2.0 KiB
2.0 KiB
Continuing on another machine
This project is a self-contained git repo. Everything needed to build and run is in it except Godot itself (which you install once per machine). No assets to download — the M0 world is generated in code.
1. Install Godot 4.3+
- macOS / Windows / Linux: download the standard build (NOT the .NET/C# build — this project is pure GDScript) from https://godotengine.org/download
- Any 4.3.x or newer 4.x works. The project was built on
4.3.stable.
2. Get the project onto the machine
You have the folder (from the zip, or a git remote). Then:
# If you brought the .zip:
unzip valheimlike.zip
cd valheimlike
# If you use a git remote instead (recommended for ongoing work):
git clone <your-remote-url> valheimlike
cd valheimlike
3. Open / run it
# Open in the editor (first open rebuilds the local .godot cache — this is normal):
godot --path . # or: open Godot, "Import", pick this folder's project.godot
# Run the game directly:
godot --path .
On macOS the binary inside the app is:
/Applications/Godot.app/Contents/MacOS/Godot --path .
Controls
WASD move · Mouse look · Shift sprint · Space jump · ESC frees the cursor.
Notes
- The
.godot/cache folder is machine-local and git-ignored — it regenerates on first open. Don't copy it between machines. - If scripts look like they "didn't load", let the first editor open finish its import pass, then press play.
- Where we are: M0 complete (walkable lit world). Next is M1 (gather →
craft → build). See
docs/ROADMAP.md.
Recommended: push to a git remote for cross-machine work
A zip is a one-time snapshot. For going back and forth between machines, create a private remote once and push:
# GitHub (private): gh repo create valheimlike --private --source=. --push
# or any remote:
git remote add origin <your-remote-url>
git push -u origin main # (branch may be 'master' — check `git branch`)
Then on each machine it's just git clone / git pull / git push.