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Wolves - Den: a boulder cave at the foot of the rim, sited from the seed (away from the sea and spawn, mouth toward the valley, clearing in front) - Grace period: no wolves days 1-2; they move in on day 3 and howl; hunting from night 4; pack of 2, 3 from day 6, 4 from day 9; replaced by day - Wary pack hunters: circle and dart in one at a time; a lit campfire is a safe zone, a torch makes them hesitate, walls block bites (line of sight); hit one and the pack turns; hurt wolves flee; a lone wolf is timid; by day they defend the den; home at dawn - Glowing eyes, synthesised howls, can't sleep with wolves prowling - Wolf pelt and Wolf Cloak (+25 warmth) - Animals take a committed detour around obstacles Fishing - Fishing rod (workbench); cast a float onto the lake, 1.5 s to land a bite - Perch and rarer trout; faster bites at dawn/dusk and in rain; grill them - Visible fish near the shore that jump with splash rings Mixed diet - Foods belong to meat, fish or greens; each level runs down over ~1.5 days - One group low: no healing; two low: Malnourished (health drains); all three good: Balanced diet (heal x1.5); HUD diet bars; saved Tests: test_wolves and test_fishing_diet; run_all.sh covers 9 suites
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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