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v0.5.0
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3
.gitignore
vendored
3
.gitignore
vendored
@@ -21,3 +21,6 @@ Thumbs.db
|
||||
|
||||
# Cloudflare wrangler cache (tools/site deploys)
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||||
.wrangler/
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||||
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||||
# Kokoro TTS environment (tools/voice/make_voice.sh sets it up)
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||||
tools/voice/.venv/
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||||
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||||
21
README.md
21
README.md
@@ -16,7 +16,26 @@ 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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||||
Current milestone: **M0 — playable single-player world skeleton** (scaffolding on disk; needs Godot 4 installed to open & run).
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||||
**Emberwild 0.5.0** is released (download page and player guide:
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||||
https://emberwild-95k.pages.dev, builds on the Gitea releases). Built so far:
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- M0-M1: the island, survival, crafting, building, weather, wildlife, hunting, fishing.
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||||
- M2: self-hosted multiplayer (Host Game, dedicated servers, rules, chat, admin).
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||||
- P1-P5 (`docs/PROGRESSION_DESIGN.md`): iron, stone building, the wolf moon and
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alpha, the bear, crows and foxes, the barrow, hazards, the Old Stag. P6: a use
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||||
for every material, lights to place, dropping items, bag rows on the hotbar.
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||||
- T1, T2, T4 (`docs/TUTORIAL_DESIGN.md`): the tutorial with Old Tam (spoken),
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||||
and his tips in normal worlds.
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||||
- M4 so far: packaged builds, the update check, music, ambience, sound effects
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and creature voices (`assets/audio/CREDITS.md`), the trailer and help pages,
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||||
the map (N) and compass.
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||||
- W0-W3, J1, J3 (`docs/WORLDLETS_DESIGN.md`): worldlets as data, the Cove
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||||
(beach, pier, sea fishing, a stream), and the cliff tunnel between them,
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with a save file per worldlet; on a server, a server per land (the Valley's
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||||
starts the Cove's on the next UDP port), with chat, the player list,
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admin commands and sleep across lands, and one clock everywhere.
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Next: J2 (each tunnel's own gate and supplies), then the Highlands (by sail).
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Running from the source, `godot --path . -- --dev-worldlets` lets New World
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start in any worldlet, to try one directly.
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## Requirements
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- **Godot 4.3+** (standard build; no C# needed — this project uses GDScript).
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@@ -19,9 +19,36 @@ http://creativecommons.org/publicdomain/zero/1.0/". Thank you, Kenney.
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||||
Which file is which is listed in `KENNEY` in `tools/audio/make_audio.py`,
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||||
which also re-copies them (`--kenney <folder with the unzipped packs>`).
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||||
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||||
## SamsterBirdies (CC0)
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||||
`ambience/birds.ogg` is from "Bird ambience. Coniferous forest dawn chorus."
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||||
by SamsterBirdies (https://freesound.org/people/SamsterBirdies/sounds/745273/,
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||||
License: Creative Commons 0): its first 90 s (kept in
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||||
`tools/audio/sources/birds_samsterbirdies_745273.ogg`), softened a little and
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||||
made into a seamless loop by `tools/audio/make_audio.py birds`. Thank you.
|
||||
|
||||
## OwlStorm (CC0)
|
||||
`ambience/crickets.ogg` is "Night Crickets Ambience on Rural Property" by
|
||||
OwlStorm (https://freesound.org/people/OwlStorm/sounds/320145/, License:
|
||||
Creative Commons 0; the preview is in `tools/audio/sources/`), with the low
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||||
rumble taken out and made into a seamless loop by
|
||||
`tools/audio/make_audio.py crickets`. Thank you.
|
||||
|
||||
## Breviceps (CC0)
|
||||
`ambience/owl_0.ogg` and `owl_1.ogg` are the two hoots in "Owl Hoot" by
|
||||
Breviceps (https://freesound.org/people/Breviceps/sounds/465697/, License:
|
||||
Creative Commons 0; the preview is in `tools/audio/sources/`), cut at 0.12 s
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and 2.65 s (leaving out the short sound between them), then levelled. Thank you.
|
||||
|
||||
## Old Tam's voice
|
||||
`voice/` is spoken by **Kokoro** (Kokoro-82M by hexgrad, Apache-2.0,
|
||||
https://huggingface.co/hexgrad/Kokoro-82M) with its British "George" voice,
|
||||
made a little older (deeper, slower, warmer) by `tools/voice/make_voice.py`.
|
||||
The recordings are generated from our own text; rebuild them with
|
||||
`tools/voice/make_voice.sh` after changing any line.
|
||||
|
||||
## Emberwild's own (CC0)
|
||||
`music/`, `ambience/` and `sfx/synth/` are synthesised from scratch by
|
||||
`tools/audio/make_audio.py` (no samples): the five music tracks (calm,
|
||||
night, storm, danger, boss), the birds, crickets and fire crackle, and the
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||||
night, storm, danger, boss), the fire crackle, the creature voices, and the
|
||||
swings, eating, splashes, the fishing reel and bite, the bow, the hurt thump
|
||||
and death. Released under CC0 like the rest of this folder.
|
||||
|
||||
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assets/audio/ambience/owl_0.ogg
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assets/audio/ambience/owl_0.ogg
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assets/audio/ambience/owl_1.ogg
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assets/audio/ambience/owl_1.ogg
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assets/audio/voice/hint_cold.ogg
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assets/audio/voice/hint_cold.ogg
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assets/audio/voice/hint_cove.ogg
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assets/audio/voice/hint_cove.ogg
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assets/audio/voice/hint_died.ogg
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assets/audio/voice/hint_died.ogg
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assets/audio/voice/hint_diet.ogg
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assets/audio/voice/hint_diet.ogg
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assets/audio/voice/hint_freezing.ogg
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assets/audio/voice/hint_freezing.ogg
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BIN
assets/audio/voice/hint_hard_winter.ogg
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assets/audio/voice/hint_hard_winter.ogg
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BIN
assets/audio/voice/hint_howl.ogg
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assets/audio/voice/hint_howl.ogg
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assets/audio/voice/hint_hungry.ogg
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assets/audio/voice/hint_hungry.ogg
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assets/audio/voice/hint_night.ogg
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assets/audio/voice/hint_night.ogg
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BIN
assets/audio/voice/hint_rotten.ogg
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assets/audio/voice/hint_rotten.ogg
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BIN
assets/audio/voice/hint_seam.ogg
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assets/audio/voice/hint_seam.ogg
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BIN
assets/audio/voice/hint_sheltered.ogg
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assets/audio/voice/hint_sheltered.ogg
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BIN
assets/audio/voice/hint_sick.ogg
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BIN
assets/audio/voice/hint_sick.ogg
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BIN
assets/audio/voice/hint_snow.ogg
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assets/audio/voice/hint_snow.ogg
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BIN
assets/audio/voice/hint_stamina.ogg
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BIN
assets/audio/voice/hint_stamina.ogg
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BIN
assets/audio/voice/hint_storm.ogg
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assets/audio/voice/hint_storm.ogg
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BIN
assets/audio/voice/hint_wet.ogg
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assets/audio/voice/hint_wet.ogg
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BIN
assets/audio/voice/hint_wolf_moon.ogg
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assets/audio/voice/hint_wolf_moon.ogg
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43
assets/audio/voice/lines.json
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43
assets/audio/voice/lines.json
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@@ -0,0 +1,43 @@
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||||
{
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||||
"hint_cold": "91c5088e453fb0e6",
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||||
"hint_cove": "126f0b5e977fbef7",
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||||
"hint_died": "e865f8a63622b3c3",
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||||
"hint_diet": "3178b319c44e9fa0",
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||||
"hint_freezing": "48b1e505119a0fc9",
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||||
"hint_hard_winter": "5513aca1655bc278",
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||||
"hint_howl": "05792dda3f3f0b60",
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||||
"hint_hungry": "ad76f22cb8e034a0",
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||||
"hint_night": "2a07d9c0bfae4bf9",
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||||
"hint_rotten": "98b69de03dbee089",
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||||
"hint_seam": "b353f46816d329b7",
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||||
"hint_sheltered": "ba6d6ff8bc4a1c80",
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||||
"hint_sick": "ec07963c46638ffc",
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||||
"hint_snow": "8f0ac7d093f73840",
|
||||
"hint_stamina": "82bf5b903db7a29f",
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||||
"hint_storm": "f06bb82d15d991c8",
|
||||
"hint_wet": "6aef86b85d67d7ac",
|
||||
"hint_wolf_moon": "723b3dbd5439980c",
|
||||
"tutorial_animals": "e82eb7e35e866812",
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||||
"tutorial_axe": "4bb51d6ea8b42840",
|
||||
"tutorial_bed": "34cf4c842db48c19",
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||||
"tutorial_berries": "a7cd3805f11c8898",
|
||||
"tutorial_campfire": "0a26bd897d1d8a90",
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||||
"tutorial_cook": "7164a8ab27a7821d",
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||||
"tutorial_diet": "fd47408ab4f2b5de",
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||||
"tutorial_finish": "36c07fc5a64c9d65",
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||||
"tutorial_fish": "32f2f3228c036136",
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||||
"tutorial_flax": "a87ff75ed8864ca6",
|
||||
"tutorial_hut": "a10bfa289939dfb2",
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||||
"tutorial_look": "27acdf33905cc1a3",
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||||
"tutorial_mushroom": "79edcfb1afe18c8c",
|
||||
"tutorial_pickaxe": "177e0474e4d0fda6",
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||||
"tutorial_rabbit": "6d429ab2cbdc7b19",
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||||
"tutorial_rod": "d610281e722e8fd3",
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||||
"tutorial_sleep": "e202cbf133500c2a",
|
||||
"tutorial_sticks": "e526e30ddf8756a7",
|
||||
"tutorial_torch": "68808fca608352fc",
|
||||
"tutorial_tree": "1dfb2ab0491d962f",
|
||||
"tutorial_weapon": "a17d1fe6d5067b8d",
|
||||
"tutorial_wolf": "feb6bdda64e28161",
|
||||
"tutorial_workbench": "1b6108ab18f05de9"
|
||||
}
|
||||
BIN
assets/audio/voice/tutorial_animals.ogg
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assets/audio/voice/tutorial_animals.ogg
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assets/audio/voice/tutorial_axe.ogg
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assets/audio/voice/tutorial_axe.ogg
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assets/audio/voice/tutorial_bed.ogg
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assets/audio/voice/tutorial_bed.ogg
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assets/audio/voice/tutorial_berries.ogg
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assets/audio/voice/tutorial_berries.ogg
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assets/audio/voice/tutorial_campfire.ogg
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assets/audio/voice/tutorial_campfire.ogg
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assets/audio/voice/tutorial_cook.ogg
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assets/audio/voice/tutorial_cook.ogg
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assets/audio/voice/tutorial_diet.ogg
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assets/audio/voice/tutorial_diet.ogg
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assets/audio/voice/tutorial_finish.ogg
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assets/audio/voice/tutorial_fish.ogg
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assets/audio/voice/tutorial_fish.ogg
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assets/audio/voice/tutorial_flax.ogg
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assets/audio/voice/tutorial_flax.ogg
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assets/audio/voice/tutorial_hut.ogg
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assets/audio/voice/tutorial_look.ogg
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assets/audio/voice/tutorial_look.ogg
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assets/audio/voice/tutorial_mushroom.ogg
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assets/audio/voice/tutorial_mushroom.ogg
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assets/audio/voice/tutorial_pickaxe.ogg
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assets/audio/voice/tutorial_pickaxe.ogg
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assets/audio/voice/tutorial_rabbit.ogg
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assets/audio/voice/tutorial_rabbit.ogg
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assets/audio/voice/tutorial_rod.ogg
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assets/audio/voice/tutorial_rod.ogg
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assets/audio/voice/tutorial_sleep.ogg
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assets/audio/voice/tutorial_sleep.ogg
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assets/audio/voice/tutorial_sticks.ogg
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assets/audio/voice/tutorial_torch.ogg
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assets/audio/voice/tutorial_torch.ogg
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assets/audio/voice/tutorial_tree.ogg
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assets/audio/voice/tutorial_tree.ogg
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assets/audio/voice/tutorial_weapon.ogg
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assets/audio/voice/tutorial_weapon.ogg
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assets/audio/voice/tutorial_wolf.ogg
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assets/audio/voice/tutorial_wolf.ogg
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assets/audio/voice/tutorial_workbench.ogg
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assets/audio/voice/tutorial_workbench.ogg
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@@ -1,5 +1,5 @@
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||||
{
|
||||
"_comment": "Fishing by water type. world.water_at() says which type a spot is; a type with no entry has no fish. Weights are relative. 'dawn_dusk' replaces the weight at dawn (05:00-08:30) and dusk (17:00-20:30). Bite waits are seconds, scaled by the modifiers.",
|
||||
"_comment": "Fishing by water type. world.water_at() says which type a spot is; a type with no entry has no fish. Weights are relative. 'dawn_dusk' replaces the weight at dawn (05:00-08:30) and dusk (17:00-20:30). Bite waits are seconds, scaled by the modifiers. A fish with its own 'min_depth' only bites in water at least that deep (cod: cast well out from the pier).",
|
||||
"modifiers": {
|
||||
"dawn_dusk_wait": 0.6,
|
||||
"rain_wait": 0.8,
|
||||
@@ -24,6 +24,40 @@
|
||||
"dawn_dusk": 40
|
||||
}
|
||||
]
|
||||
},
|
||||
"sea": {
|
||||
"min_depth": 1.0,
|
||||
"bite_wait": [
|
||||
6.0,
|
||||
16.0
|
||||
],
|
||||
"fish": [
|
||||
{
|
||||
"id": "mackerel",
|
||||
"weight": 75,
|
||||
"dawn_dusk": 65
|
||||
},
|
||||
{
|
||||
"id": "cod",
|
||||
"weight": 25,
|
||||
"dawn_dusk": 35,
|
||||
"min_depth": 2.2
|
||||
}
|
||||
]
|
||||
},
|
||||
"stream": {
|
||||
"min_depth": 0.3,
|
||||
"bite_wait": [
|
||||
8.0,
|
||||
18.0
|
||||
],
|
||||
"fish": [
|
||||
{
|
||||
"id": "trout",
|
||||
"weight": 100,
|
||||
"dawn_dusk": 100
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"guide": "Old Tam",
|
||||
"_doc": "T4 (docs/TUTORIAL_DESIGN.md §5): one-off tips in normal worlds, each shown once per player (user://hints.json), in list order when several are due. 'when' is kind:value, with | for alternatives: status (a survival status, by prefix), weather (a state), has (an item in your bag), event (howl, died), or a plain check (night, stamina_low, wolf_moon, hard_winter). 'hold' is how long it must stay true first (seconds, default 1).",
|
||||
"_doc": "T4 (docs/TUTORIAL_DESIGN.md §5): one-off tips in normal worlds, each shown once per player (user://hints.json), in list order when several are due. 'when' is kind:value, with | for alternatives: status (a survival status, by prefix), weather (a state), has (an item in your bag), event (howl, died), worldlet (where you are on the journey), or a plain check (night, stamina_low, wolf_moon, hard_winter, seam: holding the antler pickaxe with the cliff tunnel's seam still to dig). 'hold' is how long it must stay true first (seconds, default 1).",
|
||||
"hints": [
|
||||
{"id": "died", "when": "event:died", "title": "Back on your feet",
|
||||
"text": "Dying's not the end out here. Whatever you carried is waiting where you fell, so go back for it before anything else. Sleep in a bed once and that's where you'll wake."},
|
||||
@@ -33,6 +33,10 @@
|
||||
{"id": "stamina", "when": "stamina_low", "title": "Out of breath",
|
||||
"text": "You're spent. Stop swinging and running a moment and your stamina comes back. Rested by a fire, it comes back faster."},
|
||||
{"id": "sheltered", "when": "status:Sheltered", "hold": 3, "title": "A proper shelter",
|
||||
"text": "Roof and walls: the weather can't touch you here. Sit by a fire in here a little while and you'll be Rested."}
|
||||
"text": "Roof and walls: the weather can't touch you here. Sit by a fire in here a little while and you'll be Rested."},
|
||||
{"id": "seam", "when": "seam", "hold": 3, "title": "The cracked seam",
|
||||
"text": "That antler pick bites rock iron only scratches. Out on the clifftop, near the edge, there's a seam of cracked rock, and a way down to the sea behind it if you dig. Take wood to prop it as you go, and lights: it's black as pitch in there."},
|
||||
{"id": "cove", "when": "worldlet:cove", "hold": 3, "title": "The Cove",
|
||||
"text": "You made it down. Sand, salt and sea fish. Fish off the end of the pier: mackerel bite close in, cod further out where it's deep. The sea cave takes you back up the tunnel, and home's waiting at the top."}
|
||||
]
|
||||
}
|
||||
|
||||
226
data/items.json
226
data/items.json
@@ -347,7 +347,7 @@
|
||||
"name": "Hide",
|
||||
"category": "resource",
|
||||
"stack": 20,
|
||||
"description": "Raw hide from a deer or boar. Makes a warm cloak.",
|
||||
"description": "Rawhide from an animal. For cloaks and bedrolls.",
|
||||
"mesh": "hide"
|
||||
},
|
||||
{
|
||||
@@ -355,7 +355,7 @@
|
||||
"name": "Feather",
|
||||
"category": "resource",
|
||||
"stack": 50,
|
||||
"description": "Found in meadows. Fletching for arrows.",
|
||||
"description": "Fletching for arrows, and stuffing for a bedroll.",
|
||||
"mesh": "feather"
|
||||
},
|
||||
{
|
||||
@@ -443,7 +443,7 @@
|
||||
"name": "Wolf Pelt",
|
||||
"category": "resource",
|
||||
"stack": 20,
|
||||
"description": "Thick grey fur. The warmest thing on the island.",
|
||||
"description": "A grey wolf pelt. For wolf and alpha cloaks, or a rug.",
|
||||
"mesh": "wolf_pelt"
|
||||
},
|
||||
{
|
||||
@@ -543,6 +543,72 @@
|
||||
},
|
||||
"keeps": 4
|
||||
},
|
||||
{
|
||||
"id": "mackerel",
|
||||
"name": "Mackerel",
|
||||
"category": "food",
|
||||
"stack": 20,
|
||||
"description": "A quick, striped sea fish, caught off the pier. Grill it at a campfire. (Fish)",
|
||||
"mesh": "mackerel",
|
||||
"food": {
|
||||
"hunger": 5,
|
||||
"health": -2,
|
||||
"diet": {
|
||||
"fish": 10
|
||||
},
|
||||
"risk": 0.2
|
||||
},
|
||||
"keeps": 2
|
||||
},
|
||||
{
|
||||
"id": "cod",
|
||||
"name": "Cod",
|
||||
"category": "food",
|
||||
"stack": 20,
|
||||
"description": "A big sea fish from deeper water: cast well out. (Fish)",
|
||||
"mesh": "cod",
|
||||
"food": {
|
||||
"hunger": 8,
|
||||
"health": -2,
|
||||
"diet": {
|
||||
"fish": 16
|
||||
},
|
||||
"risk": 0.2
|
||||
},
|
||||
"keeps": 2
|
||||
},
|
||||
{
|
||||
"id": "grilled_mackerel",
|
||||
"name": "Grilled Mackerel",
|
||||
"category": "food",
|
||||
"stack": 20,
|
||||
"description": "Oily and good. (Fish)",
|
||||
"mesh": "grilled_mackerel",
|
||||
"food": {
|
||||
"hunger": 22,
|
||||
"health": 8,
|
||||
"diet": {
|
||||
"fish": 36
|
||||
}
|
||||
},
|
||||
"keeps": 4
|
||||
},
|
||||
{
|
||||
"id": "grilled_cod",
|
||||
"name": "Grilled Cod",
|
||||
"category": "food",
|
||||
"stack": 20,
|
||||
"description": "Thick white flakes: a proper meal. (Fish)",
|
||||
"mesh": "grilled_cod",
|
||||
"food": {
|
||||
"hunger": 32,
|
||||
"health": 12,
|
||||
"diet": {
|
||||
"fish": 52
|
||||
}
|
||||
},
|
||||
"keeps": 4
|
||||
},
|
||||
{
|
||||
"id": "iron_nugget",
|
||||
"name": "Iron Nugget",
|
||||
@@ -564,7 +630,7 @@
|
||||
"name": "Clay",
|
||||
"category": "resource",
|
||||
"stack": 50,
|
||||
"description": "Grey clay from the lake shore. For kilns and smelters.",
|
||||
"description": "Grey clay from the lake shore. For kilns, smelters and, fired at a campfire, clay jars that keep food fresh.",
|
||||
"mesh": "clay"
|
||||
},
|
||||
{
|
||||
@@ -928,7 +994,7 @@
|
||||
"name": "Alpha Pelt",
|
||||
"category": "resource",
|
||||
"stack": 5,
|
||||
"description": "The alpha's black fur, thick as a blanket.",
|
||||
"description": "The alpha's dark pelt. For the alpha cloak or a fang necklace.",
|
||||
"mesh": "alpha_pelt"
|
||||
},
|
||||
{
|
||||
@@ -936,7 +1002,7 @@
|
||||
"name": "Wolf Fang",
|
||||
"category": "resource",
|
||||
"stack": 20,
|
||||
"description": "A long yellowed fang from the alpha. A trophy, and a fine clasp.",
|
||||
"description": "A long yellowed fang from the alpha. For the alpha cloak, and a fang necklace that blunts wolf bites.",
|
||||
"mesh": "wolf_fang"
|
||||
},
|
||||
{
|
||||
@@ -956,7 +1022,7 @@
|
||||
"name": "Bear Hide",
|
||||
"category": "resource",
|
||||
"stack": 5,
|
||||
"description": "A huge brown hide. Makes a fur rug.",
|
||||
"description": "A huge brown hide. For a fur rug or a bear cloak, the warmest there is.",
|
||||
"mesh": "bear_hide"
|
||||
},
|
||||
{
|
||||
@@ -964,7 +1030,7 @@
|
||||
"name": "Bear Fat",
|
||||
"category": "resource",
|
||||
"stack": 20,
|
||||
"description": "Rendered fat. Burns three times as long as wood in a fire.",
|
||||
"description": "Thick white fat. Burns long on a fire, and makes pemmican and tallow candles.",
|
||||
"mesh": "bear_fat",
|
||||
"fuel": 180
|
||||
},
|
||||
@@ -996,7 +1062,7 @@
|
||||
"name": "Rotten Food",
|
||||
"category": "resource",
|
||||
"stack": 50,
|
||||
"description": "It's gone off. Good for nothing: throw it out.",
|
||||
"description": "It's gone off. Q drops it. Carried while fishing it's bait: bites come sooner, and each bite takes one.",
|
||||
"mesh": "rotten_food"
|
||||
},
|
||||
{
|
||||
@@ -1129,6 +1195,148 @@
|
||||
},
|
||||
"station": "forge"
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "clay_jar",
|
||||
"name": "Clay Jar",
|
||||
"category": "placeable",
|
||||
"stack": 5,
|
||||
"description": "Fired clay with a lid. Holds 6 stacks, and food kept in it lasts three times as long.",
|
||||
"mesh": "clay_jar",
|
||||
"place": {
|
||||
"piece": "jar",
|
||||
"footprint": [
|
||||
0.7,
|
||||
0.7
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "bedroll",
|
||||
"name": "Bedroll",
|
||||
"category": "placeable",
|
||||
"stack": 1,
|
||||
"description": "Hide stuffed with feathers. Sets your spawn point like a bed, and you can sleep the night out under the open sky (but not in rain or snow).",
|
||||
"mesh": "bedroll",
|
||||
"place": {
|
||||
"piece": "bed",
|
||||
"footprint": [
|
||||
0.9,
|
||||
2.0
|
||||
],
|
||||
"open_air": true
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "pelt_rug",
|
||||
"name": "Wolf-pelt Rug",
|
||||
"category": "placeable",
|
||||
"stack": 1,
|
||||
"description": "Wolf pelts stitched into a rug. In a sheltered room: a little warmer, and you get Rested twice as fast.",
|
||||
"mesh": "pelt_rug",
|
||||
"place": {
|
||||
"piece": "rug",
|
||||
"footprint": [
|
||||
1.4,
|
||||
1.8
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "fang_necklace",
|
||||
"name": "Fang Necklace",
|
||||
"category": "tool",
|
||||
"stack": 1,
|
||||
"description": "The alpha's fangs on a strip of its hide. Carry it anywhere in your bag and wolves, the alpha too, bite 30% less hard.",
|
||||
"mesh": "fang_necklace",
|
||||
"charm": {
|
||||
"against": "wolf",
|
||||
"damage": 0.7
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "bear_cloak",
|
||||
"name": "Bear Cloak",
|
||||
"category": "tool",
|
||||
"stack": 1,
|
||||
"description": "Right-click to wear it (+40 warmth, rain barely touches you): the warmest cloak there is. Take it off from the inventory screen.",
|
||||
"mesh": "bear_cloak",
|
||||
"wear": {
|
||||
"warmth": 40,
|
||||
"wet_chill": 0.3
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "pemmican",
|
||||
"name": "Pemmican",
|
||||
"category": "food",
|
||||
"stack": 20,
|
||||
"description": "Cooked meat and berries pounded into bear fat. Filling, counts as meat and greens, and keeps 30 days.",
|
||||
"mesh": "pemmican",
|
||||
"keeps": 30,
|
||||
"food": {
|
||||
"hunger": 40,
|
||||
"health": 10,
|
||||
"diet": {
|
||||
"meat": 28,
|
||||
"plants": 28
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "tallow_candle",
|
||||
"name": "Tallow Candle",
|
||||
"category": "placeable",
|
||||
"stack": 20,
|
||||
"description": "Bear fat and a fibre wick. Set it on a floor or a step and it lights a small room, steadily, for good.",
|
||||
"mesh": "tallow_candle",
|
||||
"place": {
|
||||
"piece": "lamp",
|
||||
"footprint": [
|
||||
0.2,
|
||||
0.2
|
||||
]
|
||||
},
|
||||
"lamp": {
|
||||
"range": 7.0,
|
||||
"energy": 1.2,
|
||||
"height": 0.2,
|
||||
"flicker": 0.08,
|
||||
"flame": 0.022,
|
||||
"color": [
|
||||
1.0,
|
||||
0.82,
|
||||
0.6
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "torch_stand",
|
||||
"name": "Torch Stand",
|
||||
"category": "placeable",
|
||||
"stack": 5,
|
||||
"description": "A torch on a wooden stand. Lights a whole room or a doorway, and never goes out.",
|
||||
"mesh": "torch_stand",
|
||||
"place": {
|
||||
"piece": "lamp",
|
||||
"footprint": [
|
||||
0.5,
|
||||
0.5
|
||||
]
|
||||
},
|
||||
"lamp": {
|
||||
"range": 11.0,
|
||||
"energy": 1.6,
|
||||
"height": 1.45,
|
||||
"flicker": 0.22,
|
||||
"flame": 0.06,
|
||||
"color": [
|
||||
1.0,
|
||||
0.74,
|
||||
0.5
|
||||
],
|
||||
"shadows": true
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
@@ -249,6 +249,26 @@
|
||||
"trout": 1
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "grilled_mackerel",
|
||||
"output": "grilled_mackerel",
|
||||
"count": 1,
|
||||
"station": "campfire",
|
||||
"category": "cooking",
|
||||
"inputs": {
|
||||
"mackerel": 1
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "grilled_cod",
|
||||
"output": "grilled_cod",
|
||||
"count": 1,
|
||||
"station": "campfire",
|
||||
"category": "cooking",
|
||||
"inputs": {
|
||||
"cod": 1
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "charcoal_kiln",
|
||||
"output": "charcoal_kiln",
|
||||
@@ -578,6 +598,28 @@
|
||||
"salt": 1
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "salted_mackerel",
|
||||
"output": "salted_fish",
|
||||
"count": 2,
|
||||
"station": "",
|
||||
"category": "cooking",
|
||||
"inputs": {
|
||||
"mackerel": 2,
|
||||
"salt": 1
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "salted_cod",
|
||||
"output": "salted_fish",
|
||||
"count": 2,
|
||||
"station": "",
|
||||
"category": "cooking",
|
||||
"inputs": {
|
||||
"cod": 1,
|
||||
"salt": 1
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "antler_pickaxe",
|
||||
"output": "antler_pickaxe",
|
||||
@@ -589,6 +631,98 @@
|
||||
"iron_bar": 1,
|
||||
"wood": 2
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "clay_jar",
|
||||
"output": "clay_jar",
|
||||
"count": 1,
|
||||
"station": "campfire",
|
||||
"category": "furniture",
|
||||
"inputs": {
|
||||
"clay": 8
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "bedroll",
|
||||
"output": "bedroll",
|
||||
"count": 1,
|
||||
"station": "workbench",
|
||||
"category": "furniture",
|
||||
"inputs": {
|
||||
"hide": 3,
|
||||
"feather": 6,
|
||||
"fiber": 4
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "pelt_rug",
|
||||
"output": "pelt_rug",
|
||||
"count": 1,
|
||||
"station": "workbench",
|
||||
"category": "furniture",
|
||||
"inputs": {
|
||||
"wolf_pelt": 3,
|
||||
"fiber": 2
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "fang_necklace",
|
||||
"output": "fang_necklace",
|
||||
"count": 1,
|
||||
"station": "workbench",
|
||||
"category": "clothing",
|
||||
"inputs": {
|
||||
"wolf_fang": 2,
|
||||
"alpha_pelt": 1,
|
||||
"fiber": 2
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "bear_cloak",
|
||||
"output": "bear_cloak",
|
||||
"count": 1,
|
||||
"station": "workbench",
|
||||
"category": "clothing",
|
||||
"inputs": {
|
||||
"bear_hide": 2,
|
||||
"hide": 2,
|
||||
"fiber": 4
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "pemmican",
|
||||
"output": "pemmican",
|
||||
"count": 3,
|
||||
"station": "campfire",
|
||||
"category": "cooking",
|
||||
"inputs": {
|
||||
"cooked_meat": 2,
|
||||
"berries": 3,
|
||||
"bear_fat": 1
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "tallow_candle",
|
||||
"output": "tallow_candle",
|
||||
"count": 4,
|
||||
"station": "",
|
||||
"category": "furniture",
|
||||
"inputs": {
|
||||
"bear_fat": 1,
|
||||
"fiber": 1
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "torch_stand",
|
||||
"output": "torch_stand",
|
||||
"count": 1,
|
||||
"station": "",
|
||||
"category": "furniture",
|
||||
"inputs": {
|
||||
"wood": 2,
|
||||
"stick": 2,
|
||||
"fiber": 2
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
@@ -41,7 +41,7 @@
|
||||
"title": "Gather sticks and stones",
|
||||
"text": "Empty hands are no use here. Look at a stick or a stone on the ground and press E. Three of each, mind.",
|
||||
"marker": {
|
||||
"nearest": "pickup:stick"
|
||||
"nearest": "pickup:stick|stone"
|
||||
},
|
||||
"goal": {
|
||||
"all": [
|
||||
|
||||
23
data/worldlets/cove.json
Normal file
23
data/worldlets/cove.json
Normal file
@@ -0,0 +1,23 @@
|
||||
{
|
||||
"_doc": "The Cove (docs/WORLDLETS_DESIGN.md §5, W3): the second worldlet, reached from the Valley down the cliff tunnel (J1). Low hills run down to a wide sandy bay with a pier (scripts/world/pier.gd) for sea fishing; a small pond inland; a stream from a spring under the mountains down to the bay (a 'stream' block: its points, spring first, in world metres); mountains behind. Not a start: you get here on the journey.",
|
||||
"id": "cove",
|
||||
"name": "Cove",
|
||||
"description": "Low hills running down to a sheltered sandy bay, with a pier out over the water for sea fishing.",
|
||||
"start": false,
|
||||
"size": 320,
|
||||
"resolution": 256,
|
||||
"terrain": [
|
||||
{"type": "hills", "height_scale": 5.5, "detail": 1.2},
|
||||
{"type": "rim", "play_radius": 100.0, "rim_width": 30.0, "mountain_height": 52.0, "rim_warp": 14.0, "wall_frac": 0.45},
|
||||
{"type": "beach", "angle_deg": 90.0, "half_width_deg": 55.0, "fade_deg": 22.0, "shore_offset": -16.0, "slope": 0.08, "current_out": 22.0, "wall_out": 36.0},
|
||||
{"type": "lake", "center": [-30.0, -40.0], "radius": 11.0, "water_level": -2.6},
|
||||
{"type": "stream", "points": [[46.0, -80.0], [34.0, -48.0], [40.0, -14.0], [30.0, 22.0], [36.0, 52.0], [33.0, 78.0], [33.0, 104.0]], "width": 2.4, "depth": 0.6},
|
||||
{"type": "ocean_edge"}
|
||||
],
|
||||
"climate": {"snowline": 42.0},
|
||||
"places": [{"type": "pier", "at": "beach"}],
|
||||
"next": [
|
||||
{"to": "valley", "by": "tunnel", "where": "sea_cave"},
|
||||
{"to": "highlands", "by": "sail", "where": "pier"}
|
||||
]
|
||||
}
|
||||
18
data/worldlets/valley.json
Normal file
18
data/worldlets/valley.json
Normal file
@@ -0,0 +1,18 @@
|
||||
{
|
||||
"_doc": "A worldlet (docs/WORLDLETS_DESIGN.md): its name and description (the New World page), whether a new world can start here (\"start\"; the others are reached on the journey), its size, and its terrain as building blocks applied in order (scripts/world/terrain.gd: hills, rim, sea_cliff, lake, ocean_edge). The numbers here are the Valley exactly as it was hand-coded: tests/test_worldlets.gd checks it still makes the same height grid.",
|
||||
"id": "valley",
|
||||
"name": "Valley",
|
||||
"description": "A sheltered valley ringed by mountains, with a lake in the middle and sea cliffs on one side.",
|
||||
"start": true,
|
||||
"size": 320,
|
||||
"resolution": 256,
|
||||
"terrain": [
|
||||
{"type": "hills", "height_scale": 9.0, "detail": 1.4},
|
||||
{"type": "rim", "play_radius": 100.0, "rim_width": 30.0, "mountain_height": 58.0, "rim_warp": 16.0, "wall_frac": 0.45},
|
||||
{"type": "sea_cliff", "angle_deg": -75.0, "half_width_deg": 38.0, "fade_deg": 22.0, "sea_level": -24.0, "cliff_top": 0.5, "cliff_offset": 4.0, "drop_width": 6.0},
|
||||
{"type": "lake", "center": [14.0, -46.0], "radius": 24.0, "water_level": -2.6},
|
||||
{"type": "ocean_edge"}
|
||||
],
|
||||
"climate": {"snowline": 40.0},
|
||||
"next": [{"to": "cove", "by": "tunnel", "where": "sea_cliff"}]
|
||||
}
|
||||
@@ -113,15 +113,22 @@ To check it works: `tailscale ping <server name>` from the friend's
|
||||
computer.
|
||||
|
||||
### Port forwarding
|
||||
On your router, forward **UDP 24242** to the server computer's local
|
||||
address (give that computer a fixed local address first). Friends join
|
||||
with your public IP address. It needs no extra software, but your home IP
|
||||
and that port are public, so set a `password`.
|
||||
On your router, forward **UDP 24242 and 24243** to the server computer's
|
||||
local address (give that computer a fixed local address first). Friends
|
||||
join with your public IP address. It needs no extra software, but your
|
||||
home IP and those ports are public, so set a `password`.
|
||||
|
||||
Why two: each land of the journey runs as its own server on the next port
|
||||
up (24243 is the Cove's, when the server's on 24242). The server players
|
||||
join (the Valley's) starts it when someone first goes there and stops it
|
||||
when it's been empty a couple of minutes; everyone still joins on 24242.
|
||||
Host Game and the server's log both say which ports to forward. With
|
||||
Tailscale, or on the same Wi-Fi, there's nothing to do.
|
||||
|
||||
### A cloud server
|
||||
Any small Linux server works (it needs little: a couple of GB of memory).
|
||||
Install Godot, clone the game, use the systemd file, and open UDP 24242 in
|
||||
the provider's firewall.
|
||||
Install Godot, clone the game, use the systemd file, and open UDP 24242
|
||||
and 24243 in the provider's firewall.
|
||||
|
||||
## Troubleshooting
|
||||
- **"Different game version":** the server and the player are on different
|
||||
@@ -132,6 +139,11 @@ the provider's firewall.
|
||||
- **"Port 24242 is already in use":** another server is running on this
|
||||
computer (a dedicated one, or a Host Game that didn't stop). Stop it, or
|
||||
host on another port.
|
||||
- **"Lost the connection to the Cove":** that land's server stopped (it
|
||||
logs to `land-cove.log` beside `server.json`). Join again: the server
|
||||
starts it afresh and sends you back there.
|
||||
- **Stuck going on to the Cove from the internet:** UDP 24243 isn't
|
||||
forwarded (see above).
|
||||
- **The server says the game's scripts didn't load:** it's a fresh copy
|
||||
that hasn't been imported, or Godot is older than 4.7. `run_server.sh`
|
||||
handles both; see `docs/SETUP_ON_NEW_MACHINE.md`.
|
||||
|
||||
@@ -1,6 +1,26 @@
|
||||
# Progression and challenges design
|
||||
|
||||
Status: **P1-P5 built** (iron, stone, adversaries, hazards, the Old Stag).
|
||||
Status: **P1-P6 built** (iron, stone, adversaries, hazards, the Old Stag,
|
||||
and uses for every material).
|
||||
|
||||
*As built in P6 (0.3.0, every material earns its place):*
|
||||
- Clay jar (8 clay, fired at a campfire): 6 slots, food inside ages at a
|
||||
third of the rate (`Inventory.keep_mult`, which moves the "rot" stamps).
|
||||
- Bedroll (3 hide, 6 feathers, 4 fibre): a bed (group "bed", like the bed
|
||||
everywhere a spawn bed is looked for) that needs no shelter, only no rain
|
||||
or snow on it.
|
||||
- Wolf-pelt rug (3 wolf pelts): a rug, so Cozy like the fur rug.
|
||||
- Fang necklace (2 fangs, 1 alpha pelt): a "charm" carried anywhere in the
|
||||
bag; hits whose cause names a wolf do 70% (`Actions.charm_mult`).
|
||||
- Bear cloak (2 bear hide, 2 hide): +40 warmth, the warmest.
|
||||
- Pemmican (2 cooked meat, 3 berries, 1 bear fat at a campfire, makes 3):
|
||||
meat and greens, keeps 30 days.
|
||||
- Rotten food is fishing bait: carried, bite waits x0.6, a bite uses one.
|
||||
- Lights to place (after 0.3.0): tallow candle (bear fat and fibre, makes 4,
|
||||
7 m) and torch stand (11 m, shadows), always lit (`lamp.gd`).
|
||||
- `Q` drops what you hold (shift: one), at your feet, online too; `K`/`M`
|
||||
move the hotbar up and down the bag's five rows (any slot can be held).
|
||||
- `tests/test_items_more.gd` checks every material has a use.
|
||||
|
||||
*As built in P1:*
|
||||
- Iron nuggets (70, in the scree under the rim), clay (60, on the lake
|
||||
|
||||
@@ -85,8 +85,24 @@ phases M2.0-M2.7).
|
||||
## M4 — Content & polish · ongoing
|
||||
- More biomes, creatures, items, building pieces
|
||||
- PvP / raiding rules, building damage
|
||||
- Better UI, settings, controls
|
||||
- Audio, music, weather
|
||||
- Better UI, settings, controls. *Done so far:* volume sliders, tips and
|
||||
update settings in the pause menu; `Q` drops items; `K`/`M` put any bag row
|
||||
on the 1-8 keys (0.3.0); the map on `N`, filling in as you explore, and a
|
||||
compass along the top (0.4.0, Gitea issue #1).
|
||||
- More places: the worldlets and the journey (`docs/WORLDLETS_DESIGN.md`).
|
||||
*Done (0.4.0):* W0-W3 and J1, the Cove reached down the cliff tunnel
|
||||
(single-player). *(0.5.0):* J3, the journey on a server: a server per
|
||||
land, players in different lands at once, chat, the player list, admin
|
||||
and sleep across lands. Next J2, then J4 (the Highlands by sail).
|
||||
- Audio, music, weather. *Done (0.2.0-0.2.1):* mood music (calm, night,
|
||||
storm, danger, boss) that crossfades with what's happening, ambience (CC0
|
||||
birdsong, crickets, owls, fire), sound effects for every action (Kenney
|
||||
CC0 plus synthesised), creature voices, Old Tam's spoken lines (Kokoro).
|
||||
Sources and licences: `assets/audio/CREDITS.md`; tools in `tools/audio/`
|
||||
and `tools/voice/`.
|
||||
- Help: the player guide on the download site (`tools/site/`), written
|
||||
sections plus item, recipe, creature, fish and server-setting tables made
|
||||
from the game's own data each build. The trailer (`tools/trailer/`).
|
||||
- Packaged builds for Win/Mac/Linux (+ Mac signing/notarisation).
|
||||
*First cut done:* `tools/export.sh` makes a universal macOS .app (ad-hoc
|
||||
signed, not notarised) and a Windows x86_64 .exe + .pck (unsigned), zipped
|
||||
|
||||
@@ -1,7 +1,168 @@
|
||||
# Worldlets design
|
||||
|
||||
Status: **proposal**. Nothing here is built yet, apart from the first piece
|
||||
of groundwork (`world.water_at()` and `data/fish.json`, see §6).
|
||||
Status: **W0-W3, J1 and J3a built**: the Cove (with its stream), the cliff
|
||||
tunnel, and the journey on a server (a server per land; chat and the
|
||||
player list across lands are J3b). The rest is planned.
|
||||
|
||||
*As built in J3a (a server per land):*
|
||||
- `scripts/net/lands.gd` (autoload `Lands`): the server players join is the
|
||||
hub. `Lands.ensure(land)` starts a land server (`--server --land cove
|
||||
--port <hub+1..> --hub-port <hub>`, same config and world folder, output
|
||||
to `land-<land>.log` beside server.json) and waits for it to say it's
|
||||
listening. Hub and land servers talk over TCP on 127.0.0.1, port hub +
|
||||
100, one JSON object per line: hello/ready, the player count, the clock
|
||||
(the hub's, every 10 s: one clock everywhere), how far the tunnel's dug,
|
||||
one-time passes, "stop", "host_left". A land server stops after 2 minutes
|
||||
empty, when the hub stops, or if it loses the hub.
|
||||
- A land server's saves: `Saves.land` makes it load and save its own
|
||||
worldlet's file (`worldlets/cove.json`) in the hub's world folder.
|
||||
Characters (`players/<id>.json`) are shared, and say which land they're
|
||||
in (`land`) and, mid-crossing, where they'll come out (`arrive`).
|
||||
- Crossing (`PlayerNet.cross`): the server saves the character as heading
|
||||
there, makes sure the other server's up, and sends the game
|
||||
`_s2c_travel {land, port, pass}`; the game drops the connection quietly
|
||||
and joins that port with the pass (`Net.join(address, "", pass)`), checked
|
||||
after the identity proof: a land server lets nobody in without one. The
|
||||
world reloads on `Net.arrived`. Joining the hub when your character's in
|
||||
another land sends you on there; a crossing that fails goes back to the
|
||||
title. A hosted game: the host crossing doesn't stop the hub; the host
|
||||
leaving the game from another land stops everything.
|
||||
- The tunnel online: built on the server and in every game. The server
|
||||
decides blows on its faces (`"hit"` finds them by uid), props
|
||||
(`"tunnel_prop"`), going in and out (`"tunnel_go"`: a server teleport;
|
||||
the move check allows the tunnel only from inside it) and the crossings
|
||||
(`"cross"`), and tells everyone how it stands (`_s2c_tunnel`; it's in the
|
||||
shared state a joining player gets, and saved with the Valley).
|
||||
- `tests/test_net_lands.gd`: Alice digs and props online, lights it,
|
||||
crosses to the Cove (bag and day kept) while Bob stays in the Valley,
|
||||
comes back up, then leaves from the Cove and rejoining sends her there.
|
||||
|
||||
*As built in J3b (everyone, everywhere):*
|
||||
- Chat and server messages go to every land (`Chat._all` relays through
|
||||
the hub, `Lands.relay_line`).
|
||||
- The hub keeps the **roster** (everyone on every land, with their land);
|
||||
every land and every player's game gets it (`Net.roster`,
|
||||
`Net.everyone()`): the pause menu's player list and `/players` show
|
||||
where each player is.
|
||||
- Commands typed in another land run **on the hub** (it alone keeps
|
||||
server.json) and answer back there; after one that changes server.json
|
||||
(`/set`, `/ban`, `/admin`, `/friend`...) every land reloads it.
|
||||
`/kick` and `/ban` reach the land the player's in; `/weather`, `/save`
|
||||
and `/backup` reach every land.
|
||||
- **Sleep needs everyone in every land:** land servers report their beds,
|
||||
the hub decides, and every land passes the night together. Getting into
|
||||
bed while others are up: "You're in bed: waiting for everyone else to go
|
||||
to bed (1 of 2 asleep)", and every land hears "Bob is in bed (1 of 2
|
||||
asleep)" in chat.
|
||||
- `tests/test_net_lands.gd` covers it all, Alice in the Cove and Bob in the
|
||||
Valley.
|
||||
|
||||
*As built in J3c:*
|
||||
- A land server that stops (crashed, or killed) tells its players "Lost the
|
||||
connection to the Cove. Join the server again to carry on there."; the
|
||||
hub notices it's gone (even mid-join) and joining again starts it afresh
|
||||
and sends them back (their characters were saved by its autosave).
|
||||
- The extra ports: `Lands.extra_ports()` / `ports_text()` ("UDP 24242 and
|
||||
24243 (the Cove)"), on the Host page, in the "You're hosting" message, in
|
||||
a hub's start-up log, and in docs/HOSTING.md.
|
||||
- Tested in `test_net_lands.gd` (the Cove's server killed, Alice rejoins)
|
||||
and `test_worldlet_pick.gd` (the Host page).
|
||||
|
||||
*As built in J1:*
|
||||
- `scripts/world/tunnel.gd`: the seam (an outcrop on the clifftop strip,
|
||||
7 m in from the edge, its angle from the seed) and the tunnel space, out
|
||||
of sight 260 m under the island: a CSG rock block with the landings and
|
||||
six sloping stretches cut out (6 m on, 4 m down each, switching back on
|
||||
two lanes: 24 m down), then a sea cave. Faces (`tunnel_face.gd`) answer
|
||||
like boulders, so the pick works on them: tier 3 only ("Too hard: you
|
||||
need a better pick"), 10 blows for the seam and 15 per stretch. Each
|
||||
stretch must be propped (2 wood, [E] at its mouth) before the next face
|
||||
takes a blow ("It's loose..."): 10 wood all the way down.
|
||||
- Underground: no sun, moon, sky reflections or sky-tinted fog
|
||||
(`day_night.underground`), no weather, no lake water, sheltered. Candles
|
||||
and torch stands place anywhere on its floor and save as ordinary pieces.
|
||||
- Walking out of the sea cave's mouth travels (`world.travel()`): the
|
||||
worldlet you leave is saved, your character and the clock go with you,
|
||||
and the other loads, arriving at its sea cave (`sea_cave.gd`, on the
|
||||
Cove's beach where the headland starts). [E] at the cave goes back up the
|
||||
same tunnel to its bottom, once it's dug through.
|
||||
- Saves: `world.json` is the home worldlet's state, as before;
|
||||
others are `worldlets/<id>.json`; meta.json's `worldlet` is where you
|
||||
are, `home` where you began, `arrive` where the next load puts you.
|
||||
- `tests/test_tunnel.gd`: dig through, walk every stretch down and back
|
||||
up, light it, reload, out to the Cove, back up, out at the top, and the
|
||||
chest at home is still there.
|
||||
- Not yet: Old Tam's tip about the seam, the Guide page, and travel on a
|
||||
server (J3: the tunnel isn't built online). The journey between
|
||||
worldlets is §10, and the two ways to play (the journey, or one land) are in
|
||||
its decisions.
|
||||
|
||||
*As built in W3:*
|
||||
- `data/worldlets/cove.json`: low hills, mountains behind, a wide sandy
|
||||
bay (a `beach` block) and a small pond. Not a start; its `next` is back
|
||||
to the Valley (tunnel, J1) and on to the Highlands (sail).
|
||||
- The pier (`scripts/world/pier.gd`), a world "place" (`"places":
|
||||
[{"type": "pier"}]`): planks on posts from where the sand is at deck
|
||||
height to 24 m past the waterline. Worked out from the terrain, so it's
|
||||
the same for everyone and never saved or dismantled; scenery keeps clear
|
||||
of it. ~1.9 m of sea at its end, ~2.7 m a cast beyond.
|
||||
- Sea fish in `data/fish.json`: mackerel (common) and cod, which only bites
|
||||
in water 2.2 m or deeper (a per-fish `min_depth`). Grilled at a campfire,
|
||||
salted, or smoked, like the lake's.
|
||||
- New World has no "Where": the journey always begins in the Valley (the
|
||||
Host page keeps it, for One land mode). Started with
|
||||
`godot --path . -- --dev-worldlets`, New World and Host offer every
|
||||
worldlet, the others marked "(testing)", to try one directly.
|
||||
- No sea stacks without a sea cliff.
|
||||
- Tests: `test_cove` (walk onto the pier, catch a mackerel off its end, cod
|
||||
only in deep water), and the Cove in `test_terrain_edges` and
|
||||
`test_boundary`.
|
||||
- The stream (after 0.4.0): a `stream` block, a line of points from a
|
||||
spring under the mountains to the bay. Its water surface is the running
|
||||
minimum of the ground along it (so it only ever runs downhill, down to
|
||||
sea level), the bed is cut 0.6 m under that and the banks rise a little
|
||||
above it; its water is its own ribbon mesh (`terrain._stream_mesh()`),
|
||||
murkier than the lake. `water_at()` answers "stream" (trout bite there,
|
||||
`data/fish.json`), the map shows it, and scenery, the den, the barrow and
|
||||
the stones keep clear of it (`terrain.near_stream()`).
|
||||
|
||||
*As built in W2:*
|
||||
- `lake` blocks can repeat: every lake and pond is its own body
|
||||
(`terrain.lakes`, `world.water_bodies()`), all at one surface
|
||||
(`water_level`, set by the first). The first is still "the lake" to the
|
||||
older code (ice, its fish, the tutorial).
|
||||
- A `beach` block (angle, width, `shore_offset`, `slope`, `current_out`,
|
||||
`wall_out`): the land eases to a waterline and shelves gently into the
|
||||
sea, which is then the same surface as the ponds (one ocean sheet, no
|
||||
inland disc). The invisible wall stands well out in the water, and before
|
||||
it a current (`terrain.current_at()`, `world._current()`) carries
|
||||
swimmers back faster than they can swim, with a toast.
|
||||
- `water_at()` tells the sea off a beach from a pond.
|
||||
- Test-only worldlets live in `tests/worldlets/` (never listed or offered).
|
||||
`testbay.json` (two ponds and a beach) runs through
|
||||
`test_water_bodies`, `test_terrain_edges` (8 seeds) and `test_boundary`
|
||||
(swimming out across the beach).
|
||||
|
||||
*As built in W1:* a "Where" picker on the New World and Host Game pages
|
||||
(worldlets with `"start": true`; only the Valley, so it's greyed out), the
|
||||
worldlet in the Load list, and a hosted island keeps its worldlet like its
|
||||
seed.
|
||||
|
||||
*As built in W0:*
|
||||
- `data/worldlets/valley.json`: the Valley as data, its terrain as five
|
||||
building blocks in order (`hills`, `rim`, `sea_cliff`, `lake`,
|
||||
`ocean_edge`) with every number that used to be hard-coded.
|
||||
- `terrain.gd` runs a worldlet's blocks (`use_worldlet()`); each block is
|
||||
the old code's arithmetic, unchanged. `tests/test_worldlets.gd` checks
|
||||
four seeds give exactly the same height grid as before (SHA-256 of the
|
||||
grid, taken from the old code).
|
||||
- The worldlet is chosen like the seed: a server's (it sends its real one),
|
||||
else the save's `meta.json` "worldlet", else the Valley (worlds from
|
||||
before W0). New worlds and servers record it.
|
||||
- The WorldInfo API on the world: `worldlet_id()`, `water_bodies()`,
|
||||
`climate()`, `crossings()` (the planned ways on), beside `water_at()`.
|
||||
Systems still read the terrain's numbers directly; they move over to
|
||||
these as each new worldlet needs them to differ (W1-W3).
|
||||
|
||||
## 1. What a worldlet is
|
||||
A **worldlet** is a small, complete world type: a ~320 m playable area with
|
||||
@@ -164,3 +325,227 @@ its edge or animals that spawn in the sea.
|
||||
wolves sooner, or keep the same grace period everywhere?
|
||||
4. **Which second worldlet first:** Cove (sea fishing, the beach you
|
||||
mentioned) is my suggestion.
|
||||
|
||||
## 10. The journey: tunnelling out (proposal, Nov 2026)
|
||||
|
||||
A goal for the game, from Paul: once you have a good enough pick, you tunnel
|
||||
through the mountain rim into the next, slightly harder worldlet, and now and
|
||||
then go back to earlier ones for what only they have. This is option B
|
||||
(linked worldlets) from §2, reached by digging rather than a path.
|
||||
|
||||
### The shape of it
|
||||
- **A chain of worldlets**, each a little harder: Valley (today's island) →
|
||||
Cove (sea, salt, mackerel) → Highlands (cold, deep snow, bigger packs) →
|
||||
Marsh (bog iron, sickness, mists) → the Ember, the volcanic heart the game
|
||||
is named for: the end of the journey.
|
||||
- **The goal**, something to tell players on day 1: Old Tam talks of the
|
||||
land beyond the mountains, where the fire in the earth still burns. Reach
|
||||
the Ember and light the old beacon there. (Whether there's an ending or
|
||||
it's open-ended is a question below.)
|
||||
- **Gates:** each tunnel needs the best tool from the worldlet you're in.
|
||||
The antler pickaxe (from the Old Stag) opens the Valley's tunnel; the
|
||||
Highlands need a pick made from something found in the Cove, and so on.
|
||||
Each worldlet has its own boss or trial, like the Old Stag.
|
||||
|
||||
### A different crossing each time (Paul, Nov 2026)
|
||||
Players have to work out how to get from each worldlet to the next, and
|
||||
it's a different way every time: tunnelling, climbing, burrowing, sailing.
|
||||
Each crossing is that worldlet's puzzle, and what it needs comes from what
|
||||
you've learned and gathered there:
|
||||
|
||||
| From → to | Crossing | Needs (a first idea) |
|
||||
|---|---|---|
|
||||
| Valley → Cove | **Tunnel** through the rim at a seam | the antler pickaxe, timber props, light |
|
||||
| Cove → Highlands | **Sail** out of the bay and round the headland | a boat (planks, nails, a hide sail, rope), calm weather, food that keeps |
|
||||
| Highlands → Marsh | **Climb** a frozen cliff | climbing picks and rope, warmth to last the climb (bear cloak, pemmican) |
|
||||
| Marsh → Ember | **Burrow** under the old lava crust | a digging tool from bog iron, and a way through the heat and gas |
|
||||
|
||||
- **The hint, not the answer:** each worldlet shows its way out without
|
||||
explaining it: a seam in the rock with old pick marks, a wrecked boat on
|
||||
the beach, rope frayed on a cliff ledge. Old Tam (and his tips) nudge,
|
||||
and the guide can keep it vague.
|
||||
- **Coming back** uses the same crossing in reverse (the tunnel stays dug,
|
||||
the boat stays moored, the rope stays fixed), so supply runs get easier
|
||||
once you've made the way.
|
||||
- **New systems this needs, one per crossing:** digging into a rim seam
|
||||
(tunnel and burrow share most of it), a boat you build and steer on the
|
||||
water, and climbing a marked face. Each is a phase of its own (J1 tunnel;
|
||||
later the sail, the climb, the burrow).
|
||||
|
||||
### Tunnelling (the first crossing)
|
||||
- **Where:** each worldlet's rim has one or two **seams**: cracked, darker
|
||||
rock faces with a few loose stones at the foot, findable by exploring
|
||||
(and Old Tam's tips). The rim stays a wall everywhere else.
|
||||
- **How:** hit a seam with a good enough pick, many times. Each stretch dug
|
||||
needs **timber props** (wood) or it falls back in, and it's dark in there:
|
||||
candles, torch stands or a lantern. The tunnel is a short, built-for-it
|
||||
cave (a few bends, maybe a side chamber with ore or a hazard), so it
|
||||
stays hand-made rather than a hole through the terrain mesh, which the
|
||||
heightmap can't do.
|
||||
- **Through:** the far end opens onto the next worldlet. Walking out loads
|
||||
it (a short fade, "The Cove"), with your bag, cloak and stats as they are.
|
||||
|
||||
### The first tunnel: down the sea cliff to the Cove
|
||||
The Valley's sea side ends at a sheer cliff, its top about level with the
|
||||
valley and the sea some 25 m below. The Cove is down there, so the first
|
||||
tunnel goes **down**, inside the cliff, from the clifftop to the shore.
|
||||
- **The seam:** a cracked outcrop on the clifftop strip near the edge (the
|
||||
sea_cliff block marks where), with old pick marks and loose stones at its
|
||||
foot. It can't be dug until you have the antler pickaxe (tier 3); a lesser
|
||||
pick just chips it ("Too hard: you need a better pick").
|
||||
- **Digging down:** the tunnel is about six stretches, each a few metres on
|
||||
and a few down: a sloping passage that turns back on itself like a
|
||||
stair, so the 25 m drop fits inside the cliff. A stretch takes many pick
|
||||
blows (stamina, and wear on the pick) to open.
|
||||
- **Props:** each new stretch needs a **timber prop** (2 wood) set at its
|
||||
mouth before you can dig the next. Leave one out and the face won't take
|
||||
another blow ("It's loose: prop it first"); nothing caves in on you, so
|
||||
it's a cost, not a trap. That's 10 wood all the way down.
|
||||
- **Light:** the tunnel has no daylight at all. Every stretch is pitch dark
|
||||
until you bring light: a torch in your hand works, but your hands are full
|
||||
with the pick, so the way to do it is to set **candles and torch stands**
|
||||
as you go (tallow candles from bear fat, torch stands from wood). Placed
|
||||
lights stay, so the way is lit for the trip back and for friends.
|
||||
- **The bottom:** the last stretch breaks out into a sea cave, its mouth
|
||||
opening on the Cove's shingle beach. Walking out of the mouth is the
|
||||
crossing: a fade, then the Cove, arriving at the cave's Cove end. The way
|
||||
back starts there and climbs the same tunnel.
|
||||
- **What's saved:** the tunnel belongs to the Valley's save: how far it's
|
||||
dug, the props, the lights. On a server it's shared: anyone can dig on
|
||||
from where someone stopped, and the lights are everyone's.
|
||||
- **How it's built:** the tunnel is its own small space (a "between" scene
|
||||
next to the worldlet), made from a kit of rock pieces (straight, turn,
|
||||
slope down, the cave mouth) laid out from the seed, with box-shaped
|
||||
colliders. The heightmap can't have holes or overhangs, so the passage is
|
||||
never cut into the terrain itself: you walk into the seam and you're in
|
||||
the tunnel scene.
|
||||
|
||||
### Why go back
|
||||
- **Each worldlet has things the others lack.** Clay and salt only in the
|
||||
Valley and Cove; little wood in the Highlands; no bears outside the
|
||||
Valley (so bear fat for candles and pemmican is a supply run); a fish or
|
||||
herb only one place has. Food that keeps (pemmican, salted and smoked
|
||||
meat, clay jars) becomes what you carry between them.
|
||||
- **Your bases stay** where you built them: each worldlet keeps its own
|
||||
save file, so your Valley hut, chests and jars are waiting.
|
||||
- **Time:** there's one clock for every land (see the decisions below). A
|
||||
worldlet you're not in doesn't run, but catches up on the time when you
|
||||
come back, as after a night's sleep; nothing roams it meanwhile, so a base
|
||||
you left isn't raided.
|
||||
|
||||
### Building it (phases)
|
||||
| Phase | Delivers | Done when |
|
||||
|---|---|---|
|
||||
| **W0-W2** | the worldlet groundwork above (terrain pipeline, worldlet in the save, several water bodies) | as §8 |
|
||||
| **J1** | seams in the rim, digging with props and light, a tunnel scene, travel between two worldlets in single-player, per-worldlet save files | dig through from the Valley, walk to the Cove, walk back to your hut |
|
||||
| **W3** | the Cove (§5) as the second worldlet | its suites pass, and its tunnel back works |
|
||||
| **J2** | gates and supply needs: tool tiers per tunnel, resources only some worldlets have | a test bot can't open the second tunnel without the Cove's pick |
|
||||
| **J3** | multiplayer travel (see below) | two players in different worldlets on one server, or the rule we choose |
|
||||
| **J4** | Highlands, Marsh, the Ember and its ending | the journey can be finished |
|
||||
|
||||
### Multiplayer: the hard part
|
||||
A server today runs one island. Options:
|
||||
- **Everyone together:** travel needs every player at the tunnel (like the
|
||||
sleep rule). Simplest; one worldlet runs at a time.
|
||||
- **Spread out:** the server runs each worldlet that has someone in it.
|
||||
The most freedom, and the most work and CPU.
|
||||
- **Party leader:** whoever goes through brings the others with a vote.
|
||||
|
||||
### Decisions (Paul, Nov 2026)
|
||||
- **Extendable, not finished:** the Ember has a last boss, and after it you
|
||||
keep playing. The chain is built so more worldlets (and crossings) can be
|
||||
added after the Ember later: each worldlet names the next, nothing assumes
|
||||
the Ember is the end.
|
||||
- **The crossings:** tunnel, sail, climb, burrow, in that order.
|
||||
- **Harder by biome, not just by numbers:** each worldlet has its own,
|
||||
stronger animals and its own hazards. The Marsh, for one: mosquitoes whose
|
||||
bites can make you sick, and bog, mist and the like. Others in the same
|
||||
spirit per biome (to design with each worldlet).
|
||||
- **Multiplayer: spread out.** Each player goes where they like; the server
|
||||
runs every worldlet someone is in. Built in J3, after single-player travel
|
||||
works.
|
||||
- **A server per land (Paul, Nov 2026)**, rather than one process holding
|
||||
several worldlets (which would mean making every network module, the
|
||||
saves and the actions handle several worlds at once):
|
||||
- the Valley's server is the **hub**: the address everyone joins. It
|
||||
starts a server for another land (the next UDP port: 24243 the Cove,
|
||||
and so on) when someone first goes there, and stops it a couple of
|
||||
minutes after its last player leaves;
|
||||
- each land server is today's server, with its own worldlet, save file,
|
||||
weather and creatures; it keeps a private link to the hub on the host
|
||||
machine;
|
||||
- characters live in one shared folder. A crossing saves your character
|
||||
first, marks you as on your way, and hands your game the land's port
|
||||
and a one-time pass; your game reconnects there ("On to the Cove...").
|
||||
Nothing can be lost or copied on the way: crash mid-way and you come
|
||||
back where you were going. Joining the hub when your character's in
|
||||
another land sends you straight on there;
|
||||
- chat, the player list (with where each player is) and admin commands
|
||||
go through the hub to every land;
|
||||
- the tunnel belongs to the Valley's server; the Cove's asks the hub
|
||||
whether it's dug through;
|
||||
- from the internet, friends need those extra ports forwarded too (on a
|
||||
home network, nothing to do). The Host page will list them;
|
||||
- the Old Stag and other bosses scale with the players in their land.
|
||||
- Phases: **J3a** the tunnel online, land servers on demand, the
|
||||
crossing and the shared characters; **J3b** chat, the player list and
|
||||
admin across lands; **J3c** the awkward cases (a land server crashing,
|
||||
rejoining mid-crossing, the Host page's ports).
|
||||
- **One clock for every land (Paul, Nov 2026).** The day and hour are the
|
||||
same everywhere, so the lands never drift apart:
|
||||
- sleeping until morning needs **everyone, in every land**, in bed (on a
|
||||
server the hub counts them all, and every land skips to morning
|
||||
together);
|
||||
- a land nobody is in doesn't run, but when someone arrives it catches up
|
||||
on the time since anyone was last there, as after a night's sleep:
|
||||
kilns and smelters work, fires burn down, food goes off, trees and
|
||||
berries grow back. (Built for single-player already: `world.catch_up()`.)
|
||||
No creatures roam it meanwhile, so a base you left isn't raided.
|
||||
- **Boats: one each, no passengers.** A boat belongs to whoever built it
|
||||
(like a bed): only the owner, and their friends under the server's locks
|
||||
rule, can sail it, and nobody else can dismantle it. It stays moored where
|
||||
it was last left (the Cove end or the Highlands end), so nobody is
|
||||
stranded by someone else taking the only boat. Lose or wreck it and you
|
||||
build another, which is harder where wood is scarce (the Highlands), so
|
||||
plan the trip back. Each player has to earn their own crossing by boat.
|
||||
- **The other crossings are shared:** a dug tunnel, a fixed climbing rope
|
||||
and a dug burrow are changes to the world, there for everyone once one
|
||||
player has made them (like a door or a bridge).
|
||||
- **Two ways to play (Paul, Nov 2026).**
|
||||
- **The journey** (the standard game), single-player and multiplayer
|
||||
alike: every new world starts in the Valley and the worldlets come in
|
||||
their fixed order (Valley, Cove, Highlands, Marsh, Ember). Each
|
||||
worldlet's shape is set by its definition; the seed only changes the
|
||||
detail (hills, trees, where the den is), so the journey is the same
|
||||
adventure for everyone.
|
||||
- **One land** (a hosting choice): no journey, no crossings, the server
|
||||
is locked to one worldlet, and the host picks which, from all of them.
|
||||
Co-op or PvP as now (the rules preset). In code: a `mode` in
|
||||
`server.json` ("journey" / "one_land"); in one-land mode the Host
|
||||
page's "Where" lists every worldlet rather than only the starts, and
|
||||
the crossings (`world.crossings()`) answer none, so a tunnel seam
|
||||
can't be dug. Kept, like the seed and the worldlet, once the island
|
||||
exists. Worth building once the Cove exists (until then there's only
|
||||
the Valley to pick).
|
||||
|
||||
### Server cost, measured (0.3.1)
|
||||
One worldlet, a dedicated server on the M5 Pro, never pausing: about
|
||||
**12% of one CPU core and 270 MB of memory**, with nobody on. Players add
|
||||
creatures, weather and pickups around them. So with *spread out*, the worst
|
||||
case of 8 players in all 5 worldlets is about five of today's servers in
|
||||
one process: roughly 1.4 GB and a little over half a core before players,
|
||||
and worldlets with nobody in them aren't running and cost nothing (each starts its own server when someone goes there).
|
||||
Comfortable on the home Mac; a small cloud server (2 GB) would be tight.
|
||||
|
||||
### (Answered) questions
|
||||
1. **The ending:** a real ending at the Ember (light the beacon, a last
|
||||
boss, the credits) or open-ended (the journey is the goal, keep living)?
|
||||
2. **The crossings:** do the four above fit (tunnel, sail, climb, burrow),
|
||||
and in that order? Should a worldlet have more than one way out (a hard
|
||||
one and a long one)? And for the tunnel: only at marked seams, or
|
||||
anywhere in the rim (more freedom, harder to make good tunnels)?
|
||||
3. **Multiplayer:** everyone together, spread out, or a party vote?
|
||||
4. **How much harder** each worldlet: stronger animals and weather only, or
|
||||
new rules too (thirst in the Ember, sickness in the Marsh)?
|
||||
5. **Order:** Cove second (sea fishing, gentle) as planned, or straight
|
||||
into the Highlands for a harder step?
|
||||
|
||||
@@ -6,7 +6,7 @@ runnable=true
|
||||
dedicated_server=false
|
||||
custom_features=""
|
||||
export_filter="all_resources"
|
||||
include_filter="data/*.json"
|
||||
include_filter="data/*.json, data/worldlets/*.json"
|
||||
exclude_filter="tests/*, docs/*, tools/*, server/*"
|
||||
export_path="build/macos/Emberwild.zip"
|
||||
patches=PackedStringArray()
|
||||
@@ -29,8 +29,8 @@ application/icon_interpolation=4
|
||||
application/bundle_identifier="com.pbailey.emberwild"
|
||||
application/signature=""
|
||||
application/app_category="Games"
|
||||
application/short_version="0.2.0"
|
||||
application/version="0.2.0"
|
||||
application/short_version="0.5.0"
|
||||
application/version="0.5.0"
|
||||
application/copyright=""
|
||||
display/high_res=true
|
||||
codesign/codesign=1
|
||||
@@ -64,7 +64,7 @@ runnable=true
|
||||
dedicated_server=false
|
||||
custom_features=""
|
||||
export_filter="all_resources"
|
||||
include_filter="data/*.json"
|
||||
include_filter="data/*.json, data/worldlets/*.json"
|
||||
exclude_filter="tests/*, docs/*, tools/*, server/*"
|
||||
export_path="build/windows/Emberwild/Emberwild.exe"
|
||||
patches=PackedStringArray()
|
||||
@@ -89,8 +89,8 @@ application/modify_resources=false
|
||||
application/icon=""
|
||||
application/console_wrapper_icon=""
|
||||
application/icon_interpolation=4
|
||||
application/file_version="0.2.0"
|
||||
application/product_version="0.2.0"
|
||||
application/file_version="0.5.0"
|
||||
application/product_version="0.5.0"
|
||||
application/company_name=""
|
||||
application/product_name="Emberwild"
|
||||
application/file_description="Emberwild"
|
||||
|
||||
@@ -19,7 +19,7 @@ config/description="Low-poly survival game — Valheim look, Rust depth, self-ho
|
||||
run/main_scene="res://scenes/title.tscn"
|
||||
config/features=PackedStringArray("4.7", "Forward Plus")
|
||||
config/icon="res://icon.svg"
|
||||
config/version="0.2.0"
|
||||
config/version="0.5.0"
|
||||
|
||||
[autoload]
|
||||
|
||||
@@ -31,12 +31,14 @@ Hints="*res://scripts/core/hints.gd"
|
||||
Updates="*res://scripts/core/updates.gd"
|
||||
Saves="*res://scripts/core/saves.gd"
|
||||
Net="*res://scripts/net/net.gd"
|
||||
Lands="*res://scripts/net/lands.gd"
|
||||
WorldNet="*res://scripts/net/world_net.gd"
|
||||
PlayerNet="*res://scripts/net/player_net.gd"
|
||||
CreatureNet="*res://scripts/net/creature_net.gd"
|
||||
Chat="*res://scripts/net/chat.gd"
|
||||
Sfx="*res://scripts/core/sfx.gd"
|
||||
Music="*res://scripts/core/music.gd"
|
||||
Narrator="*res://scripts/core/narrator.gd"
|
||||
|
||||
[display]
|
||||
|
||||
|
||||
@@ -43,5 +43,5 @@ offset_left = 16.0
|
||||
offset_top = 12.0
|
||||
offset_right = 600.0
|
||||
offset_bottom = 60.0
|
||||
text = "E interact · LMB use/place · RMB eat · R rotate · X dismantle · Tab inventory & crafting · Esc menu & controls"
|
||||
text = "E interact · LMB use/place · RMB eat · R rotate · X dismantle · Q drop · K/M bag row · N map · Tab inventory & crafting · Esc menu & controls"
|
||||
label_settings = SubResource("Label_1")
|
||||
|
||||
@@ -2,8 +2,15 @@ extends "res://scripts/building/piece.gd"
|
||||
## Bed: E sets your spawn point here. Once it's yours, E at night sleeps until
|
||||
## morning, if the bed is under a roof with walls around it.
|
||||
|
||||
func _build() -> void:
|
||||
add_to_group("bed") # (a bed or a bedroll: either is a spawn point)
|
||||
|
||||
func display_name() -> String:
|
||||
return "Bed"
|
||||
return String(def.get("name", "Bed"))
|
||||
|
||||
## A bedroll: you can sleep in the open (world.sleep_block_reason).
|
||||
func open_air() -> bool:
|
||||
return bool(def.get("place", {}).get("open_air", false))
|
||||
|
||||
func is_spawn() -> bool:
|
||||
var w := get_parent().get_parent()
|
||||
@@ -11,8 +18,8 @@ func is_spawn() -> bool:
|
||||
|
||||
func interact_prompt(_player: Node) -> String:
|
||||
if not is_spawn():
|
||||
return "Bed [E] Set spawn point"
|
||||
return "Bed (your spawn point) [E] Sleep"
|
||||
return "%s [E] Set spawn point" % display_name()
|
||||
return "%s (your spawn point) [E] Sleep" % display_name()
|
||||
|
||||
func interact(player: Node) -> void:
|
||||
Actions.use_bed(player, self)
|
||||
|
||||
1
scripts/building/bed.gd.uid
Normal file
1
scripts/building/bed.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://nx08dmty60ny
|
||||
1
scripts/building/build_piece.gd.uid
Normal file
1
scripts/building/build_piece.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dsbvhwas6wsxf
|
||||
1
scripts/building/build_system.gd.uid
Normal file
1
scripts/building/build_system.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://gj02g6p3xfip
|
||||
1
scripts/building/door.gd.uid
Normal file
1
scripts/building/door.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dhsyx4mrm28oe
|
||||
1
scripts/building/forge.gd.uid
Normal file
1
scripts/building/forge.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cl5ip4achfdwo
|
||||
1
scripts/building/hearth.gd.uid
Normal file
1
scripts/building/hearth.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://mjs6qb5p3q1a
|
||||
29
scripts/building/jar.gd
Normal file
29
scripts/building/jar.gd
Normal file
@@ -0,0 +1,29 @@
|
||||
extends "res://scripts/building/piece.gd"
|
||||
## Clay jar: 6 slots of storage, opened with E like a chest, and food kept in
|
||||
## it lasts three times as long (Inventory.keep_mult).
|
||||
|
||||
const SLOTS := 6
|
||||
const KEEP := 3.0
|
||||
var inventory := Inventory.new(SLOTS)
|
||||
|
||||
func _build() -> void:
|
||||
inventory.keep_mult = KEEP
|
||||
|
||||
func display_name() -> String:
|
||||
return "Clay Jar"
|
||||
|
||||
func dismantle_block_reason() -> String:
|
||||
for s in inventory.slots:
|
||||
if s != null:
|
||||
return "Empty the jar first"
|
||||
return ""
|
||||
|
||||
func interact_prompt(_player: Node) -> String:
|
||||
var used := 0
|
||||
for s in inventory.slots:
|
||||
if s != null:
|
||||
used += 1
|
||||
return "Clay jar (%d/%d, food keeps 3x as long) [E] Open" % [used, SLOTS]
|
||||
|
||||
func interact(player: Node) -> void:
|
||||
player.open_inventory(self)
|
||||
1
scripts/building/jar.gd.uid
Normal file
1
scripts/building/jar.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://ciqsy8msggcke
|
||||
64
scripts/building/lamp.gd
Normal file
64
scripts/building/lamp.gd
Normal file
@@ -0,0 +1,64 @@
|
||||
extends "res://scripts/building/piece.gd"
|
||||
## A light to place indoors (or anywhere): a tallow candle or a torch stand.
|
||||
## Always lit, no fuel. Its item's "lamp" says how: {"range", "energy",
|
||||
## "height" (of the flame), "flicker" (0 = steady), "color"}.
|
||||
## Flames are a small additive glow; the light itself is an OmniLight3D.
|
||||
|
||||
var _light: OmniLight3D
|
||||
var _flame: MeshInstance3D
|
||||
var _noise := FastNoiseLite.new()
|
||||
var _t := 0.0
|
||||
var _base := 1.0
|
||||
var _flicker := 0.0
|
||||
var _h := 0.5
|
||||
|
||||
func _build() -> void:
|
||||
add_to_group("lamp")
|
||||
var l: Dictionary = def.get("lamp", {})
|
||||
_base = float(l.get("energy", 1.0))
|
||||
_flicker = float(l.get("flicker", 0.2))
|
||||
_h = float(l.get("height", 0.5))
|
||||
_noise.seed = int(get_instance_id() % 1000)
|
||||
_noise.frequency = 2.0
|
||||
_t = randf() * 100.0
|
||||
_light = OmniLight3D.new()
|
||||
var c: Array = l.get("color", [1.0, 0.7, 0.4])
|
||||
_light.light_color = Color(c[0], c[1], c[2])
|
||||
_light.light_energy = _base
|
||||
_light.omni_range = float(l.get("range", 6.0))
|
||||
_light.omni_attenuation = 1.3
|
||||
_light.shadow_enabled = bool(l.get("shadows", false))
|
||||
_light.position = Vector3(0, _h + 0.05, 0)
|
||||
add_child(_light)
|
||||
# The flame: a small glowing teardrop at the wick.
|
||||
var m := StandardMaterial3D.new()
|
||||
m.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
m.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
m.blend_mode = BaseMaterial3D.BLEND_MODE_ADD
|
||||
m.albedo_color = Color(1.0, 0.72, 0.32, 0.85)
|
||||
var s := SphereMesh.new()
|
||||
var fr := float(l.get("flame", 0.03))
|
||||
s.radius = fr
|
||||
s.height = fr * 3.2
|
||||
s.radial_segments = 8
|
||||
s.rings = 4
|
||||
s.material = m
|
||||
_flame = MeshInstance3D.new()
|
||||
_flame.mesh = s
|
||||
_flame.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
_flame.position = Vector3(0, _h, 0)
|
||||
add_child(_flame)
|
||||
|
||||
func display_name() -> String:
|
||||
return String(def.get("name", "Light"))
|
||||
|
||||
func interact_prompt(_player: Node) -> String:
|
||||
return "%s (X to take it up)" % display_name()
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if _flicker <= 0.0 or _light == null:
|
||||
return
|
||||
_t += delta
|
||||
var f := _noise.get_noise_1d(_t * 9.0)
|
||||
_light.light_energy = _base * (1.0 + f * _flicker)
|
||||
_flame.scale = Vector3.ONE * (1.0 + f * _flicker * 0.8)
|
||||
1
scripts/building/lamp.gd.uid
Normal file
1
scripts/building/lamp.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cwvlv0fbxhlgj
|
||||
@@ -23,6 +23,8 @@ const RECIPES := {
|
||||
{"inputs": {"raw_meat": 2, "wood": 1}, "output": "smoked_meat", "count": 2, "seconds": 60.0},
|
||||
{"inputs": {"perch": 2, "wood": 1}, "output": "smoked_fish", "count": 2, "seconds": 60.0},
|
||||
{"inputs": {"trout": 1, "wood": 1}, "output": "smoked_fish", "count": 2, "seconds": 60.0},
|
||||
{"inputs": {"mackerel": 2, "wood": 1}, "output": "smoked_fish", "count": 2, "seconds": 60.0},
|
||||
{"inputs": {"cod": 1, "wood": 1}, "output": "smoked_fish", "count": 2, "seconds": 60.0},
|
||||
],
|
||||
}
|
||||
## What the prompt says it makes, and what it needs when idle.
|
||||
|
||||
1
scripts/building/processor.gd.uid
Normal file
1
scripts/building/processor.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://jvcfwahbmdsm
|
||||
1
scripts/building/rug.gd.uid
Normal file
1
scripts/building/rug.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://d21if6sepl888
|
||||
1
scripts/building/stonecutter.gd.uid
Normal file
1
scripts/building/stonecutter.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dk1ge2xxgiev1
|
||||
@@ -31,6 +31,10 @@ func _ready() -> void:
|
||||
_bind("inventory", [KEY_TAB, KEY_I])
|
||||
_bind("rotate_piece", [KEY_R])
|
||||
_bind("dismantle", [KEY_X])
|
||||
_bind("drop", [KEY_Q]) # (shift+Q drops just one)
|
||||
_bind("row_up", [KEY_K]) # the 1-8 keys pick from the bag row above...
|
||||
_bind("row_down", [KEY_M]) # ...or below
|
||||
_bind("map", [KEY_N]) # the map (Gitea issue #1)
|
||||
for i in range(8):
|
||||
_bind("hotbar_%d" % (i + 1), [KEY_1 + i])
|
||||
_bind_mouse("attack", MOUSE_BUTTON_LEFT)
|
||||
@@ -254,6 +258,14 @@ func harvest_hit(player: Node3D, node: Node3D, hit_point: Vector3) -> bool:
|
||||
return false
|
||||
var held: Dictionary = ItemDB.get_item(player.held_item_id())
|
||||
var tool: Dictionary = held.get("tool", {})
|
||||
if node.has_method("refusal"): # (the cliff tunnel's faces: their own rules first)
|
||||
var why: String = node.refusal()
|
||||
if not why.is_empty():
|
||||
notify.emit(why)
|
||||
return false
|
||||
if tool.get("kind", "") == node.tool_kind and int(tool.get("tier", 0)) < node.min_tier:
|
||||
notify.emit("Too hard: you need a better pick")
|
||||
return false
|
||||
if tool.get("kind", "") != node.tool_kind or int(tool.get("tier", 0)) < node.min_tier:
|
||||
notify.emit("Needs a %s (Tab to craft)" % ItemDB.item_name("stone_" + node.tool_kind))
|
||||
return false
|
||||
@@ -736,8 +748,53 @@ static func harvest_sound(tool_kind: String, felled: bool) -> String:
|
||||
|
||||
## A piece going down: wood, stone, or something soft.
|
||||
static func place_sound(id: String) -> String:
|
||||
if id.contains("stone") or id in ["campfire", "forge", "hearth", "stonecutter"]:
|
||||
if id.contains("stone") or id.contains("jar") or id in ["campfire", "forge", "hearth", "stonecutter"]:
|
||||
return "place_stone"
|
||||
if id.contains("rug") or id.contains("bed") or id == "smoking_rack":
|
||||
return "place_soft"
|
||||
return "place_wood"
|
||||
|
||||
# --- charms and bait ------------------------------------------------------------------
|
||||
|
||||
## A charm carried anywhere in the bag (the fang necklace: {"against": "wolf",
|
||||
## "damage": 0.7}) takes the edge off hits from what it's against. `by` is the
|
||||
## hit's "a wolf" / "a alpha wolf" / "a spirit wolf" (survival.damage).
|
||||
static func charm_mult(inv: Inventory, by: String) -> float:
|
||||
var m := 1.0
|
||||
if by.is_empty():
|
||||
return m
|
||||
for s in inv.slots:
|
||||
if s == null:
|
||||
continue
|
||||
var c: Dictionary = ItemDB.get_item(String(s.id)).get("charm", {})
|
||||
if not c.is_empty() and by.to_lower().contains(String(c.get("against", "?"))):
|
||||
m = minf(m, float(c.get("damage", 1.0)))
|
||||
return m
|
||||
|
||||
const BAIT := "rotten_food"
|
||||
const BAIT_WAIT := 0.6 ## carried while fishing: bites come this much sooner
|
||||
|
||||
## Drops the stack in `slot` (or `count` of it) at your feet, a little in
|
||||
## front (Q drops what's in your hand). Online the server does it, for everyone.
|
||||
func drop(player: Node3D, slot: int, count: int = 0) -> bool:
|
||||
if _online():
|
||||
return _ask("drop", [slot, count])
|
||||
var s = player.inventory.get_slot(slot)
|
||||
if s == null:
|
||||
return false
|
||||
var n: int = int(s.count) if count <= 0 else mini(count, int(s.count))
|
||||
# (on a server the player is a proxy under PlayerNet, not a child of the world)
|
||||
var world: Node = WorldNet.world if Net.is_server() else player.get_parent()
|
||||
if world == null or not world.has_method("drop_item"):
|
||||
return false
|
||||
var fwd: Vector3 = -player.global_basis.z
|
||||
fwd.y = 0.0
|
||||
var at: Vector3 = player.global_position + fwd.normalized() * 0.9
|
||||
at.y = world.terrain.sample_height(at.x, at.z) + 0.05 if world.get("terrain") != null else player.global_position.y
|
||||
var extra := Inventory.extra_of(s)
|
||||
if world.drop_item(String(s.id), n, Transform3D(Basis(), at), extra) == null:
|
||||
return false
|
||||
player.inventory.take_from(slot, n)
|
||||
Sfx.at("pickup", at)
|
||||
notify.emit("Dropped %d %s" % [n, ItemDB.item_name(String(s.id))])
|
||||
return true
|
||||
|
||||
1
scripts/core/boot.gd.uid
Normal file
1
scripts/core/boot.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://frm15unnr4w5
|
||||
@@ -121,6 +121,7 @@ func start(w: Node3D, from_saved: Dictionary = {}) -> void:
|
||||
|
||||
func stop() -> void:
|
||||
_clear_outline()
|
||||
Narrator.stop()
|
||||
active = false
|
||||
world = null
|
||||
|
||||
@@ -139,9 +140,11 @@ func chapter_title(step: Dictionary) -> String:
|
||||
func _enter() -> void:
|
||||
if index >= steps.size():
|
||||
finished.emit()
|
||||
Narrator.say("tutorial_finish", String(finish.get("text", "")))
|
||||
return
|
||||
_setup(steps[index].get("setup", {}))
|
||||
step_started.emit(index, steps[index])
|
||||
Narrator.say("tutorial_" + String(steps[index].id), String(steps[index].text))
|
||||
_marker_t = 0.0
|
||||
_check() # (done early? it ticks straight away)
|
||||
|
||||
@@ -346,6 +349,14 @@ func marker_position() -> Vector3:
|
||||
|
||||
## Where the current step's marker goes: the nearest thing it asks for, or
|
||||
## INF (no marker, or you've got what it was for).
|
||||
## Whether the part of `goal` about `kind`:`id` (e.g. gained: stone) is done.
|
||||
func _part_met(goal: Dictionary, kind: String, id: String) -> bool:
|
||||
var parts: Array = goal.get("all", [goal])
|
||||
for p in parts:
|
||||
if p is Dictionary and String(p.get(kind, "")) == id:
|
||||
return _met(p)
|
||||
return false
|
||||
|
||||
func find_marker() -> Vector3:
|
||||
var s := current()
|
||||
if s.is_empty() or not s.has("marker") or world == null:
|
||||
@@ -360,9 +371,14 @@ func find_marker() -> Vector3:
|
||||
var best_d := INF
|
||||
var cands: Array = []
|
||||
if what.begins_with("pickup:"):
|
||||
var id := what.substr(7)
|
||||
# "pickup:stick|stone": the nearest of whichever you still need (the
|
||||
# step's "gained" goal for that item isn't met yet).
|
||||
var ids: Array = []
|
||||
for id in what.substr(7).split("|", false):
|
||||
if not _part_met(s.get("goal", {}), "gained", id):
|
||||
ids.append(id)
|
||||
for pk in world.props.pickups.values():
|
||||
if is_instance_valid(pk) and not pk.taken and pk.item_id == id:
|
||||
if is_instance_valid(pk) and not pk.taken and pk.item_id in ids:
|
||||
cands.append(pk)
|
||||
elif what in ["tree", "rock"]:
|
||||
for n in world.props.resource_nodes.values():
|
||||
|
||||
1
scripts/core/guide.gd.uid
Normal file
1
scripts/core/guide.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://nva2x7o0ggw1
|
||||
@@ -103,6 +103,7 @@ func _show(h: Dictionary) -> void:
|
||||
save_prefs()
|
||||
_cooldown = GAP
|
||||
shown.emit(h)
|
||||
Narrator.say("hint_" + String(h.id), String(h.text))
|
||||
|
||||
func _met(when: String) -> bool:
|
||||
var player: Node = world.player
|
||||
@@ -134,4 +135,9 @@ func _met(when: String) -> bool:
|
||||
return not dead and world.day_night.is_night() and world.day_night.wolf_moon_now()
|
||||
"hard_winter":
|
||||
return not dead and world.weather != null and world.weather.in_hard_winter()
|
||||
"worldlet": # (where you are on the journey: "worldlet:cove")
|
||||
return not dead and world.has_method("worldlet_id") and String(world.worldlet_id()) in vals
|
||||
"seam": # (an antler pickaxe in your bag, and the cliff tunnel's seam still to dig)
|
||||
return not dead and world.get("tunnel") != null and not world.tunnel.opened \
|
||||
and player.inventory.count("antler_pickaxe") > 0
|
||||
return false
|
||||
|
||||
1
scripts/core/hints.gd.uid
Normal file
1
scripts/core/hints.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cd4pyfn6igpx0
|
||||
@@ -65,6 +65,10 @@ static func extra_of(stack: Dictionary) -> Dictionary:
|
||||
static var clock := 0.0
|
||||
static var day_seconds := 1200.0
|
||||
static var rot_speed := 1.0
|
||||
## How many times longer food keeps in here (a clay jar: 3), and the clock at
|
||||
## the last spoil() (the time since is what's slowed).
|
||||
var keep_mult := 1.0
|
||||
var _last_clock := -1.0
|
||||
const ROTTEN := "rotten_food"
|
||||
|
||||
static func _db() -> Node:
|
||||
@@ -110,6 +114,15 @@ func spoil() -> int:
|
||||
return 0
|
||||
var rotted := 0
|
||||
var touched := false
|
||||
# A clay jar (keep_mult 3): food in it ages at a third of the rate, so its
|
||||
# "rot" stamp moves back by two thirds of the time that's passed.
|
||||
if keep_mult > 1.0:
|
||||
if _last_clock >= 0.0 and clock > _last_clock:
|
||||
var later := (clock - _last_clock) * (1.0 - 1.0 / keep_mult)
|
||||
for s in slots:
|
||||
if s != null and s.has("rot") and float(s.rot) > _last_clock:
|
||||
s.rot = float(s.rot) + later
|
||||
_last_clock = clock
|
||||
for i in range(slots.size()):
|
||||
var s = slots[i]
|
||||
if s == null or keeps_days(String(s.id)) <= 0.0:
|
||||
|
||||
@@ -92,7 +92,8 @@ func define_water(water: String, d: Dictionary) -> void:
|
||||
if not items.has(f.get("id", "")):
|
||||
push_error("ItemDB: fish '%s' in water '%s' is not an item" % [f.get("id", "?"), water])
|
||||
continue
|
||||
fish.append({"id": f.id, "weight": float(f.get("weight", 1)), "dawn_dusk": float(f.get("dawn_dusk", f.get("weight", 1)))})
|
||||
fish.append({"id": f.id, "weight": float(f.get("weight", 1)), "dawn_dusk": float(f.get("dawn_dusk", f.get("weight", 1))),
|
||||
"min_depth": float(f.get("min_depth", 0.0))}) # (a fish of deeper water: cod)
|
||||
var w: Array = d.get("bite_wait", [5.0, 14.0])
|
||||
fishing.waters[water] = {"min_depth": float(d.get("min_depth", 0.5)), "bite_wait": [float(w[0]), float(w[1])], "fish": fish}
|
||||
|
||||
|
||||
@@ -42,10 +42,16 @@ var _b: AudioStreamPlayer
|
||||
var _cur: AudioStreamPlayer
|
||||
var _birds: AudioStreamPlayer
|
||||
var _crickets: AudioStreamPlayer
|
||||
var _owl: AudioStreamPlayer3D
|
||||
var _owl_left := 20.0
|
||||
var _owl_calls: Array = [] ## a few different calls, so it doesn't repeat itself
|
||||
var owls := 0 ## hoots so far (tests)
|
||||
const OWL_EVERY := [35.0, 110.0]
|
||||
var _tracks: Dictionary = {}
|
||||
var _rng := RandomNumberGenerator.new()
|
||||
var _quiet := false
|
||||
var _fading := 0 ## crossfades in progress
|
||||
var duck := false ## Old Tam is talking (narrator.gd): the music dips
|
||||
|
||||
func _ready() -> void:
|
||||
process_mode = Node.PROCESS_MODE_ALWAYS # (the pause menu stops the game, not the music)
|
||||
@@ -58,6 +64,15 @@ func _ready() -> void:
|
||||
_cur = _a
|
||||
_birds = _player("Ambience", _load(AMB + "birds.ogg", true))
|
||||
_crickets = _player("Ambience", _load(AMB + "crickets.ogg", true))
|
||||
_owl = AudioStreamPlayer3D.new()
|
||||
_owl.bus = "Ambience"
|
||||
for i in range(2):
|
||||
var call: Variant = _load(AMB + "owl_%d.ogg" % i, false)
|
||||
if call is AudioStream:
|
||||
_owl_calls.append(call)
|
||||
_owl.unit_size = 30.0 # (far off in the trees, but clearly heard)
|
||||
_owl.max_distance = 120.0
|
||||
add_child(_owl)
|
||||
for p in [_a, _b]:
|
||||
p.finished.connect(_on_finished.bind(p))
|
||||
|
||||
@@ -204,7 +219,7 @@ func _indoors() -> bool:
|
||||
return sv != null and bool(sv.get("sheltered"))
|
||||
|
||||
func _target_db() -> float:
|
||||
return -6.0 if _indoors() else -2.0
|
||||
return (-6.0 if _indoors() else -2.0) - (7.0 if duck else 0.0)
|
||||
|
||||
func _ambience(dt: float) -> void:
|
||||
if _quiet or _birds == null:
|
||||
@@ -218,10 +233,36 @@ func _ambience(dt: float) -> void:
|
||||
wet = 1.0 if s in ["rain", "storm", "blizzard"] else 0.0
|
||||
snow = s in ["snow", "blizzard"]
|
||||
var inside := 0.35 if _indoors() else 1.0
|
||||
if world == null or not is_instance_valid(world) or world.get("menu_mode"):
|
||||
inside = 0.0 # (the title screen: music only, no birds or crickets)
|
||||
var birds := clampf((day - 0.35) / 0.4, 0.0, 1.0) * (1.0 - wet) * inside
|
||||
var crickets := clampf((0.45 - day) / 0.3, 0.0, 1.0) * (0.0 if snow else 1.0) * (1.0 - wet * 0.8) * inside
|
||||
_owl_step(dt, crickets > 0.5, inside)
|
||||
var k := clampf(dt * 0.8, 0.0, 1.0)
|
||||
_birds.volume_db = lerpf(_birds.volume_db, linear_to_db(maxf(birds * 0.8, 0.0001)), k)
|
||||
_crickets.volume_db = lerpf(_crickets.volume_db, linear_to_db(maxf(crickets * 0.7, 0.0001)), k)
|
||||
_birds.volume_db = lerpf(_birds.volume_db, linear_to_db(maxf(birds * 0.28, 0.0001)), k) # (in the background: the recording is full-scale)
|
||||
_crickets.volume_db = lerpf(_crickets.volume_db, linear_to_db(maxf(crickets * 0.4, 0.0001)), k) # (a recording, full-scale)
|
||||
if _cur != null and _cur.playing and _fading == 0:
|
||||
_cur.volume_db = lerpf(_cur.volume_db, _target_db(), k)
|
||||
|
||||
## Now and then at night (when the crickets are out: dark, dry, no snow), an
|
||||
## owl hoots from somewhere 25-45 m off in a random direction. Only you hear
|
||||
## your owl; online, everyone's night has its own.
|
||||
func _owl_step(dt: float, night_out: bool, inside: float) -> void:
|
||||
if _owl == null or _owl_calls.is_empty() or not night_out:
|
||||
_owl_left = maxf(_owl_left, 8.0)
|
||||
return
|
||||
_owl_left -= dt
|
||||
if _owl_left > 0.0 or _owl.playing:
|
||||
return
|
||||
_owl_left = _rng.randf_range(OWL_EVERY[0], OWL_EVERY[1])
|
||||
var me: Node3D = world.get("player") if world != null else null
|
||||
if me == null:
|
||||
return
|
||||
var a := _rng.randf() * TAU
|
||||
var r := _rng.randf_range(25.0, 45.0)
|
||||
_owl.global_position = me.global_position + Vector3(cos(a) * r, _rng.randf_range(6.0, 12.0), sin(a) * r)
|
||||
_owl.stream = _owl_calls[_rng.randi() % _owl_calls.size()]
|
||||
_owl.pitch_scale = _rng.randf_range(0.96, 1.04)
|
||||
_owl.volume_db = -8.0 + linear_to_db(maxf(inside, 0.05))
|
||||
_owl.play()
|
||||
owls += 1
|
||||
|
||||
1
scripts/core/music.gd.uid
Normal file
1
scripts/core/music.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://jojnurcejyff
|
||||
66
scripts/core/narrator.gd
Normal file
66
scripts/core/narrator.gd
Normal file
@@ -0,0 +1,66 @@
|
||||
extends Node
|
||||
## Old Tam's voice: the recorded line for a tutorial step, his goodbye or one
|
||||
## of his tips (assets/audio/voice, made by tools/voice/make_voice.sh). A line
|
||||
## only plays if it was made from exactly the text on screen (lines.json), so
|
||||
## after an edit it stays quiet rather than saying the old words. A new line
|
||||
## cuts off the one before; the music dips while he talks. The Voice volume
|
||||
## (pause menu) turns him down or off. It pauses with the game.
|
||||
|
||||
const DIR := "res://assets/audio/voice/"
|
||||
|
||||
var lines: Dictionary = {} ## line id -> the key of the text it was made from
|
||||
var spoken: Array = [] ## ids said (tests; headless nothing is heard)
|
||||
var speaking := ""
|
||||
var _p: AudioStreamPlayer
|
||||
var _quiet := false
|
||||
|
||||
func _ready() -> void:
|
||||
var d: Variant = JSON.parse_string(FileAccess.get_file_as_string(DIR + "lines.json")) \
|
||||
if FileAccess.file_exists(DIR + "lines.json") else null
|
||||
if d is Dictionary:
|
||||
lines = d
|
||||
_quiet = DisplayServer.get_name() == "headless"
|
||||
if _quiet:
|
||||
return
|
||||
_p = AudioStreamPlayer.new()
|
||||
_p.bus = "Voice"
|
||||
add_child(_p)
|
||||
_p.finished.connect(_done)
|
||||
|
||||
## The same key make_voice.py writes: the first 16 hex digits of the text's SHA-1.
|
||||
static func text_key(text: String) -> String:
|
||||
return text.sha1_text().substr(0, 16)
|
||||
|
||||
## Whether there's a recording of `text` for `id`.
|
||||
func has_line(id: String, text: String) -> bool:
|
||||
return String(lines.get(id, "")) == text_key(text)
|
||||
|
||||
## Says line `id` if it's the recording of `text`. True if it's being said.
|
||||
func say(id: String, text: String) -> bool:
|
||||
if not has_line(id, text):
|
||||
return false
|
||||
spoken.append(id)
|
||||
speaking = id
|
||||
if _quiet:
|
||||
return true
|
||||
var st: Variant = load(DIR + id + ".ogg")
|
||||
if not (st is AudioStream):
|
||||
speaking = ""
|
||||
return false
|
||||
_p.stop()
|
||||
_p.stream = st
|
||||
_p.play()
|
||||
Music.duck = true
|
||||
return true
|
||||
|
||||
func stop() -> void:
|
||||
if _p != null:
|
||||
_p.stop()
|
||||
_done()
|
||||
|
||||
func is_speaking() -> bool:
|
||||
return _p != null and _p.playing
|
||||
|
||||
func _done() -> void:
|
||||
speaking = ""
|
||||
Music.duck = false
|
||||
1
scripts/core/narrator.gd.uid
Normal file
1
scripts/core/narrator.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://ctvohlyg6yr5m
|
||||
@@ -56,16 +56,17 @@ func create_world(world_name: String, seed: int, options: Dictionary = {}) -> St
|
||||
var now := Time.get_unix_time_from_system()
|
||||
var meta := {
|
||||
"name": world_name, "seed": seed, "created": now, "last_played": now,
|
||||
"play_time": 0.0, "version": VERSION,
|
||||
"play_time": 0.0, "version": VERSION, "worldlet": "valley",
|
||||
}
|
||||
for k in options:
|
||||
meta[k] = options[k]
|
||||
meta["home"] = String(meta.worldlet)
|
||||
_write_json(_dir(id).path_join("meta.json"), meta)
|
||||
return id
|
||||
|
||||
## The world slot called exactly `id` (a server's world), made with `seed` if
|
||||
## it doesn't exist yet. An existing world keeps its own seed.
|
||||
func open_or_create(id: String, seed: int) -> String:
|
||||
func open_or_create(id: String, seed: int, worldlet: String = "valley") -> String:
|
||||
if not read_meta(id).is_empty():
|
||||
var had := int(read_meta(id).get("seed", seed))
|
||||
if had != seed:
|
||||
@@ -75,7 +76,7 @@ func open_or_create(id: String, seed: int) -> String:
|
||||
var now := Time.get_unix_time_from_system()
|
||||
_write_json(_dir(id).path_join("meta.json"), {
|
||||
"name": id, "seed": seed, "created": now, "last_played": now,
|
||||
"play_time": 0.0, "version": VERSION,
|
||||
"play_time": 0.0, "version": VERSION, "worldlet": worldlet,
|
||||
})
|
||||
return id
|
||||
|
||||
@@ -84,6 +85,8 @@ func delete_world(id: String) -> void:
|
||||
var d := DirAccess.open(dir)
|
||||
if d == null:
|
||||
return
|
||||
for sub in d.get_directories(): # (worldlets/, and a server's backups/)
|
||||
_remove_tree(dir.path_join(sub))
|
||||
for f in d.get_files():
|
||||
d.remove(f)
|
||||
DirAccess.remove_absolute(dir)
|
||||
@@ -93,16 +96,70 @@ func delete_world(id: String) -> void:
|
||||
func read_meta(id: String) -> Dictionary:
|
||||
return _read_json(_dir(id).path_join("meta.json"))
|
||||
|
||||
func load_state(id: String) -> Dictionary:
|
||||
var s := _read_json(_dir(id).path_join("world.json"))
|
||||
if s.is_empty() and FileAccess.file_exists(_dir(id).path_join("world.json.bak")):
|
||||
push_warning("Saves: world.json unreadable, using backup")
|
||||
s = _read_json(_dir(id).path_join("world.json.bak"))
|
||||
# --- worldlets in one world (J1, docs/WORLDLETS_DESIGN.md §10) --------------------
|
||||
# A world can span several worldlets (the journey). Each keeps its own state
|
||||
# file: the one it began in (its "home") is world.json, as before, so older
|
||||
# saves are unchanged; the others are worldlets/<id>.json. meta.json's
|
||||
# "worldlet" is where you are now, so that's the one loaded.
|
||||
|
||||
## A land server (J3, `--land cove`) runs one worldlet of a server's world:
|
||||
## this is that worldlet ("" = whatever the world's meta says).
|
||||
var land := ""
|
||||
|
||||
## The worldlet world `id` is being played in now.
|
||||
func worldlet_of(id: String) -> String:
|
||||
if not land.is_empty():
|
||||
return land
|
||||
return String(read_meta(id).get("worldlet", "valley"))
|
||||
|
||||
## The worldlet world `id` began in (its world.json).
|
||||
func home_of(id: String) -> String:
|
||||
var m := read_meta(id)
|
||||
return String(m.get("home", m.get("worldlet", "valley")))
|
||||
|
||||
## The state file for worldlet `w` of world `id`.
|
||||
func state_path(id: String, w: String) -> String:
|
||||
if w == home_of(id):
|
||||
return _dir(id).path_join("world.json")
|
||||
return _dir(id).path_join("worldlets/%s.json" % w)
|
||||
|
||||
## Whether world `id` has been to worldlet `w` (has a state for it).
|
||||
func has_state(id: String, w: String) -> bool:
|
||||
return FileAccess.file_exists(state_path(id, w))
|
||||
|
||||
## Moves world `id` to worldlet `to` (the next load is there), arriving at
|
||||
## `arrive` (a place the arriving world puts you: "sea_cave", "tunnel_bottom").
|
||||
func set_worldlet(id: String, to: String, arrive: String) -> void:
|
||||
var m := read_meta(id)
|
||||
if not m.has("home"):
|
||||
m["home"] = String(m.get("worldlet", "valley")) # (pin it before "worldlet" moves)
|
||||
m["worldlet"] = to
|
||||
m["arrive"] = arrive
|
||||
_write_json(_dir(id).path_join("meta.json"), m)
|
||||
|
||||
## Where the next load should put you, once (then forgotten).
|
||||
func take_arrival(id: String) -> String:
|
||||
var m := read_meta(id)
|
||||
var a := String(m.get("arrive", ""))
|
||||
if not a.is_empty():
|
||||
m.erase("arrive")
|
||||
_write_json(_dir(id).path_join("meta.json"), m)
|
||||
return a
|
||||
|
||||
## The state of the worldlet being played (or of worldlet `w`).
|
||||
func load_state(id: String, w: String = "") -> Dictionary:
|
||||
var path := state_path(id, worldlet_of(id) if w.is_empty() else w)
|
||||
var s := _read_json(path)
|
||||
if s.is_empty() and FileAccess.file_exists(path + ".bak"):
|
||||
push_warning("Saves: %s unreadable, using backup" % path.get_file())
|
||||
s = _read_json(path + ".bak")
|
||||
return s
|
||||
|
||||
## Writes the state for `id` and updates its meta. Returns true on success.
|
||||
func save_state(id: String, state: Dictionary, session_seconds: float) -> bool:
|
||||
var path := _dir(id).path_join("world.json")
|
||||
## Writes the state for `id` (the worldlet being played, or `w`) and
|
||||
## updates its meta. Returns true on success.
|
||||
func save_state(id: String, state: Dictionary, session_seconds: float, w: String = "") -> bool:
|
||||
var path := state_path(id, worldlet_of(id) if w.is_empty() else w)
|
||||
DirAccess.make_dir_recursive_absolute(path.get_base_dir())
|
||||
if FileAccess.file_exists(path):
|
||||
DirAccess.copy_absolute(path, path + ".bak")
|
||||
state["version"] = VERSION
|
||||
@@ -129,3 +186,10 @@ func _read_json(path: String) -> Dictionary:
|
||||
return {}
|
||||
var data = JSON.parse_string(FileAccess.get_file_as_string(path))
|
||||
return data if typeof(data) == TYPE_DICTIONARY else {}
|
||||
|
||||
static func _remove_tree(d: String) -> void:
|
||||
for sub in DirAccess.get_directories_at(d):
|
||||
_remove_tree(d.path_join(sub))
|
||||
for f in DirAccess.get_files_at(d):
|
||||
DirAccess.remove_absolute(d.path_join(f))
|
||||
DirAccess.remove_absolute(d)
|
||||
|
||||
@@ -88,8 +88,8 @@ const SOUNDS := {
|
||||
"crow_caw": {"set": [C + "crow_caw_%d.ogg", 2], "db": -4.0, "pitch": [0.92, 1.1], "reach": 40.0},
|
||||
"fox_yip": {"set": [C + "fox_yip_%d.ogg", 2], "db": -4.0, "pitch": [0.92, 1.12], "reach": 30.0},
|
||||
}
|
||||
const BUSES := ["Music", "SFX", "Ambience"]
|
||||
const DEFAULT_VOLUMES := {"Master": 0.85, "Music": 0.6, "SFX": 0.9, "Ambience": 0.7}
|
||||
const BUSES := ["Music", "SFX", "Ambience", "Voice"]
|
||||
const DEFAULT_VOLUMES := {"Master": 0.85, "Music": 0.6, "SFX": 0.9, "Ambience": 0.7, "Voice": 1.0}
|
||||
const POOL_3D := 20
|
||||
const POOL_2D := 6
|
||||
|
||||
|
||||
1
scripts/core/sfx.gd.uid
Normal file
1
scripts/core/sfx.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://br583euuk842q
|
||||
1
scripts/core/updates.gd.uid
Normal file
1
scripts/core/updates.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://3lflq11qfg00
|
||||
1
scripts/creatures/bear.gd.uid
Normal file
1
scripts/creatures/bear.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://co3yk3efstys2
|
||||
1
scripts/creatures/bear_range.gd.uid
Normal file
1
scripts/creatures/bear_range.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://ce34amx3oagyx
|
||||
1
scripts/creatures/creature.gd.uid
Normal file
1
scripts/creatures/creature.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cdxggdwnq1ctn
|
||||
1
scripts/creatures/creature_meshes.gd.uid
Normal file
1
scripts/creatures/creature_meshes.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dy6utmjegblry
|
||||
1
scripts/creatures/crow.gd.uid
Normal file
1
scripts/creatures/crow.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bs230fcuvorft
|
||||
@@ -90,7 +90,7 @@ func _check_site(world: Node3D, p: Vector2) -> Vector3:
|
||||
var hs: Array[float] = []
|
||||
for d in [Vector2(-1, -1), Vector2(1, -1), Vector2(-1, 1), Vector2(1, 1), Vector2.ZERO]:
|
||||
hs.append(terrain.sample_height(p.x + d.x * 4.0, p.y + d.y * 4.0))
|
||||
if hs.max() - hs.min() > 2.2 or hs.min() < terrain.water_level + 1.0:
|
||||
if hs.max() - hs.min() > 2.2 or hs.min() < terrain.water_level + 1.0 or terrain.near_stream(p.x, p.y, 7.0):
|
||||
return Vector3.INF
|
||||
# Trees and boulders in the way are cleared (_clear_area); just avoid
|
||||
# the thickest woods. Counted by position, because their colliders
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user