Commit Graph

  • 1f67d58b92 The Gitea repo is Admin/Cinderwild: the update feed, Report a bug, the site's links and publishing (0.6.0 and 0.6.1 games still reach it through Gitea's redirect from Admin/Emberwild) master Paul Bailey 2026-11-07 16:21:08 +00:00
  • c2c86b5f78 0.6.1: Emberwild is now Cinderwild (the old name's taken on Steam). Saves, identity and settings are copied across from the Emberwild folder on first start; the site moves to cinderwild.psbailey.uk; same protocol (18), so 0.6.0 and 0.6.1 play together v0.6.1 Paul Bailey 2026-11-07 16:14:11 +00:00
  • 04b9d17826 A better download page: a hero over the Cove with the download for your computer, the trailer, what you'll do, what's new and how to report a bug, screenshots (tools/site/make_shots.sh), downloads, and playing with friends with the ports Paul Bailey 2026-11-07 13:24:46 +00:00
  • 3b611a6d34 0.6.0: the Cove's own, for a playtest (the wreck and a treasure for each player, the drowned crew, crabs and gulls, a rowing boat at the pier, Report a bug); protocol 18 v0.6.0 Paul Bailey 2026-11-07 13:04:36 +00:00
  • 27040d6805 Report a bug in the pause menu (a new Gitea issue filled in with the version, computer, mode, land and where you are; copy the details; the log file), the playtest guide (docs/PLAYTEST.md), and the Cove's 0.6.0 parts in the player guide Paul Bailey 2026-11-07 12:45:37 +00:00
  • 2004fe193c The rowing boat: seagrass at the tide line and resin from pines; rope, pitch, and a boat at the workbench (driftwood, rope, pitch, nails); tied up at a berth of its own at the end of the pier, one each, saved; Set sail needs the ship's compass and the Highlands aren't charted yet; online too Paul Bailey 2026-11-07 11:16:15 +00:00
  • 9709d2c424 The Cove's shore life: crabs up the beach from dusk till dawn (keep to the sand, pinch if you get close, crab meat to cook), gulls after food on the sand and fish on a smoking rack; online too Paul Bailey 2026-11-07 10:23:49 +00:00
  • 5bcfa23710 The pirate treasure: each player's own mound at their X, dug with a pickaxe; the drowned crew rise at night or when the chest comes up; the ship's compass, a spyglass, a cutlass and pirate gold; online too Paul Bailey 2026-11-07 09:54:51 +00:00
  • 74bd8f5898 The wreck in dark weathered oak; the map's key lists only this land's places Paul Bailey 2026-11-07 02:04:48 +00:00
  • 419c71e638 The Cove's wreck: driftwood and salt on the beach, the captain's sea chest (a treasure map, nails, salt; once each), each player's own X on the map; online too Paul Bailey 2026-11-07 02:00:31 +00:00
  • ec8caa9ef4 Each land's set pieces from its data: the barrow, the standing stones and the bear are the Valley's alone, the Cove keeps its wolves; the Cove's 0.6.0 plan (treasure: one each, each in its own place) Paul Bailey 2026-11-07 01:14:32 +00:00
  • 1bf33935e0 Download page: forward UDP 24243 too for the Cove; test_net_lands can run against an exported build (EMBERWILD_SERVER_BIN) Paul Bailey 2026-11-07 00:33:03 +00:00
  • 62b3d6c47f 0.5.0: the journey on a server (a server per land; chat, the player list, admin and sleep across lands); protocol 17 v0.5.0 Paul Bailey 2026-11-07 00:23:43 +00:00
  • f9b138b304 J3c: a land server stopping tells its players and is started afresh when they rejoin; the extra ports to forward on the Host page, the hosting message, the server log and HOSTING.md Paul Bailey 2026-11-07 00:08:05 +00:00
  • 86ebe07899 J3b: chat, the player list (with each player's land) and admin commands across lands; sleep needs everyone in every land, with a 'waiting for everyone else' message Paul Bailey 2026-11-06 23:42:50 +00:00
  • 85bbed249b J3a: the journey on a server. A server per land (Lands: the hub starts land servers on demand over a private link), the cliff tunnel online, crossings with one-time passes, shared characters that remember their land, one clock from the hub; test_net_lands Paul Bailey 2026-11-06 23:14:11 +00:00
  • 6544862885 Map: other players in your land shown on a co-op server, never with PvP on Paul Bailey 2026-11-06 22:33:14 +00:00
  • 109fff22d0 0.4.1: the Cove's stream (trout), the seam and sea cave in real rock, one clock for every land (going home no longer rewinds the day) v0.4.1 Paul Bailey 2026-11-06 22:02:16 +00:00
  • b938e045cb One clock for every land: going back to a land catches it up on the time away (like a night's sleep) instead of rewinding to when you left; J3 decided: a server per land with the Valley's as hub, sleep needs everyone in every land Paul Bailey 2026-11-06 21:57:37 +00:00
  • ad47cd53da The Cove's stream: a stream block whose water only runs downhill (spring to the bay), its own water ribbon, trout, on the map; scenery and landmarks keep clear Paul Bailey 2026-11-06 21:35:04 +00:00
  • 0209c6149a The seam and the sea cave built from real boulders (rock_pile.gd: the scenery's rocks with matching colliders), the seam a cleft between two slabs with pick marks and loose stones Paul Bailey 2026-11-06 21:26:15 +00:00
  • b86fb879d2 Site: trailer encoded smaller (CRF 23, 3.5 Mbit/s cap) to fit Cloudflare Pages' 25 MiB file limit; make_site.sh refuses an oversized file Paul Bailey 2026-11-06 21:06:08 +00:00
  • 2b7e52cd82 0.4.0: map (N) that fills in as you explore and a compass (closes #1); Old Tam's seam and Cove tips (voiced); the journey and sea fish in the guide; trailer with the tunnel and the Cove; protocol 16 v0.4.0 Paul Bailey 2026-11-06 18:36:20 +00:00
  • 980ee53579 J1: the cliff tunnel (seam, six propped stretches, dark, lights), travel Valley <-> Cove through the sea cave, a save file per worldlet; New World has no Where (--dev-worldlets to try others) Paul Bailey 2026-11-06 17:51:58 +00:00
  • 793b214786 W3: the Cove (bay, pond, pier for sea fishing), mackerel and cod (cod only in deep water), non-start worldlets offered for testing when run from source Paul Bailey 2026-11-06 17:08:42 +00:00
  • 9b88a10609 W2: several lakes per worldlet, a beach block shelving into the sea with a current that turns swimmers back; testbay test worldlet through the water, edge and boundary suites; the two ways to play (journey, one land) recorded Paul Bailey 2026-11-06 16:48:20 +00:00
  • 68e6d814d9 W1: choose a worldlet (New World and Host Game pages, kept once an island exists), worldlet shown in the Load list; Godot .uid files Paul Bailey 2026-11-06 16:10:32 +00:00
  • db4a659236 W0: terrain from worldlet building blocks (Valley in data/worldlets, identical heights), WorldInfo API, worldlet in saves and servers; the cliff tunnel plan Paul Bailey 2026-11-06 15:51:43 +00:00
  • f4df2bc99d Journey: one boat each, no passengers; tunnels, ropes and burrows shared Paul Bailey 2026-11-06 14:30:51 +00:00
  • 5584f74a8b Journey: multiplayer spread out (decided) Paul Bailey 2026-11-06 14:17:56 +00:00
  • 77517be778 Journey decisions: extendable ending, four crossings, biome hazards; server cost measured Paul Bailey 2026-11-06 14:16:07 +00:00
  • 40f5e25c41 Version 0.3.1 v0.3.1 Paul Bailey 2026-11-06 14:05:24 +00:00
  • eaeb841c1d Lights to place indoors (tallow candle, torch stand); docs brought up to date; the journey plan; sticky teleports in net tests; protocol 15 Paul Bailey 2026-11-06 13:56:43 +00:00
  • 5f40fa3f7b Version 0.3.0 v0.3.0 Paul Bailey 2026-11-06 11:58:27 +00:00
  • 4b2e687188 Uses for every material (clay jar, bedroll, pelt rug, fang necklace, bear cloak, pemmican, bait), Q to drop, K/M bag rows on 1-8, help pages; protocol 14 Paul Bailey 2026-11-06 11:49:42 +00:00
  • 5778d61763 Version 0.2.1 v0.2.1 Paul Bailey 2026-11-06 00:12:53 +00:00
  • 787d8d1d65 Old Tam speaks (Kokoro); CC0 birdsong, crickets and owls; no plants through floors; menu and marker fixes Paul Bailey 2026-11-06 00:03:59 +00:00
  • 0550a4daa0 tools/publish_release.sh: create the Gitea release, upload and verify Paul Bailey 2026-11-05 21:06:33 +00:00
  • a33fbd5d88 Version 0.2.0 v0.2.0 Paul Bailey 2026-11-05 21:04:08 +00:00
  • caa611fac6 Audio: mood music, ambience, sound effects and creature voices (Kenney CC0 + synthesised); protocol 13 Paul Bailey 2026-11-05 21:03:54 +00:00
  • 2a9d47630e Trailer: encode standard-range yuv420p so Safari and QuickTime play it Paul Bailey 2026-11-05 19:37:24 +00:00
  • 1d0008d34b Trailer tool (Movie Maker + ffmpeg) and a static download page built per release Paul Bailey 2026-11-05 19:31:33 +00:00
  • 608c66ea54 Update feed: the repo is now Admin/Emberwild Paul Bailey 2026-11-05 19:15:05 +00:00
  • 6ab72f2c05 Update check: version feed from the git server's releases, title-screen banner, clearer version refusals v0.1.0 Paul Bailey 2026-11-05 16:56:11 +00:00
  • a8eaf0d12e Packaged builds: macOS (universal, ad-hoc signed) and Windows, tools/export.sh Paul Bailey 2026-11-05 16:40:47 +00:00
  • bd7d10a829 T4: Old Tam's tips in normal worlds, with a setting Paul Bailey 2026-11-05 16:22:38 +00:00
  • 73d27f1dcb Tutorial design: T3 on hold until worldlets Paul Bailey 2026-11-05 15:08:58 +00:00
  • dbcc6f6e59 Tutorial: Old Tam's hut outline beside the fire, pieces snap into it Paul Bailey 2026-11-05 15:01:59 +00:00
  • f93ebe1bea T2 tutorial: all five chapters with Old Tam, scripted dusk and demo wolf, rabbits for the hunt, title-screen Tutorial entry, pause-menu skip/leave, goodbye card; full bot playthrough test Paul Bailey 2026-11-05 14:43:00 +00:00
  • 5b5dd3d609 T1 tutorial: Actions events, the Guide autoload, chapter 1 with Old Tam the hermit, guide panel and marker, saved progress; roadmap: auto-update plan Paul Bailey 2026-11-05 14:14:32 +00:00
  • e03411ffdb P5 the Old Stag: standing stones and altar, three-phase boss with charges, stun window, spirit wolves and stomps; antler pickaxe and trophy; group scaling and credit for every fighter; online 3-player test (protocol 12) Paul Bailey 2026-11-05 13:39:06 +00:00
  • 3389ec9a21 P4 hazards: food spoilage with rot speed setting, smoking rack and salt, food poisoning, harsher blizzards, hard winters with lake ice, lightning on trees, snow on roofs (protocol 11) Paul Bailey 2026-11-05 11:49:13 +00:00
  • 657c3140fe Plan: P4/P5 decisions (lightning hits trees only, server-set rot speed, Old Stag in, antler pickaxe stats) Paul Bailey 2026-11-05 09:29:55 +00:00
  • 9528f91e47 P3 thieves and barrow: crows and foxes steal food left out; the barrow with its guards, coffin loot and key pieces; blunt club vs bone (protocol 10) Paul Bailey 2026-11-05 09:23:31 +00:00
  • 96aac29606 P3 bear: one bear per island raids unattended food, palisades and closed huts keep it out, warns then charges, hide/fat/meat, fur rug (Cozy), death saved (protocol 8) Paul Bailey 2026-11-05 07:51:07 +00:00
  • fc58c8d0e1 P3 alpha: wolf moon every 7th night, the alpha breaks wooden doors, iron-banded door, broken-door repair, alpha pelt and cloak (protocol 7) Paul Bailey 2026-11-05 01:40:52 +00:00
  • 411bfef34a P2 stone: stonecutter, cut stone, stone floors/walls/pillars/stairs/windows/doorway, hearth; wooden stairs, windows, posts, palisade and gate; stone support rules Paul Bailey 2026-11-05 01:14:07 +00:00
  • 24c280d885 P1 iron: nuggets, ore, clay, kiln, smelter, forge, iron tools and arrows, lantern, tool wear and repair Paul Bailey 2026-11-05 00:31:07 +00:00
  • ab1f417c32 M2.7: Host Game, backups, launchd/systemd samples, hosting and Tailscale guide Paul Bailey 2026-11-04 23:19:00 +00:00
  • 2ab79b68c6 M2.6: server rules (PvP, raiding, locks and friends, death penalty, difficulty, wolf grace), chat, admin commands, server console Paul Bailey 2026-11-04 22:54:40 +00:00
  • 47fc116839 Crafting tabs (tools, weapons, cooking, building...); panel fits at 1280x720; steadier smoothness test Paul Bailey 2026-11-04 22:01:54 +00:00
  • a211fe4c63 M2.5: wildlife, wolves, hunting, fishing and sleeping on the server Paul Bailey 2026-11-04 21:25:10 +00:00
  • 26be17b05f Progression plan: iron, stone building, new adversaries (docs/PROGRESSION_DESIGN.md) Paul Bailey 2026-11-04 20:50:42 +00:00
  • 35a656e996 M2.4: the server decides online (characters, inventory, stats, death, owned graves, per-player saves); death screen with Respawn after 3 s Paul Bailey 2026-11-04 19:18:31 +00:00
  • 8e8f10eb96 Tutorial world plan (docs/TUTORIAL_DESIGN.md), roadmap updated Paul Bailey 2026-11-04 18:17:26 +00:00
  • c87b241b29 play.sh to start the game; Godot checks shared with run_server.sh Paul Bailey 2026-11-04 18:12:56 +00:00
  • 80786ab796 Wild flax: fibre plants in meadows and by the lake (2 fibre each) Paul Bailey 2026-11-04 18:12:56 +00:00
  • 0c18b6d49e M2.3: the shared world (trees, pickups, pieces, chests, fires, doors, graves, clock on the server) Paul Bailey 2026-11-04 18:12:49 +00:00
  • 74cbf96458 Wolf den search steps into the valley when the rim is steep everywhere Paul Bailey 2026-11-04 16:02:40 +00:00
  • d489bb57ed Rename the game to Emberwild (data copied from the old folder) Paul Bailey 2026-11-04 15:45:10 +00:00
  • ae2592822e Server launcher and start-up checks for other machines Paul Bailey 2026-11-04 15:34:28 +00:00
  • d0f473e57b M2.2: player bodies, name tags, shared island and checked movement Paul Bailey 2026-11-04 15:08:14 +00:00
  • f62f71658f M2.1: dedicated server, joining, identity handshake, names, lobby Paul Bailey 2026-11-04 13:40:27 +00:00
  • 89683e78fd M2 multiplayer plan: hosting, identity and names, server rules, phases Paul Bailey 2026-11-04 13:08:14 +00:00
  • 4630ea5d44 Fish per water type in data/fish.json; worldlets design Paul Bailey 2026-11-04 11:41:04 +00:00
  • f174221268 Wolves with a den, fishing, and a mixed diet Paul Bailey 2026-11-04 11:32:16 +00:00
  • 67bf85523d M1d: creatures, hunting, weapons, food buffs and the hide cloak Paul Bailey 2026-11-04 10:55:44 +00:00
  • fed96ef118 M1c: weather, snap building, shelter, beds and regrowth Paul Bailey 2026-11-04 10:16:41 +00:00
  • fc7eb3cfed M1b: survival stats, day/night, fire fuel, cooking, foraging, torches, death + grave m1b-survival Paul Bailey 2026-11-04 01:19:41 +00:00
  • 2b1afc86ba Tool prompts explain how to craft the missing tool m1a-survival Paul Bailey 2026-11-04 00:37:04 +00:00
  • 4640f5e577 M1a: survival core, pause menu, title screen and save/load Paul Bailey 2026-11-04 00:34:46 +00:00
  • 12f7fd677d M0.5: detailed scenery, mountain/sea-cliff boundary, Godot 4.7 Paul Bailey 2026-11-03 23:49:39 +00:00
  • 1ebfce08e4 Add cross-machine setup guide dev 2026-11-03 22:43:11 +00:00
  • ac6f69ff96 Fix washed-out look (inverted terrain normals via winding), tune lighting/fog, add tree+rock collision dev 2026-11-03 22:41:00 +00:00
  • edcac03c23 Fix fall-through: use HeightMapShape3D (concave trimesh was one-sided, player fell through from above) dev 2026-11-03 22:33:16 +00:00
  • 5c58fad07b Fix fall-through (spawn on terrain after collision built) and B&W (assign sky env) dev 2026-11-03 22:28:19 +00:00
  • bfe90a1b11 Fix terrain: add planar UVs, drop generate_tangents (no normal map needed) dev 2026-11-03 22:26:01 +00:00
  • 180b776392 M0 scaffold: Godot 4 survival game skeleton + architecture/addon-SDK docs dev 2026-11-03 22:23:20 +00:00