M1b: survival stats, day/night, fire fuel, cooking, foraging, torches, death + grave
- Health, stamina, hunger, warmth and wet with HUD bars, status tags and clock - 20-minute day/night cycle with moon, stars and lit clouds - Campfire fuel (2 min start, 15 min max), heat radius, cooking needs a lit fire - Berry bushes (regrow 10 min), mushrooms, roasted mushroom, torch - Stamina costs for sprint, jump and harvest hits - Death respawns at island start and leaves a grave bag - Saves include stats, time of day, fire fuel, regrowth timers and graves - New test_survival_stats suite; tests fail if a script error aborts them
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@@ -23,10 +23,13 @@ actually run and see. Timelines assume solo dev + heavy AI assistance, steady
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## M1 — Survival loop (single-player) · ~3–5 weeks
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**Goal:** the core game verbs.
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- [ ] Resource nodes: chop tree → wood, mine rock → stone
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- [ ] Inventory + simple hotbar UI
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- [ ] Crafting (recipe: wood → tools / building pieces)
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- [ ] Health / stamina, day-night cycle
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Detailed plan in `docs/SURVIVAL_DESIGN.md` (phases M1a–M1d).
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- [x] Resource nodes: chop tree → wood, mine rock → stone *(M1a)*
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- [x] Inventory + simple hotbar UI, chests *(M1a)*
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- [x] Crafting (recipe: wood → tools / building pieces) *(M1a)*
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- [x] Pause menu, title screen, world slots, save/load, autosave *(M1a)*
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- [x] Health / stamina / hunger / warmth, day-night cycle, fire fuel, cooking, foraging, torches, death + grave *(M1b)*
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- [ ] Weather (rain, storm, snow), wet/shelter *(M1c)*
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- [ ] Snap-together building: place a wall/floor, resource cost, basic support rule
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- **Done when:** gather → craft → build a tiny shelter, single-player.
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