J1: the cliff tunnel (seam, six propped stretches, dark, lights), travel Valley <-> Cove through the sea cave, a save file per worldlet; New World has no Where (--dev-worldlets to try others)

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Paul Bailey
2026-11-06 17:51:58 +00:00
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# Worldlets design
Status: **W0-W3 built** (the Cove, without its stream yet); the rest is
planned. The journey between
Status: **W0-W3 and J1 built** (the Cove without its stream yet; the
tunnel single-player only); the rest is planned.
*As built in J1:*
- `scripts/world/tunnel.gd`: the seam (an outcrop on the clifftop strip,
7 m in from the edge, its angle from the seed) and the tunnel space, out
of sight 260 m under the island: a CSG rock block with the landings and
six sloping stretches cut out (6 m on, 4 m down each, switching back on
two lanes: 24 m down), then a sea cave. Faces (`tunnel_face.gd`) answer
like boulders, so the pick works on them: tier 3 only ("Too hard: you
need a better pick"), 10 blows for the seam and 15 per stretch. Each
stretch must be propped (2 wood, [E] at its mouth) before the next face
takes a blow ("It's loose..."): 10 wood all the way down.
- Underground: no sun, moon, sky reflections or sky-tinted fog
(`day_night.underground`), no weather, no lake water, sheltered. Candles
and torch stands place anywhere on its floor and save as ordinary pieces.
- Walking out of the sea cave's mouth travels (`world.travel()`): the
worldlet you leave is saved, your character and the clock go with you,
and the other loads, arriving at its sea cave (`sea_cave.gd`, on the
Cove's beach where the headland starts). [E] at the cave goes back up the
same tunnel to its bottom, once it's dug through.
- Saves: `world.json` is the home worldlet's state, as before;
others are `worldlets/<id>.json`; meta.json's `worldlet` is where you
are, `home` where you began, `arrive` where the next load puts you.
- `tests/test_tunnel.gd`: dig through, walk every stretch down and back
up, light it, reload, out to the Cove, back up, out at the top, and the
chest at home is still there.
- Not yet: Old Tam's tip about the seam, the Guide page, and travel on a
server (J3: the tunnel isn't built online). The journey between
worldlets is §10, and the two ways to play (the journey, or one land) are in
its decisions.
@@ -17,9 +44,10 @@ its decisions.
- Sea fish in `data/fish.json`: mackerel (common) and cod, which only bites
in water 2.2 m or deeper (a per-fish `min_depth`). Grilled at a campfire,
salted, or smoked, like the lake's.
- Running from the source, the New World and Host pages also offer
worldlets that aren't starts, marked "(testing)", so the Cove can be
played before the tunnel exists. Release builds offer only the Valley.
- New World has no "Where": the journey always begins in the Valley (the
Host page keeps it, for One land mode). Started with
`godot --path . -- --dev-worldlets`, New World and Host offer every
worldlet, the others marked "(testing)", to try one directly.
- No sea stacks without a sea cliff.
- Tests: `test_cove` (walk onto the pier, catch a mackerel off its end, cod
only in deep water), and the Cove in `test_terrain_edges` and
@@ -302,7 +330,7 @@ tunnel goes **down**, inside the cliff, from the clifftop to the shore.
- **Props:** each new stretch needs a **timber prop** (2 wood) set at its
mouth before you can dig the next. Leave one out and the face won't take
another blow ("It's loose: prop it first"); nothing caves in on you, so
it's a cost, not a trap. That's about 12 wood all the way down.
it's a cost, not a trap. That's 10 wood all the way down.
- **Light:** the tunnel has no daylight at all. Every stretch is pitch dark
until you bring light: a torch in your hand works, but your hands are full
with the pick, so the way to do it is to set **candles and torch stands**