T1 tutorial: Actions events, the Guide autoload, chapter 1 with Old Tam the hermit, guide panel and marker, saved progress; roadmap: auto-update plan
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@@ -88,6 +88,36 @@ phases M2.0-M2.7).
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- Better UI, settings, controls
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- Audio, music, weather
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- Packaged builds for Win/Mac/Linux (+ Mac signing/notarisation)
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- **Updates**: the game (and a dedicated server) needs to notice when a new
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version is out, download what's needed and install it. See below.
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### Updates (to design with the packaged builds)
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Needed because every network change bumps the protocol (12 as of P5), and
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an out-of-date game can't join an up-to-date server: today that means
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`git pull` and a restart on every machine.
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- **Knowing there's an update:** the game checks a small version file
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(version number, protocol, per-platform download URLs and checksums) at
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start-up and from the title screen. The server checks too. When joining
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a server with a newer protocol, the "different game version" refusal
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should offer to update instead of just saying so.
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- **Getting it:** download only what changed where possible (the game's
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`.pck` data separately from the engine binary, which rarely changes), to
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a staging folder, verified by checksum (and signature) before anything
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is replaced.
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- **Installing it:** swap in the new files on the next start (a tiny
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launcher or a restart-and-replace step), keep the previous version to
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roll back to if the new one fails to start. Mac: signed and notarised so
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Gatekeeper accepts it; Windows: signed. Worlds, profiles and server
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config live in user data, so they're never touched; saves stay
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readable by newer versions (they already load older saves).
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- **Servers:** a headless server can update itself at a quiet moment
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(nobody on, or after warning players), or an admin runs an update
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command; the launchd/systemd service files restart it.
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- **Where updates come from:** GitHub Releases is the simple start (the
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version file and builds attached to a release); itch.io's butler or
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Steam would handle it for us if the game ships there.
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- **Addons (M3)** will want the same: a version per addon and the server
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telling players which addons (and versions) it needs.
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## Honest overall estimate
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A genuinely playable **self-hosted survival game with a working sandboxed addon
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