Lights to place indoors (tallow candle, torch stand); docs brought up to date; the journey plan; sticky teleports in net tests; protocol 15
This commit is contained in:
@@ -1,6 +1,26 @@
|
||||
# Progression and challenges design
|
||||
|
||||
Status: **P1-P5 built** (iron, stone, adversaries, hazards, the Old Stag).
|
||||
Status: **P1-P6 built** (iron, stone, adversaries, hazards, the Old Stag,
|
||||
and uses for every material).
|
||||
|
||||
*As built in P6 (0.3.0, every material earns its place):*
|
||||
- Clay jar (8 clay, fired at a campfire): 6 slots, food inside ages at a
|
||||
third of the rate (`Inventory.keep_mult`, which moves the "rot" stamps).
|
||||
- Bedroll (3 hide, 6 feathers, 4 fibre): a bed (group "bed", like the bed
|
||||
everywhere a spawn bed is looked for) that needs no shelter, only no rain
|
||||
or snow on it.
|
||||
- Wolf-pelt rug (3 wolf pelts): a rug, so Cozy like the fur rug.
|
||||
- Fang necklace (2 fangs, 1 alpha pelt): a "charm" carried anywhere in the
|
||||
bag; hits whose cause names a wolf do 70% (`Actions.charm_mult`).
|
||||
- Bear cloak (2 bear hide, 2 hide): +40 warmth, the warmest.
|
||||
- Pemmican (2 cooked meat, 3 berries, 1 bear fat at a campfire, makes 3):
|
||||
meat and greens, keeps 30 days.
|
||||
- Rotten food is fishing bait: carried, bite waits x0.6, a bite uses one.
|
||||
- Lights to place (after 0.3.0): tallow candle (bear fat and fibre, makes 4,
|
||||
7 m) and torch stand (11 m, shadows), always lit (`lamp.gd`).
|
||||
- `Q` drops what you hold (shift: one), at your feet, online too; `K`/`M`
|
||||
move the hotbar up and down the bag's five rows (any slot can be held).
|
||||
- `tests/test_items_more.gd` checks every material has a use.
|
||||
|
||||
*As built in P1:*
|
||||
- Iron nuggets (70, in the scree under the rim), clay (60, on the lake
|
||||
|
||||
@@ -85,8 +85,18 @@ phases M2.0-M2.7).
|
||||
## M4 — Content & polish · ongoing
|
||||
- More biomes, creatures, items, building pieces
|
||||
- PvP / raiding rules, building damage
|
||||
- Better UI, settings, controls
|
||||
- Audio, music, weather
|
||||
- Better UI, settings, controls. *Done so far:* volume sliders, tips and
|
||||
update settings in the pause menu; `Q` drops items; `K`/`M` put any bag row
|
||||
on the 1-8 keys (0.3.0).
|
||||
- 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
|
||||
birdsong, crickets, owls, fire), sound effects for every action (Kenney
|
||||
CC0 plus synthesised), creature voices, Old Tam's spoken lines (Kokoro).
|
||||
Sources and licences: `assets/audio/CREDITS.md`; tools in `tools/audio/`
|
||||
and `tools/voice/`.
|
||||
- Help: the player guide on the download site (`tools/site/`), written
|
||||
sections plus item, recipe, creature, fish and server-setting tables made
|
||||
from the game's own data each build. The trailer (`tools/trailer/`).
|
||||
- Packaged builds for Win/Mac/Linux (+ Mac signing/notarisation).
|
||||
*First cut done:* `tools/export.sh` makes a universal macOS .app (ad-hoc
|
||||
signed, not notarised) and a Windows x86_64 .exe + .pck (unsigned), zipped
|
||||
|
||||
@@ -164,3 +164,104 @@ its edge or animals that spawn in the sea.
|
||||
wolves sooner, or keep the same grace period everywhere?
|
||||
4. **Which second worldlet first:** Cove (sea fishing, the beach you
|
||||
mentioned) is my suggestion.
|
||||
|
||||
## 10. The journey: tunnelling out (proposal, Nov 2026)
|
||||
|
||||
A goal for the game, from Paul: once you have a good enough pick, you tunnel
|
||||
through the mountain rim into the next, slightly harder worldlet, and now and
|
||||
then go back to earlier ones for what only they have. This is option B
|
||||
(linked worldlets) from §2, reached by digging rather than a path.
|
||||
|
||||
### The shape of it
|
||||
- **A chain of worldlets**, each a little harder: Valley (today's island) →
|
||||
Cove (sea, salt, mackerel) → Highlands (cold, deep snow, bigger packs) →
|
||||
Marsh (bog iron, sickness, mists) → the Ember, the volcanic heart the game
|
||||
is named for: the end of the journey.
|
||||
- **The goal**, something to tell players on day 1: Old Tam talks of the
|
||||
land beyond the mountains, where the fire in the earth still burns. Reach
|
||||
the Ember and light the old beacon there. (Whether there's an ending or
|
||||
it's open-ended is a question below.)
|
||||
- **Gates:** each tunnel needs the best tool from the worldlet you're in.
|
||||
The antler pickaxe (from the Old Stag) opens the Valley's tunnel; the
|
||||
Highlands need a pick made from something found in the Cove, and so on.
|
||||
Each worldlet has its own boss or trial, like the Old Stag.
|
||||
|
||||
### A different crossing each time (Paul, Nov 2026)
|
||||
Players have to work out how to get from each worldlet to the next, and
|
||||
it's a different way every time: tunnelling, climbing, burrowing, sailing.
|
||||
Each crossing is that worldlet's puzzle, and what it needs comes from what
|
||||
you've learned and gathered there:
|
||||
|
||||
| From → to | Crossing | Needs (a first idea) |
|
||||
|---|---|---|
|
||||
| Valley → Cove | **Tunnel** through the rim at a seam | the antler pickaxe, timber props, light |
|
||||
| Cove → Highlands | **Sail** out of the bay and round the headland | a boat (planks, nails, a hide sail, rope), calm weather, food that keeps |
|
||||
| Highlands → Marsh | **Climb** a frozen cliff | climbing picks and rope, warmth to last the climb (bear cloak, pemmican) |
|
||||
| Marsh → Ember | **Burrow** under the old lava crust | a digging tool from bog iron, and a way through the heat and gas |
|
||||
|
||||
- **The hint, not the answer:** each worldlet shows its way out without
|
||||
explaining it: a seam in the rock with old pick marks, a wrecked boat on
|
||||
the beach, rope frayed on a cliff ledge. Old Tam (and his tips) nudge,
|
||||
and the guide can keep it vague.
|
||||
- **Coming back** uses the same crossing in reverse (the tunnel stays dug,
|
||||
the boat stays moored, the rope stays fixed), so supply runs get easier
|
||||
once you've made the way.
|
||||
- **New systems this needs, one per crossing:** digging into a rim seam
|
||||
(tunnel and burrow share most of it), a boat you build and steer on the
|
||||
water, and climbing a marked face. Each is a phase of its own (J1 tunnel;
|
||||
later the sail, the climb, the burrow).
|
||||
|
||||
### Tunnelling (the first crossing)
|
||||
- **Where:** each worldlet's rim has one or two **seams**: cracked, darker
|
||||
rock faces with a few loose stones at the foot, findable by exploring
|
||||
(and Old Tam's tips). The rim stays a wall everywhere else.
|
||||
- **How:** hit a seam with a good enough pick, many times. Each stretch dug
|
||||
needs **timber props** (wood) or it falls back in, and it's dark in there:
|
||||
candles, torch stands or a lantern. The tunnel is a short, built-for-it
|
||||
cave (a few bends, maybe a side chamber with ore or a hazard), so it
|
||||
stays hand-made rather than a hole through the terrain mesh, which the
|
||||
heightmap can't do.
|
||||
- **Through:** the far end opens onto the next worldlet. Walking out loads
|
||||
it (a short fade, "The Cove"), with your bag, cloak and stats as they are.
|
||||
|
||||
### Why go back
|
||||
- **Each worldlet has things the others lack.** Clay and salt only in the
|
||||
Valley and Cove; little wood in the Highlands; no bears outside the
|
||||
Valley (so bear fat for candles and pemmican is a supply run); a fish or
|
||||
herb only one place has. Food that keeps (pemmican, salted and smoked
|
||||
meat, clay jars) becomes what you carry between them.
|
||||
- **Your bases stay** where you built them: each worldlet keeps its own
|
||||
save file, so your Valley hut, chests and jars are waiting.
|
||||
- **Time:** a worldlet you're not in stands still (as a server does with
|
||||
nobody on), so a base you left doesn't starve or get raided.
|
||||
|
||||
### Building it (phases)
|
||||
| Phase | Delivers | Done when |
|
||||
|---|---|---|
|
||||
| **W0-W2** | the worldlet groundwork above (terrain pipeline, worldlet in the save, several water bodies) | as §8 |
|
||||
| **J1** | seams in the rim, digging with props and light, a tunnel scene, travel between two worldlets in single-player, per-worldlet save files | dig through from the Valley, walk to the Cove, walk back to your hut |
|
||||
| **W3** | the Cove (§5) as the second worldlet | its suites pass, and its tunnel back works |
|
||||
| **J2** | gates and supply needs: tool tiers per tunnel, resources only some worldlets have | a test bot can't open the second tunnel without the Cove's pick |
|
||||
| **J3** | multiplayer travel (see below) | two players in different worldlets on one server, or the rule we choose |
|
||||
| **J4** | Highlands, Marsh, the Ember and its ending | the journey can be finished |
|
||||
|
||||
### Multiplayer: the hard part
|
||||
A server today runs one island. Options:
|
||||
- **Everyone together:** travel needs every player at the tunnel (like the
|
||||
sleep rule). Simplest; one worldlet runs at a time.
|
||||
- **Spread out:** the server runs each worldlet that has someone in it.
|
||||
The most freedom, and the most work and CPU.
|
||||
- **Party leader:** whoever goes through brings the others with a vote.
|
||||
|
||||
### Questions for you
|
||||
1. **The ending:** a real ending at the Ember (light the beacon, a last
|
||||
boss, the credits) or open-ended (the journey is the goal, keep living)?
|
||||
2. **The crossings:** do the four above fit (tunnel, sail, climb, burrow),
|
||||
and in that order? Should a worldlet have more than one way out (a hard
|
||||
one and a long one)? And for the tunnel: only at marked seams, or
|
||||
anywhere in the rim (more freedom, harder to make good tunnels)?
|
||||
3. **Multiplayer:** everyone together, spread out, or a party vote?
|
||||
4. **How much harder** each worldlet: stronger animals and weather only, or
|
||||
new rules too (thirst in the Ember, sickness in the Marsh)?
|
||||
5. **Order:** Cove second (sea fishing, gentle) as planned, or straight
|
||||
into the Highlands for a harder step?
|
||||
|
||||
Reference in New Issue
Block a user