12f7fd677d6f7c17398b003101d25b478fb87083
Scenery (all procedural, seeded, no imported assets): - Terrain shader: grass/dry grass/dirt/sand/rock strata/snow + detail normals - 5 tree types, faceted mossy rocks, cliff outcrops, sea stacks, bushes, logs and stumps, batched as MultiMesh per 48 m cell - Wind-animated grass and flowers streamed in tiles around the player - Lake (depth-shaded water with shore foam), ocean to the horizon, cloud sky shader, volumetric fog, glow, softer shadows - Swimming: float at the surface, swim-jump to climb out World bounds: - Steep mountain rim with an invisible wall partway up; one side opens to a sheer sea cliff with the wall 1 m inside the edge; whole chunk is an island so the mesh edge is never visible - Respawn safety net if the player leaves the walkable area or the map - Fix: the cliff edge now tracks the wall in the headlands (it used to drop away inside the wall, leaving a pit with lake water hanging over it) Tests: tests/test_boundary.gd (24-direction escape attempt) and tests/test_terrain_edges.gd (no ground below waterline near the wall). Upgrades the project to Godot 4.7 (project.godot rewritten by the 4.7 importer, .uid files added) and documents it in the setup guide.
Valheim-like Survival Game (working title)
A stylised-realistic, low-poly survival game built in Godot 4, inspired by Valheim (look/feel) and Rust (survival depth, player-run servers). Cross-platform (Windows / macOS / Linux). Self-hosted authoritative dedicated server. Sandboxed addon SDK with guard rails.
North star
- Look: low-poly meshes + atmospheric lighting + fog/post-processing. Mood over texture detail. (Valheim recipe — a 5-person team made it run on potatoes.)
- World: mesh/heightmap terrain, procedurally generated, biomes. NOT voxels.
- Building: snap-together prefab pieces (walls, floors, roofs) with structural rules.
- Survival loop: gather → craft → build → defend. Health/stamina, day/night, enemies.
- Multiplayer: authoritative headless dedicated server, same codebase, self-hostable on any OS. Clients are never trusted.
- Addons: sandboxed (Lua), capped API, CPU/memory quotas, no host filesystem/network/escape. Guard rails from day one.
Status
See docs/ROADMAP.md for milestones and docs/ARCHITECTURE.md for the design.
Current milestone: M0 — playable single-player world skeleton (scaffolding on disk; needs Godot 4 installed to open & run).
Requirements
- Godot 4.3+ (standard build; no C# needed — this project uses GDScript).
- Git.
Quick start (once Godot is installed)
# Open the project
godot --path . --editor # or open Godot and import this folder's project.godot
# Run the game
godot --path .
# Run the headless dedicated server (later milestone)
godot --headless --path . -- --server
Layout
project.godot Godot project definition
scenes/ game scenes (.tscn)
scripts/ GDScript (.gd)
core/ shared systems (world, net, save)
player/ player controller, camera
world/ terrain, chunks, generation
building/ snap-together building system
addons_sdk/ the sandboxed addon host + API
addons_examples/ example mods written against the SDK
assets/ models, materials, textures (low-poly)
docs/ architecture, roadmap, addon SDK spec
License
TBD (lean toward MIT or a source-available license — decide before first public release).
Description
Cinderwild 0.6.1
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