everywhere
2026-11-04 16:02:40 +00:00
Paul Bailey
d489bb57ed
Rename the game to Emberwild (data copied from the old folder)
2026-11-04 15:45:10 +00:00
Paul Bailey
ae2592822e
Server launcher and start-up checks for other machines
...
- server/run_server.sh: checks Godot is 4.7+, imports a fresh copy once
(the class cache in .godot/ isn't in git), then starts the server
- The dedicated server refuses to start, with a clear reason, on Godot
older than 4.7 or when the game's scripts failed to load, instead of
claiming to listen
- tests/run_all.sh imports a fresh copy first
- Setup doc: 4.7+ (not 4.3+), importing a fresh copy, running a server
2026-11-04 15:34:28 +00:00
Paul Bailey
d0f473e57b
M2.2: player bodies, name tags, shared island and checked movement
...
- Joining loads the server's island (seed, spawn, clock); the server
generates the same terrain from its seed and keeps a world clock that
pauses when empty
- Other players are procedural low-poly characters in their chosen colours
with name tags (hidden by walls, fading with distance), walk/run/swim
animation and held items
- Movement: local and instant, sent at 20 Hz stamped with the sender's
clock; the server refuses impossible moves (speed, rising, leaving the
island, underground) and sends the player back; flagged respawns allowed
- Avatars drawn 100 ms behind and interpolated, with brief extrapolation
- Online: no pausing, player list in the Esc menu, Disconnect back to the
title (with the reason); animals off and world changes local-only until
M2.3-M2.5, shown on the HUD
- test_net_world: real server + walking and cheating bots at 100 ms +/-
30 ms simulated latency (27 checks)
2026-11-04 15:08:14 +00:00