0.5.0: the journey on a server (a server per land; chat, the player list, admin and sleep across lands); protocol 17

This commit is contained in:
Paul Bailey
2026-11-07 00:23:43 +00:00
parent f9b138b304
commit 62b3d6c47f
6 changed files with 17 additions and 12 deletions

View File

@@ -16,7 +16,7 @@ addon SDK with guard rails.
## Status ## Status
See `docs/ROADMAP.md` for milestones and `docs/ARCHITECTURE.md` for the design. See `docs/ROADMAP.md` for milestones and `docs/ARCHITECTURE.md` for the design.
**Emberwild 0.4.1** is released (download page and player guide: **Emberwild 0.5.0** is released (download page and player guide:
https://emberwild-95k.pages.dev, builds on the Gitea releases). Built so far: https://emberwild-95k.pages.dev, builds on the Gitea releases). Built so far:
- M0-M1: the island, survival, crafting, building, weather, wildlife, hunting, fishing. - M0-M1: the island, survival, crafting, building, weather, wildlife, hunting, fishing.
- M2: self-hosted multiplayer (Host Game, dedicated servers, rules, chat, admin). - M2: self-hosted multiplayer (Host Game, dedicated servers, rules, chat, admin).
@@ -28,10 +28,12 @@ https://emberwild-95k.pages.dev, builds on the Gitea releases). Built so far:
- M4 so far: packaged builds, the update check, music, ambience, sound effects - M4 so far: packaged builds, the update check, music, ambience, sound effects
and creature voices (`assets/audio/CREDITS.md`), the trailer and help pages, and creature voices (`assets/audio/CREDITS.md`), the trailer and help pages,
the map (N) and compass. the map (N) and compass.
- W0-W3, J1 (`docs/WORLDLETS_DESIGN.md`): worldlets as data, the Cove (beach, - W0-W3, J1, J3 (`docs/WORLDLETS_DESIGN.md`): worldlets as data, the Cove
pier, sea fishing), and the cliff tunnel between them, with a save file per (beach, pier, sea fishing, a stream), and the cliff tunnel between them,
worldlet (single-player). with a save file per worldlet; on a server, a server per land (the Valley's
Next: J3, the journey on a server ("spread out"), then the Highlands. starts the Cove's on the next UDP port), with chat, the player list,
admin commands and sleep across lands, and one clock everywhere.
Next: J2 (each tunnel's own gate and supplies), then the Highlands (by sail).
Running from the source, `godot --path . -- --dev-worldlets` lets New World Running from the source, `godot --path . -- --dev-worldlets` lets New World
start in any worldlet, to try one directly. start in any worldlet, to try one directly.

View File

@@ -91,7 +91,9 @@ phases M2.0-M2.7).
compass along the top (0.4.0, Gitea issue #1). compass along the top (0.4.0, Gitea issue #1).
- More places: the worldlets and the journey (`docs/WORLDLETS_DESIGN.md`). - More places: the worldlets and the journey (`docs/WORLDLETS_DESIGN.md`).
*Done (0.4.0):* W0-W3 and J1, the Cove reached down the cliff tunnel *Done (0.4.0):* W0-W3 and J1, the Cove reached down the cliff tunnel
(single-player). Next J3 (multiplayer, "spread out"), then J2/J4. (single-player). *(0.5.0):* J3, the journey on a server: a server per
land, players in different lands at once, chat, the player list, admin
and sleep across lands. Next J2, then J4 (the Highlands by sail).
- Audio, music, weather. *Done (0.2.0-0.2.1):* mood music (calm, night, - Audio, music, weather. *Done (0.2.0-0.2.1):* mood music (calm, night,
storm, danger, boss) that crossfades with what's happening, ambience (CC0 storm, danger, boss) that crossfades with what's happening, ambience (CC0
birdsong, crickets, owls, fire), sound effects for every action (Kenney birdsong, crickets, owls, fire), sound effects for every action (Kenney

View File

@@ -29,8 +29,8 @@ application/icon_interpolation=4
application/bundle_identifier="com.pbailey.emberwild" application/bundle_identifier="com.pbailey.emberwild"
application/signature="" application/signature=""
application/app_category="Games" application/app_category="Games"
application/short_version="0.4.1" application/short_version="0.5.0"
application/version="0.4.1" application/version="0.5.0"
application/copyright="" application/copyright=""
display/high_res=true display/high_res=true
codesign/codesign=1 codesign/codesign=1
@@ -89,8 +89,8 @@ application/modify_resources=false
application/icon="" application/icon=""
application/console_wrapper_icon="" application/console_wrapper_icon=""
application/icon_interpolation=4 application/icon_interpolation=4
application/file_version="0.4.1" application/file_version="0.5.0"
application/product_version="0.4.1" application/product_version="0.5.0"
application/company_name="" application/company_name=""
application/product_name="Emberwild" application/product_name="Emberwild"
application/file_description="Emberwild" application/file_description="Emberwild"

View File

@@ -19,7 +19,7 @@ config/description="Low-poly survival game — Valheim look, Rust depth, self-ho
run/main_scene="res://scenes/title.tscn" run/main_scene="res://scenes/title.tscn"
config/features=PackedStringArray("4.7", "Forward Plus") config/features=PackedStringArray("4.7", "Forward Plus")
config/icon="res://icon.svg" config/icon="res://icon.svg"
config/version="0.4.1" config/version="0.5.0"
[autoload] [autoload]

View File

@@ -32,7 +32,7 @@ signal clock(day: int, time: float) ## the server's time of day
const Identity = preload("res://scripts/net/identity.gd") const Identity = preload("res://scripts/net/identity.gd")
const ServerConfig = preload("res://scripts/net/server_config.gd") const ServerConfig = preload("res://scripts/net/server_config.gd")
const PROTOCOL := 16 ## 16: worldlets (the Cove), sea fish (mackerel, cod); 3: shared world; 4: the server decides; 5: wildlife; 6: rules and chat (M2.6); 7: the alpha, broken doors; 8: the bear; 9: crows and foxes; 10: the barrow (P3); 11: food spoilage, lightning (P4); 12: the standing stones and the Old Stag (P5); 13: sounds sent to players nearby (sfx.gd); 14: dropping items, any bag row in hand, new items (jar, bedroll, necklace, bear cloak, rug, pemmican); 15: placed lights (candle, torch stand) const PROTOCOL := 17 ## 17: lands on a server (crossings, the tunnel online, the roster); 16: worldlets (the Cove), sea fish (mackerel, cod); 3: shared world; 4: the server decides; 5: wildlife; 6: rules and chat (M2.6); 7: the alpha, broken doors; 8: the bear; 9: crows and foxes; 10: the barrow (P3); 11: food spoilage, lightning (P4); 12: the standing stones and the Old Stag (P5); 13: sounds sent to players nearby (sfx.gd); 14: dropping items, any bag row in hand, new items (jar, bedroll, necklace, bear cloak, rug, pemmican); 15: placed lights (candle, torch stand)
const DEFAULT_PORT := 24242 const DEFAULT_PORT := 24242
const HANDSHAKE_TIMEOUT := 10.0 const HANDSHAKE_TIMEOUT := 10.0
const JOIN_TIMEOUT := 20.0 ## includes the server building its terrain on first join const JOIN_TIMEOUT := 20.0 ## includes the server building its terrain on first join

View File

@@ -91,6 +91,7 @@
<li>Weather that matters: storms, blizzards and hard winters.</li> <li>Weather that matters: storms, blizzards and hard winters.</li>
<li>A bear, a barrow, and the Old Stag at the standing stones.</li> <li>A bear, a barrow, and the Old Stag at the standing stones.</li>
<li>Dig down through the sea cliffs to the Cove, and fish off its pier.</li> <li>Dig down through the sea cliffs to the Cove, and fish off its pier.</li>
<li>On a server, friends can be in different lands at once.</li>
<li>A map that fills in as you explore, and a compass.</li> <li>A map that fills in as you explore, and a compass.</li>
<li>Play alone, or host a server for friends on your own machine.</li> <li>Play alone, or host a server for friends on your own machine.</li>
<li>A guided tutorial with Old Tam the hermit.</li> <li>A guided tutorial with Old Tam the hermit.</li>