M0.5: detailed scenery, mountain/sea-cliff boundary, Godot 4.7

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.
This commit is contained in:
Paul Bailey
2026-11-03 23:49:39 +00:00
parent 1ebfce08e4
commit 12f7fd677d
32 changed files with 1922 additions and 233 deletions

View File

@@ -7,13 +7,20 @@ actually run and see. Timelines assume solo dev + heavy AI assistance, steady
## M0 — World skeleton (single-player) · ~2–4 weeks
**Goal:** walk around a lit, atmospheric terrain. Prove the look.
- [x] Project scaffold, git repo, docs
- [ ] Godot installed, project opens
- [ ] First-person / third-person character controller (move, jump, mouse-look)
- [ ] One flat/heightmap terrain chunk with a material
- [ ] Atmospheric lighting: directional sun, sky, volumetric fog, tonemapping
- [ ] Place one low-poly tree + rock to set the mood
- [x] Godot installed, project opens
- [x] First-person / third-person character controller (move, jump, mouse-look)
- [x] One flat/heightmap terrain chunk with a material
- [x] Atmospheric lighting: directional sun, sky, volumetric fog, tonemapping
- [x] Place one low-poly tree + rock to set the mood
- **Done when:** you load the game and walk around a Valheim-ish lit field.
### M0.5 — Scenery & world bounds (done)
- [x] Mountain-rim boundary (steep cliffs + invisible wall + respawn safety net),
covered by `tests/test_boundary.gd`
- [x] Procedural terrain shader (grass/dirt/sand/rock strata/snow), lake + water shader
- [x] 5 procedural tree types, faceted mossy rocks, cliff outcrops, bushes, logs, stumps
- [x] Streamed wind-animated grass + flowers; cloud sky; swimming
## M1 — Survival loop (single-player) · ~3–5 weeks
**Goal:** the core game verbs.
- [ ] Resource nodes: chop tree → wood, mine rock → stone