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:
12
README.md
12
README.md
@@ -16,7 +16,7 @@ addon SDK with guard rails.
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## Status
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## Status
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See `docs/ROADMAP.md` for milestones and `docs/ARCHITECTURE.md` for the design.
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See `docs/ROADMAP.md` for milestones and `docs/ARCHITECTURE.md` for the design.
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**Emberwild 0.4.1** is released (download page and player guide:
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**Emberwild 0.5.0** is released (download page and player guide:
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https://emberwild-95k.pages.dev, builds on the Gitea releases). Built so far:
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https://emberwild-95k.pages.dev, builds on the Gitea releases). Built so far:
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- M0-M1: the island, survival, crafting, building, weather, wildlife, hunting, fishing.
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- M0-M1: the island, survival, crafting, building, weather, wildlife, hunting, fishing.
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- M2: self-hosted multiplayer (Host Game, dedicated servers, rules, chat, admin).
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- M2: self-hosted multiplayer (Host Game, dedicated servers, rules, chat, admin).
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@@ -28,10 +28,12 @@ https://emberwild-95k.pages.dev, builds on the Gitea releases). Built so far:
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- M4 so far: packaged builds, the update check, music, ambience, sound effects
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- M4 so far: packaged builds, the update check, music, ambience, sound effects
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and creature voices (`assets/audio/CREDITS.md`), the trailer and help pages,
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and creature voices (`assets/audio/CREDITS.md`), the trailer and help pages,
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the map (N) and compass.
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the map (N) and compass.
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- W0-W3, J1 (`docs/WORLDLETS_DESIGN.md`): worldlets as data, the Cove (beach,
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- W0-W3, J1, J3 (`docs/WORLDLETS_DESIGN.md`): worldlets as data, the Cove
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pier, sea fishing), and the cliff tunnel between them, with a save file per
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(beach, pier, sea fishing, a stream), and the cliff tunnel between them,
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worldlet (single-player).
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with a save file per worldlet; on a server, a server per land (the Valley's
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Next: J3, the journey on a server ("spread out"), then the Highlands.
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starts the Cove's on the next UDP port), with chat, the player list,
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admin commands and sleep across lands, and one clock everywhere.
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Next: J2 (each tunnel's own gate and supplies), then the Highlands (by sail).
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Running from the source, `godot --path . -- --dev-worldlets` lets New World
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Running from the source, `godot --path . -- --dev-worldlets` lets New World
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start in any worldlet, to try one directly.
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start in any worldlet, to try one directly.
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@@ -91,7 +91,9 @@ phases M2.0-M2.7).
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compass along the top (0.4.0, Gitea issue #1).
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compass along the top (0.4.0, Gitea issue #1).
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- More places: the worldlets and the journey (`docs/WORLDLETS_DESIGN.md`).
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- More places: the worldlets and the journey (`docs/WORLDLETS_DESIGN.md`).
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*Done (0.4.0):* W0-W3 and J1, the Cove reached down the cliff tunnel
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*Done (0.4.0):* W0-W3 and J1, the Cove reached down the cliff tunnel
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(single-player). Next J3 (multiplayer, "spread out"), then J2/J4.
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(single-player). *(0.5.0):* J3, the journey on a server: a server per
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land, players in different lands at once, chat, the player list, admin
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and sleep across lands. Next J2, then J4 (the Highlands by sail).
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- Audio, music, weather. *Done (0.2.0-0.2.1):* mood music (calm, night,
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- Audio, music, weather. *Done (0.2.0-0.2.1):* mood music (calm, night,
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storm, danger, boss) that crossfades with what's happening, ambience (CC0
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storm, danger, boss) that crossfades with what's happening, ambience (CC0
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birdsong, crickets, owls, fire), sound effects for every action (Kenney
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birdsong, crickets, owls, fire), sound effects for every action (Kenney
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@@ -29,8 +29,8 @@ application/icon_interpolation=4
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application/bundle_identifier="com.pbailey.emberwild"
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application/bundle_identifier="com.pbailey.emberwild"
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application/signature=""
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application/signature=""
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application/app_category="Games"
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application/app_category="Games"
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application/short_version="0.4.1"
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application/short_version="0.5.0"
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application/version="0.4.1"
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application/version="0.5.0"
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application/copyright=""
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application/copyright=""
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display/high_res=true
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display/high_res=true
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codesign/codesign=1
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codesign/codesign=1
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@@ -89,8 +89,8 @@ application/modify_resources=false
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application/icon=""
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application/icon=""
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application/console_wrapper_icon=""
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application/console_wrapper_icon=""
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application/icon_interpolation=4
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application/icon_interpolation=4
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application/file_version="0.4.1"
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application/file_version="0.5.0"
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application/product_version="0.4.1"
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application/product_version="0.5.0"
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application/company_name=""
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application/company_name=""
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application/product_name="Emberwild"
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application/product_name="Emberwild"
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application/file_description="Emberwild"
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application/file_description="Emberwild"
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@@ -19,7 +19,7 @@ config/description="Low-poly survival game — Valheim look, Rust depth, self-ho
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run/main_scene="res://scenes/title.tscn"
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run/main_scene="res://scenes/title.tscn"
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config/features=PackedStringArray("4.7", "Forward Plus")
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config/features=PackedStringArray("4.7", "Forward Plus")
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config/icon="res://icon.svg"
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config/icon="res://icon.svg"
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config/version="0.4.1"
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config/version="0.5.0"
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[autoload]
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[autoload]
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@@ -32,7 +32,7 @@ signal clock(day: int, time: float) ## the server's time of day
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const Identity = preload("res://scripts/net/identity.gd")
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const Identity = preload("res://scripts/net/identity.gd")
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const ServerConfig = preload("res://scripts/net/server_config.gd")
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const ServerConfig = preload("res://scripts/net/server_config.gd")
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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)
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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)
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const DEFAULT_PORT := 24242
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const DEFAULT_PORT := 24242
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const HANDSHAKE_TIMEOUT := 10.0
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const HANDSHAKE_TIMEOUT := 10.0
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const JOIN_TIMEOUT := 20.0 ## includes the server building its terrain on first join
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const JOIN_TIMEOUT := 20.0 ## includes the server building its terrain on first join
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@@ -91,6 +91,7 @@
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<li>Weather that matters: storms, blizzards and hard winters.</li>
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<li>Weather that matters: storms, blizzards and hard winters.</li>
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<li>A bear, a barrow, and the Old Stag at the standing stones.</li>
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<li>A bear, a barrow, and the Old Stag at the standing stones.</li>
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<li>Dig down through the sea cliffs to the Cove, and fish off its pier.</li>
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<li>Dig down through the sea cliffs to the Cove, and fish off its pier.</li>
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<li>On a server, friends can be in different lands at once.</li>
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<li>A map that fills in as you explore, and a compass.</li>
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<li>A map that fills in as you explore, and a compass.</li>
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<li>Play alone, or host a server for friends on your own machine.</li>
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<li>Play alone, or host a server for friends on your own machine.</li>
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<li>A guided tutorial with Old Tam the hermit.</li>
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<li>A guided tutorial with Old Tam the hermit.</li>
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