diff --git a/README.md b/README.md
index 9a2040d..ac66156 100644
--- a/README.md
+++ b/README.md
@@ -53,6 +53,15 @@ Export Templates). The version number is `application/short_version` in
`Emberwild.exe --headless -- --server` (Windows). Saves and settings live in
the same user folder as a copy run from source.
+## Trailer and download page
+```bash
+tools/trailer/make_trailer.sh # build/Emberwild-trailer.mp4: recorded in-game (Movie Maker), needs ffmpeg
+tools/site/make_site.sh # build/site/: index.html + poster.jpg + trailer.mp4 for the current release
+```
+The page's download links point at the Gitea release named in
+`build/version.json`, so rebuild it after each `tools/export.sh` release.
+Gitea doesn't serve HTML pages: copy `build/site/` to any static web host.
+
## Layout
```
project.godot Godot project definition
diff --git a/tools/site/index.html b/tools/site/index.html
new file mode 100644
index 0000000..514c406
--- /dev/null
+++ b/tools/site/index.html
@@ -0,0 +1,117 @@
+
+
+
+
+
+Emberwild: a self-hosted co-op survival game
+
+
+
+
+
+
+
+
+
Unzip, then run Emberwild.exe. If SmartScreen
+ warns, choose More info > Run anyway (it isn't signed yet).
+
+
+
Released {{DATE}}. {{NOTES}} The game tells you on its title
+ screen when a newer version is out.
+ All releases and checksums.
+
+
+
+
What it is
+
+
Gather, craft and cook; keep warm, fed and dry.
+
Hunt deer, boar and rabbits; fish the lake.
+
Build a home from floors, walls and roofs that snap together.
+
Wolves move in, and every seventh night the moon turns red.
+
Weather that matters: storms, blizzards and hard winters.
+
A bear, a barrow, and the Old Stag at the standing stones.
+
Play alone, or host a server for friends on your own machine.
+
A guided tutorial with Old Tam the hermit.
+
+
+
+
+
Playing with friends
+
Choose Host Game on the title screen, and friends choose Join Game
+ with your address (UDP port 24242). Everyone needs the same version. A spare
+ computer can run a dedicated server from the same download:
+ Emberwild --headless -- --server.
+
+
+
+
+
+
+
+
diff --git a/tools/site/make_site.sh b/tools/site/make_site.sh
new file mode 100755
index 0000000..a780d27
--- /dev/null
+++ b/tools/site/make_site.sh
@@ -0,0 +1,45 @@
+#!/bin/sh
+# Builds the download page into build/site/ for the release in
+# build/version.json (made by tools/export.sh):
+#
+# tools/site/make_site.sh
+#
+# build/site/index.html the page, with this release's download links
+# build/site/poster.jpg the trailer's title frame
+# build/site/trailer.mp4 the trailer (tools/trailer/make_trailer.sh)
+#
+# Copy the folder to any static web host. Gitea itself won't serve HTML, so
+# the page lives elsewhere and links to the files on the Gitea release.
+# Rebuild it after each release (the links name the version).
+
+cd "$(dirname "$0")/../.." || exit 1
+REPO=${REPO:-https://git.psbailey.uk/Admin/Emberwild}
+[ -f build/version.json ] || { echo "no build/version.json: run tools/export.sh first"; exit 1; }
+[ -f build/Emberwild-trailer.mp4 ] || { echo "no trailer: run tools/trailer/make_trailer.sh first"; exit 1; }
+
+rm -rf build/site && mkdir -p build/site
+cp build/Emberwild-trailer.mp4 build/site/trailer.mp4
+cp build/trailer/poster.jpg build/site/poster.jpg
+python3 - "$REPO" <<'EOF'
+import html, json, sys
+repo = sys.argv[1].rstrip("/")
+v = json.load(open("build/version.json"))
+tag = "v" + v["version"]
+def dl(plat):
+ d = v["downloads"].get(plat)
+ if not d:
+ return repo + "/releases", "see all releases"
+ return "%s/releases/download/%s/%s" % (repo, tag, d["file"]), "%.0f MB" % (d["size"] / 1e6)
+mac_url, mac_size = dl("macos")
+win_url, win_size = dl("windows")
+page = open("tools/site/index.html").read()
+for k, val in {
+ "VERSION": v["version"], "DATE": v.get("date", ""), "NOTES": v.get("notes", ""),
+ "MAC_URL": mac_url, "MAC_SIZE": mac_size, "WIN_URL": win_url, "WIN_SIZE": win_size,
+ "RELEASES_URL": repo + "/releases",
+}.items():
+ page = page.replace("{{%s}}" % k, html.escape(str(val), quote=True))
+assert "{{" not in page, "a placeholder was left unfilled"
+open("build/site/index.html", "w").write(page)
+print("built build/site/ for %s:\n %s\n %s" % (v["version"], mac_url, win_url))
+EOF
diff --git a/tools/trailer/make_trailer.sh b/tools/trailer/make_trailer.sh
new file mode 100755
index 0000000..7ce4122
--- /dev/null
+++ b/tools/trailer/make_trailer.sh
@@ -0,0 +1,36 @@
+#!/bin/sh
+# Records the test trailer (tools/trailer/trailer.gd) with Godot's Movie
+# Maker and encodes it, with a generated music pad under the game's sound:
+#
+# tools/trailer/make_trailer.sh # -> build/Emberwild-trailer.mp4 (+ poster.jpg)
+#
+# Needs ffmpeg. Takes about a minute: the shots are rendered frame by frame
+# at 30 fps whatever the machine's speed, so the result never stutters.
+
+cd "$(dirname "$0")/../.." || exit 1
+. tools/godot_env.sh
+command -v ffmpeg >/dev/null || { echo "needs ffmpeg (brew install ffmpeg)"; exit 1; }
+
+mkdir -p build/trailer
+RAW=build/trailer/raw.avi
+OUT=build/Emberwild-trailer.mp4
+rm -f "$RAW"
+"$GODOT" --path . --resolution 1280x720 --fixed-fps 30 --write-movie "$RAW" \
+ --script tools/trailer/trailer.gd -- --no-creatures > build/trailer/render.log 2>&1
+if [ ! -f "$RAW" ] || grep -q "SCRIPT ERROR" build/trailer/render.log; then
+ echo "recording failed: see build/trailer/render.log"; exit 1
+fi
+
+D=$(ffprobe -v error -show_entries format=duration -of default=nw=1:nk=1 "$RAW")
+OUT_AT=$(echo "$D - 2.5" | bc)
+# A slow A-minor-ish drone, left and right a little apart, echoed and soft.
+PAD="0.06*(sin(2*PI*110*t)+0.7*sin(2*PI*164.8*t)+0.5*sin(2*PI*220*t)+0.35*sin(2*PI*261.6*t)*(0.5+0.5*sin(2*PI*0.08*t)))*(0.75+0.25*sin(2*PI*0.21*t))"
+PAD_R="0.06*(sin(2*PI*110.4*t)+0.7*sin(2*PI*165.2*t)+0.5*sin(2*PI*219.6*t)+0.35*sin(2*PI*262*t)*(0.5+0.5*cos(2*PI*0.08*t)))*(0.75+0.25*cos(2*PI*0.21*t))"
+ffmpeg -v error -y -i "$RAW" -f lavfi -i "aevalsrc='$PAD|$PAD_R':s=48000:d=$D" \
+ -filter_complex "[1:a]lowpass=f=1800,aecho=0.8:0.7:180|340:0.35|0.25,afade=t=in:d=2.5,afade=t=out:st=$OUT_AT:d=2.5[m];[0:a]volume=0.8[g];[g][m]amix=inputs=2:duration=first:normalize=0[a]" \
+ -map 0:v -map "[a]" -c:v libx264 -preset slow -crf 20 -pix_fmt yuv420p \
+ -c:a aac -b:a 160k -movflags +faststart "$OUT" || exit 1
+# The title, for the download page's poster.
+ffmpeg -v error -y -ss 4.5 -i "$OUT" -frames:v 1 -q:v 3 build/trailer/poster.jpg
+rm -f "$RAW"
+echo "built $OUT ($(du -h "$OUT" | cut -f1 | tr -d ' '), ${D%.*} s) and build/trailer/poster.jpg"
diff --git a/tools/trailer/trailer.gd b/tools/trailer/trailer.gd
new file mode 100644
index 0000000..172fbbd
--- /dev/null
+++ b/tools/trailer/trailer.gd
@@ -0,0 +1,274 @@
+extends SceneTree
+## Temporary: a ~32 s test trailer, recorded with Movie Maker:
+## godot --path . --fixed-fps 30 --write-movie out.avi --script tools/trailer/trailer.gd -- --no-creatures
+## Six shots: dawn flyover + title, morning meadow, a hut at dusk, the wolf
+## moon, a blizzard, and an end card.
+
+const FPS := 30.0
+const UITheme = preload("res://scripts/ui/theme.gd")
+
+var world: Node3D
+var cam: Camera3D
+var dn: Node
+var black: ColorRect
+var big: Label
+var sub: Label
+var cap: Label
+var hut_c := Vector3.ZERO
+var fire_p := Vector3.ZERO
+var yaw := 0.0
+
+func _initialize() -> void:
+ _run.call_deferred()
+
+func _h(x: float, z: float) -> float:
+ return world.terrain.sample_height(x, z)
+
+func _g(p: Vector3, up: float = 0.0) -> Vector3:
+ return Vector3(p.x, _h(p.x, p.z) + up, p.z)
+
+func _run() -> void:
+ var H: Node = root.get_node("Hints")
+ H.path = "user://trailer_hints.json" # (never your real tips)
+ H.load_prefs()
+ H.enabled = false
+ world = load("res://scenes/world.tscn").instantiate()
+ root.add_child(world)
+ for _i in range(8):
+ await process_frame
+ var p: CharacterBody3D = world.player
+ p.set_physics_process(false)
+ p.survival.set_process(false)
+ if world.hud != null:
+ world.hud.visible = false
+ if world.has_node("HUD"):
+ world.get_node("HUD").visible = false
+ if world.wolves != null:
+ world.wolves.enabled = false
+ dn = world.day_night
+ dn.frozen = true
+ world.weather.set_process(false)
+ world.weather.force("clear")
+ cam = Camera3D.new()
+ cam.fov = 62
+ world.add_child(cam)
+ cam.current = true
+ _overlay()
+ await _stage()
+ await _shot_dawn()
+ await _shot_meadow()
+ await _shot_hut()
+ await _shot_wolves()
+ await _shot_blizzard()
+ await _shot_end()
+ DirAccess.remove_absolute(H.path)
+ quit(0)
+
+# --- set dressing --------------------------------------------------------------------
+
+func _stage() -> void:
+ var spawn: Vector3 = world.player.global_position
+ var site: Vector3 = world.build.debug_find_site(spawn + Vector3(10, 0, 6), 3.0)
+ yaw = 0.6
+ var hut: Dictionary = await world.build.debug_build_hut(site, yaw)
+ hut_c = site
+ if hut.has("pieces") and not hut.pieces.is_empty():
+ hut_c = hut.pieces[0].global_transform * Vector3(1, 0, 1)
+ var b := Basis(Vector3.UP, yaw)
+ fire_p = _g(hut_c + b * Vector3(0, 0, 5.5))
+ var fire: Node3D = world.spawn_piece(ItemDBRef().get_item("campfire"), Transform3D(Basis(), fire_p))
+ fire.fuel = fire.MAX_FUEL
+ for _i in range(5):
+ await physics_frame
+
+func ItemDBRef() -> Node:
+ return root.get_node("ItemDB")
+
+func _park_player(at: Vector3) -> void:
+ world.player.global_position = at # (the weather particles follow the player)
+
+# --- overlay -------------------------------------------------------------------------
+
+func _overlay() -> void:
+ var ui := CanvasLayer.new()
+ ui.layer = 50
+ root.add_child(ui)
+ var r := Control.new()
+ r.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
+ ui.add_child(r)
+ big = UITheme.label("", 84)
+ sub = UITheme.label("", 26, Color(0.95, 0.9, 0.8))
+ cap = UITheme.label("", 34)
+ for l in [big, sub, cap]:
+ l.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
+ l.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
+ l.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
+ l.add_theme_constant_override("outline_size", 6 if l == big else 3)
+ l.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.55))
+ l.add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.5))
+ l.add_theme_constant_override("shadow_offset_x", 2)
+ l.add_theme_constant_override("shadow_offset_y", 2)
+ l.modulate.a = 0.0
+ r.add_child(l)
+ big.offset_top = -70
+ # The smaller lines sit on a soft dark box, so they read over snow and sun.
+ var box := StyleBoxFlat.new()
+ box.bg_color = Color(0.04, 0.03, 0.02, 0.55)
+ box.set_corner_radius_all(8)
+ box.content_margin_left = 22
+ box.content_margin_right = 22
+ box.content_margin_top = 8
+ box.content_margin_bottom = 10
+ for l in [sub, cap]:
+ l.add_theme_stylebox_override("normal", box)
+ l.grow_horizontal = Control.GROW_DIRECTION_BOTH
+ l.grow_vertical = Control.GROW_DIRECTION_BOTH
+ sub.set_anchors_and_offsets_preset(Control.PRESET_CENTER)
+ sub.offset_top = 46
+ sub.offset_bottom = 46
+ cap.set_anchors_and_offsets_preset(Control.PRESET_CENTER_BOTTOM)
+ cap.grow_vertical = Control.GROW_DIRECTION_BEGIN
+ cap.offset_top = -70
+ cap.offset_bottom = -70
+ black = ColorRect.new()
+ black.color = Color.BLACK
+ black.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
+ r.add_child(black)
+
+## 0..1 ramp: in over `fin` seconds from `a`, out over `fout` ending at `b`.
+static func _env(t: float, a: float, b: float, fin: float = 0.6, fout: float = 0.6) -> float:
+ if t < a or t > b:
+ return 0.0
+ return clampf(minf((t - a) / fin, (b - t) / fout), 0.0, 1.0)
+
+## Runs `secs` of a shot: `f(t, k)` each frame (t seconds, k = 0..1); fades
+## from and to black at its ends.
+func _shot(secs: float, f: Callable, caption: String = "", fade: float = 0.5) -> void:
+ var n := int(secs * FPS)
+ cap.text = caption
+ for i in range(n):
+ var t := i / FPS
+ f.call(t, t / secs)
+ black.modulate.a = 1.0 - _env(t, 0.0, secs, fade, fade)
+ cap.modulate.a = _env(t, 0.6, secs - 0.3, 0.5, 0.5) if not caption.is_empty() else 0.0
+ await process_frame
+
+func _clock(hours: float) -> void:
+ dn.time = hours / 24.0
+ dn.apply(true)
+
+# --- the shots -------------------------------------------------------------------------
+
+func _shot_dawn() -> void:
+ big.text = "EMBERWILD"
+ sub.text = "Survive the island. Build a home."
+ var c := Vector3(0, 0, -10)
+ await _shot(7.5, func(t: float, k: float):
+ _clock(7.4 + k * 0.8)
+ var a := 2.2 + k * 0.55
+ cam.global_position = c + Vector3(cos(a), 0, sin(a)) * 115.0 + Vector3(0, 58.0 - k * 10.0, 0)
+ cam.look_at(c + Vector3(0, 6, 0))
+ _park_player(cam.global_position)
+ big.modulate.a = _env(t, 1.4, 6.6, 1.0, 0.8)
+ sub.modulate.a = _env(t, 2.4, 6.6, 1.0, 0.8), "", 0.9)
+
+func _shot_meadow() -> void:
+ var from := _g(hut_c + Vector3(-30, 0, -22), 2.2)
+ var to := _g(hut_c + Vector3(-12, 0, -8), 1.8)
+ var cre: Node = world.creatures
+ var herd: Array = []
+ for i in range(3):
+ var at := _g(hut_c + Vector3(-14 + i * 2.5, 0, -2 + i * 1.5))
+ var d = cre.spawn("deer" if i < 2 else "rabbit", at)
+ if d != null:
+ herd.append(d)
+ await _shot(5.0, func(_t: float, k: float):
+ _clock(9.0)
+ var pos := from.lerp(to, k)
+ pos.y = maxf(pos.y, _h(pos.x, pos.z) + 1.8)
+ cam.global_position = pos
+ cam.look_at(_g(hut_c + Vector3(-14, 0, 0), 1.0))
+ _park_player(pos), "Gather. Hunt. Cook.")
+ for d in herd:
+ if is_instance_valid(d):
+ d.queue_free()
+
+func _shot_hut() -> void:
+ var b := Basis(Vector3.UP, yaw)
+ var from := _g(hut_c + b * Vector3(9, 0, 13), 3.2)
+ var to := _g(hut_c + b * Vector3(4, 0, 9.5), 2.0)
+ await _shot(6.0, func(_t: float, k: float):
+ _clock(18.25 + k * 0.4)
+ var e := k * k * (3.0 - 2.0 * k)
+ cam.global_position = from.lerp(to, e)
+ cam.look_at((hut_c + fire_p) * 0.5 + Vector3(0, 1.3, 0))
+ _park_player(cam.global_position), "Build a home.")
+
+func _shot_wolves() -> void:
+ dn.day = 7
+ # Three wolves, walked round the far side of the fire by hand (in the
+ # fire's light, in frame) rather than left to their own circling.
+ var pack: Array = []
+ for i in range(3):
+ var w: Node3D = load("res://scripts/creatures/tutorial_wolf.gd").new()
+ w.setup("wolf", world, _g(fire_p + Vector3(7, 0, 0)), 900 + i)
+ world.add_child(w)
+ w.set_physics_process(false)
+ w.set_process(false)
+ pack.append(w)
+ for _i in range(5):
+ await physics_frame
+ # A warm fill from the fire's side, so the circling pack reads at night.
+ var fill := OmniLight3D.new()
+ fill.light_color = Color(1.0, 0.62, 0.35)
+ fill.light_energy = 2.2
+ fill.omni_range = 18.0
+ fill.shadow_enabled = true
+ world.add_child(fill)
+ fill.global_position = fire_p + Vector3(0, 3.5, 0)
+ await _shot(5.5, func(_t: float, k: float):
+ _clock(21.6)
+ var a := yaw + 2.4 + k * 0.35
+ cam.global_position = _g(fire_p + Vector3(cos(a), 0, sin(a)) * 3.4, 1.7)
+ cam.look_at(_g(fire_p - Vector3(cos(a), 0, sin(a)) * 6.0, 0.4))
+ _park_player(cam.global_position)
+ var far := a + PI
+ for i in range(pack.size()):
+ var wa := far - 0.75 + i * 0.6 + k * 0.45
+ var r := 5.0 + i * 0.7
+ var wp := _g(fire_p + Vector3(cos(wa), 0, sin(wa)) * r)
+ var to := _g(fire_p + Vector3(cos(wa + 0.2), 0, sin(wa + 0.2)) * r) - wp
+ pack[i].global_position = wp
+ pack[i].rotation.y = atan2(-to.x, -to.z), "Hold out through the night.") # (creatures face -Z, as creature.gd)
+ fill.queue_free()
+ for w in pack:
+ if is_instance_valid(w):
+ w.queue_free()
+ dn.day = 3
+
+func _shot_blizzard() -> void:
+ world.weather.force("blizzard")
+ var b := Basis(Vector3.UP, yaw)
+ for _i in range(60):
+ await process_frame # (let the snow build up)
+ await _shot(4.5, func(_t: float, k: float):
+ _clock(13.0)
+ var a := yaw - 0.4 - k * 0.25
+ cam.global_position = _g(hut_c + Vector3(cos(a), 0, sin(a)) * 14.0, 3.0)
+ cam.look_at(hut_c + Vector3(0, 1.5, 0))
+ _park_player(cam.global_position), "Weather the winter.")
+ world.weather.force("clear")
+ if world.weather_fx != null:
+ world.weather_fx.visible = false # (no leftover snow on the end card)
+
+func _shot_end() -> void:
+ big.text = "EMBERWILD"
+ sub.text = "Self-hosted co-op survival · 0.1.0"
+ var b := Basis(Vector3.UP, yaw)
+ await _shot(6.0, func(t: float, k: float):
+ _clock(17.6 + k * 0.4)
+ cam.global_position = _g(hut_c + b * Vector3(10, 0, 9), 0.0) + Vector3(0, 6.0 + k * 10.0, 0) + b * Vector3(0, 0, k * 10.0)
+ cam.look_at(hut_c + Vector3(0, 1.0, 0))
+ _park_player(cam.global_position)
+ big.modulate.a = _env(t, 0.8, 5.6, 0.8, 0.6)
+ sub.modulate.a = _env(t, 1.6, 5.6, 0.8, 0.6), "", 0.7)