- Seeded weather (clear/cloudy/rain/storm, snow and blizzards on cold days
and above the snowline), lightning, synthesised rain/wind/thunder sound
- Rain/snow particles stopped by roofs; wet ground, settled snow and wind
via global shader uniforms
- Snap-together wood floor, wall, door, roof and gable with structural
support, collapse and X to dismantle
- Shelter detection: dry under a roof, warmer and Rested inside with a fire;
rain burns an uncovered campfire faster
- Bed sets the spawn point and lets you sleep through the night
- Trees, boulders and ground pickups regrow; timers saved
- Grass cleared under floors; shorter HUD hint
- New test_weather_building suite (62 checks) and tests/run_all.sh, which
also fails on script errors
- 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
'Tree (needs a axe)' gave new players no way forward. The prompt now
shows the recipe (Tab to craft from 2 stick, 2 flint), or tells you to
select the tool if it's already in your bag.
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.
Scenery (all procedural, seeded, no imported assets):
- Terrain shader: grass/dry grass/dirt/sand/rock strata/snow + detail normals
- 5 tree types, faceted mossy rocks, cliff outcrops, sea stacks, bushes,
logs and stumps, batched as MultiMesh per 48 m cell
- Wind-animated grass and flowers streamed in tiles around the player
- Lake (depth-shaded water with shore foam), ocean to the horizon,
cloud sky shader, volumetric fog, glow, softer shadows
- Swimming: float at the surface, swim-jump to climb out
World bounds:
- Steep mountain rim with an invisible wall partway up; one side opens to
a sheer sea cliff with the wall 1 m inside the edge; whole chunk is an
island so the mesh edge is never visible
- Respawn safety net if the player leaves the walkable area or the map
- Fix: the cliff edge now tracks the wall in the headlands (it used to
drop away inside the wall, leaving a pit with lake water hanging over it)
Tests: tests/test_boundary.gd (24-direction escape attempt) and
tests/test_terrain_edges.gd (no ground below waterline near the wall).
Upgrades the project to Godot 4.7 (project.godot rewritten by the 4.7
importer, .uid files added) and documents it in the setup guide.