d0f473e57b2d70b181e0d1568e9e8d03e3a3976f
- Joining loads the server's island (seed, spawn, clock); the server generates the same terrain from its seed and keeps a world clock that pauses when empty - Other players are procedural low-poly characters in their chosen colours with name tags (hidden by walls, fading with distance), walk/run/swim animation and held items - Movement: local and instant, sent at 20 Hz stamped with the sender's clock; the server refuses impossible moves (speed, rising, leaving the island, underground) and sends the player back; flagged respawns allowed - Avatars drawn 100 ms behind and interpolated, with brief extrapolation - Online: no pausing, player list in the Esc menu, Disconnect back to the title (with the reason); animals off and world changes local-only until M2.3-M2.5, shown on the HUD - test_net_world: real server + walking and cheating bots at 100 ms +/- 30 ms simulated latency (27 checks)
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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