Journey decisions: extendable ending, four crossings, biome hazards; server cost measured
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@@ -253,7 +253,34 @@ A server today runs one island. Options:
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The most freedom, and the most work and CPU.
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- **Party leader:** whoever goes through brings the others with a vote.
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### Questions for you
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### Decisions (Paul, Nov 2026)
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- **Extendable, not finished:** the Ember has a last boss, and after it you
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keep playing. The chain is built so more worldlets (and crossings) can be
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added after the Ember later: each worldlet names the next, nothing assumes
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the Ember is the end.
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- **The crossings:** tunnel, sail, climb, burrow, in that order.
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- **Harder by biome, not just by numbers:** each worldlet has its own,
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stronger animals and its own hazards. The Marsh, for one: mosquitoes whose
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bites can make you sick, and bog, mist and the like. Others in the same
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spirit per biome (to design with each worldlet).
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- **Multiplayer:** leaning to *spread out* (each player goes where they
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like), if a server can run several worldlets at once. A measurement of
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today's server, in the next section, says whether it can.
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### Server cost, measured (0.3.1)
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One worldlet, a dedicated server on the M5 Pro, never pausing: about
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**12% of one CPU core and 270 MB of memory**, with nobody on. Players add
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creatures, weather and pickups around them. So with *spread out*, the worst
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case of 8 players in all 5 worldlets is about five of today's servers in
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one process: roughly 1.4 GB and a little over half a core before players,
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and worldlets with nobody in them stand still and cost next to nothing.
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Comfortable on the home Mac; a small cloud server (2 GB) would be tight.
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### Questions still open
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1. **Multiplayer:** spread out (confirm, now the cost is known), or everyone
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together after all?
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### (Answered) questions
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1. **The ending:** a real ending at the Ember (light the beacon, a last
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boss, the credits) or open-ended (the journey is the goal, keep living)?
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2. **The crossings:** do the four above fit (tunnel, sail, climb, burrow),
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