- Joining loads the server's island (seed, spawn, clock); the server
generates the same terrain from its seed and keeps a world clock that
pauses when empty
- Other players are procedural low-poly characters in their chosen colours
with name tags (hidden by walls, fading with distance), walk/run/swim
animation and held items
- Movement: local and instant, sent at 20 Hz stamped with the sender's
clock; the server refuses impossible moves (speed, rising, leaving the
island, underground) and sends the player back; flagged respawns allowed
- Avatars drawn 100 ms behind and interpolated, with brief extrapolation
- Online: no pausing, player list in the Esc menu, Disconnect back to the
title (with the reason); animals off and world changes local-only until
M2.3-M2.5, shown on the HUD
- test_net_world: real server + walking and cheating bots at 100 ms +/-
30 ms simulated latency (27 checks)
- Net autoload: headless dedicated server (--server) on UDP 24242 via ENet,
server.json preferences (flags override per run, never saved), reserved
names in names.json
- Identity: RSA-2048 key per install (Godot has no Ed25519), player id =
key hash, challenge/response so ids can't be faked; profile with name
and limited appearance (tunic, hair, beard)
- Server refuses bans, allowlist misses, duplicate logins, bad or taken
names, wrong passwords, old protocol versions and a full server, each
with a clear reason; first player on a new server becomes admin
- Title screen: Profile, Join Game, and a lobby with server info, rules
and who's online
- test_net_lobby: real headless server + bot processes over UDP (38
checks); --exit-with so test servers never outlive the test
Design: docs/SURVIVAL_DESIGN.md (core loop, systems, architecture, phases).
Survival core (M1a):
- Items/recipes as data (data/*.json) in the addon SDK's define_item /
define_recipe shape; procedural item meshes and offscreen-rendered icons
- Inventory class (40 slots, hotbar = row 1) shared by player and chests;
click / right-click split / shift-click quick-move
- Actions autoload: the intent layer (craft, pickup, harvest_hit, place,
transfer) that validates every change; becomes the RPC surface in M2
- Gathering: ground pickups (sticks, stones, flint); trees chopped with an
axe fall and leave stumps; boulders mined with a pickaxe shrink per hit
- Crafting screen with station checks (workbench); placement mode with
green/red ghost, rotation and overlap/slope validation
- Pieces: campfire (light, flames, embers), workbench, chest (16 slots)
- HUD: hotbar, held tool view model with swing, prompts, toasts
Menus and saving:
- ESC pause menu: resume, controls, fullscreen, mouse sensitivity, quit
- Title screen over a flyover of the island: Continue / New World (name +
seed) / Load World (with delete) / Quit
- Saves autoload: one folder per world under user://worlds, atomic writes
with a .bak; stores only player changes (player, pieces, chest contents,
harvested resources, taken pickups) and regenerates the rest from the seed
- Autosave every 2 min, Save & Quit to title/desktop, save on window close
Fixes: UI screens now fill the viewport (were pinned top-left); title
backdrop no longer captures the mouse.
Tests: test_survival_core (31 checks), test_save_load (round trip + slots),
test_terrain_edges now checks 8 seeds for deep pits / unbanked water.