82 lines
3.6 KiB
Markdown
82 lines
3.6 KiB
Markdown
# Valheim-like Survival Game (working title)
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A stylised-realistic, low-poly survival game built in **Godot 4**, inspired by
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Valheim (look/feel) and Rust (survival depth, player-run servers). Cross-platform
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(Windows / macOS / Linux). Self-hosted authoritative dedicated server. Sandboxed
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addon SDK with guard rails.
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## North star
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- **Look:** low-poly meshes + atmospheric lighting + fog/post-processing. Mood over texture detail. (Valheim recipe — a 5-person team made it run on potatoes.)
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- **World:** mesh/heightmap terrain, procedurally generated, biomes. NOT voxels.
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- **Building:** snap-together prefab pieces (walls, floors, roofs) with structural rules.
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- **Survival loop:** gather → craft → build → defend. Health/stamina, day/night, enemies.
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- **Multiplayer:** authoritative headless dedicated server, same codebase, self-hostable on any OS. Clients are never trusted.
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- **Addons:** sandboxed (Lua), capped API, CPU/memory quotas, no host filesystem/network/escape. Guard rails from day one.
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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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## Requirements
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- **Godot 4.3+** (standard build; no C# needed — this project uses GDScript).
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- Git.
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## Quick start (once Godot is installed)
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```bash
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# Open the project
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godot --path . --editor # or open Godot and import this folder's project.godot
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# Run the game
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godot --path .
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# Run the headless dedicated server (later milestone)
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godot --headless --path . -- --server
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```
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## Packaged builds
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```bash
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tools/export.sh # build/Emberwild-<version>-macos.zip and -windows.zip
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tools/export.sh macOS # or just one ("macOS" / "Windows")
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```
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Needs the Godot export templates for your Godot version (Editor > Manage
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Export Templates). The version number is `application/short_version` in
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`export_presets.cfg`.
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- **Mac:** a universal .app, ad-hoc signed but not notarised. On another Mac,
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the first launch needs right-click > Open (or System Settings > Privacy &
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Security > Open Anyway).
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- **Windows:** unzip and run `Emberwild.exe` (keep `Emberwild.pck` beside
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it). It's unsigned, so SmartScreen says "Windows protected your PC":
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More info > Run anyway.
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- A packaged copy is also a dedicated server:
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`Emberwild.app/Contents/MacOS/Emberwild --headless -- --server` (Mac) or
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`Emberwild.exe --headless -- --server` (Windows). Saves and settings live in
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the same user folder as a copy run from source.
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## Trailer and download page
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```bash
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tools/trailer/make_trailer.sh # build/Emberwild-trailer.mp4: recorded in-game (Movie Maker), needs ffmpeg
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tools/site/make_site.sh # build/site/: index.html + poster.jpg + trailer.mp4 for the current release
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```
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The page's download links point at the Gitea release named in
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`build/version.json`, so rebuild it after each `tools/export.sh` release.
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Gitea doesn't serve HTML pages: copy `build/site/` to any static web host.
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## Layout
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```
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project.godot Godot project definition
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scenes/ game scenes (.tscn)
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scripts/ GDScript (.gd)
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core/ shared systems (world, net, save)
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player/ player controller, camera
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world/ terrain, chunks, generation
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building/ snap-together building system
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addons_sdk/ the sandboxed addon host + API
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addons_examples/ example mods written against the SDK
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assets/ models, materials, textures (low-poly)
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docs/ architecture, roadmap, addon SDK spec
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```
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## License
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TBD (lean toward MIT or a source-available license — decide before first public release).
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