50 Commits

Author SHA1 Message Date
Paul Bailey
a33fbd5d88 Version 0.2.0 v0.2.0 2026-11-05 21:04:08 +00:00
Paul Bailey
caa611fac6 Audio: mood music, ambience, sound effects and creature voices (Kenney CC0 + synthesised); protocol 13 2026-11-05 21:03:54 +00:00
Paul Bailey
2a9d47630e Trailer: encode standard-range yuv420p so Safari and QuickTime play it 2026-11-05 19:37:24 +00:00
Paul Bailey
1d0008d34b Trailer tool (Movie Maker + ffmpeg) and a static download page built per release 2026-11-05 19:31:33 +00:00
Paul Bailey
608c66ea54 Update feed: the repo is now Admin/Emberwild 2026-11-05 19:15:05 +00:00
Paul Bailey
6ab72f2c05 Update check: version feed from the git server's releases, title-screen banner, clearer version refusals v0.1.0 2026-11-05 16:56:11 +00:00
Paul Bailey
a8eaf0d12e Packaged builds: macOS (universal, ad-hoc signed) and Windows, tools/export.sh 2026-11-05 16:40:47 +00:00
Paul Bailey
bd7d10a829 T4: Old Tam's tips in normal worlds, with a setting 2026-11-05 16:22:38 +00:00
Paul Bailey
73d27f1dcb Tutorial design: T3 on hold until worldlets 2026-11-05 15:08:58 +00:00
Paul Bailey
dbcc6f6e59 Tutorial: Old Tam's hut outline beside the fire, pieces snap into it 2026-11-05 15:01:59 +00:00
Paul Bailey
f93ebe1bea T2 tutorial: all five chapters with Old Tam, scripted dusk and demo wolf, rabbits for the hunt, title-screen Tutorial entry, pause-menu skip/leave, goodbye card; full bot playthrough test 2026-11-05 14:43:00 +00:00
Paul Bailey
5b5dd3d609 T1 tutorial: Actions events, the Guide autoload, chapter 1 with Old Tam the hermit, guide panel and marker, saved progress; roadmap: auto-update plan 2026-11-05 14:14:32 +00:00
Paul Bailey
e03411ffdb P5 the Old Stag: standing stones and altar, three-phase boss with charges, stun window, spirit wolves and stomps; antler pickaxe and trophy; group scaling and credit for every fighter; online 3-player test (protocol 12) 2026-11-05 13:39:06 +00:00
Paul Bailey
3389ec9a21 P4 hazards: food spoilage with rot speed setting, smoking rack and salt, food poisoning, harsher blizzards, hard winters with lake ice, lightning on trees, snow on roofs (protocol 11) 2026-11-05 11:49:13 +00:00
Paul Bailey
657c3140fe Plan: P4/P5 decisions (lightning hits trees only, server-set rot speed, Old Stag in, antler pickaxe stats) 2026-11-05 09:29:55 +00:00
Paul Bailey
9528f91e47 P3 thieves and barrow: crows and foxes steal food left out; the barrow with its guards, coffin loot and key pieces; blunt club vs bone (protocol 10) 2026-11-05 09:23:31 +00:00
Paul Bailey
96aac29606 P3 bear: one bear per island raids unattended food, palisades and closed huts keep it out, warns then charges, hide/fat/meat, fur rug (Cozy), death saved (protocol 8) 2026-11-05 07:51:07 +00:00
Paul Bailey
fc58c8d0e1 P3 alpha: wolf moon every 7th night, the alpha breaks wooden doors, iron-banded door, broken-door repair, alpha pelt and cloak (protocol 7) 2026-11-05 01:40:52 +00:00
Paul Bailey
411bfef34a P2 stone: stonecutter, cut stone, stone floors/walls/pillars/stairs/windows/doorway, hearth; wooden stairs, windows, posts, palisade and gate; stone support rules 2026-11-05 01:14:07 +00:00
Paul Bailey
24c280d885 P1 iron: nuggets, ore, clay, kiln, smelter, forge, iron tools and arrows, lantern, tool wear and repair 2026-11-05 00:31:07 +00:00
Paul Bailey
ab1f417c32 M2.7: Host Game, backups, launchd/systemd samples, hosting and Tailscale guide 2026-11-04 23:19:00 +00:00
Paul Bailey
2ab79b68c6 M2.6: server rules (PvP, raiding, locks and friends, death penalty, difficulty, wolf grace), chat, admin commands, server console 2026-11-04 22:54:40 +00:00
Paul Bailey
47fc116839 Crafting tabs (tools, weapons, cooking, building...); panel fits at 1280x720; steadier smoothness test 2026-11-04 22:01:54 +00:00
Paul Bailey
a211fe4c63 M2.5: wildlife, wolves, hunting, fishing and sleeping on the server 2026-11-04 21:25:10 +00:00
Paul Bailey
26be17b05f Progression plan: iron, stone building, new adversaries (docs/PROGRESSION_DESIGN.md) 2026-11-04 20:50:42 +00:00
Paul Bailey
35a656e996 M2.4: the server decides online (characters, inventory, stats, death, owned graves, per-player saves); death screen with Respawn after 3 s 2026-11-04 19:18:31 +00:00
Paul Bailey
8e8f10eb96 Tutorial world plan (docs/TUTORIAL_DESIGN.md), roadmap updated 2026-11-04 18:17:26 +00:00
Paul Bailey
c87b241b29 play.sh to start the game; Godot checks shared with run_server.sh 2026-11-04 18:12:56 +00:00
Paul Bailey
80786ab796 Wild flax: fibre plants in meadows and by the lake (2 fibre each) 2026-11-04 18:12:56 +00:00
Paul Bailey
0c18b6d49e M2.3: the shared world (trees, pickups, pieces, chests, fires, doors, graves, clock on the server) 2026-11-04 18:12:49 +00:00
Paul Bailey
74cbf96458 Wolf den search steps into the valley when the rim is steep everywhere 2026-11-04 16:02:40 +00:00
Paul Bailey
d489bb57ed Rename the game to Emberwild (data copied from the old folder) 2026-11-04 15:45:10 +00:00
Paul Bailey
ae2592822e Server launcher and start-up checks for other machines
- server/run_server.sh: checks Godot is 4.7+, imports a fresh copy once
  (the class cache in .godot/ isn't in git), then starts the server
- The dedicated server refuses to start, with a clear reason, on Godot
  older than 4.7 or when the game's scripts failed to load, instead of
  claiming to listen
- tests/run_all.sh imports a fresh copy first
- Setup doc: 4.7+ (not 4.3+), importing a fresh copy, running a server
2026-11-04 15:34:28 +00:00
Paul Bailey
d0f473e57b M2.2: player bodies, name tags, shared island and checked movement
- 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)
2026-11-04 15:08:14 +00:00
Paul Bailey
f62f71658f M2.1: dedicated server, joining, identity handshake, names, lobby
- 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
2026-11-04 13:40:27 +00:00
Paul Bailey
89683e78fd M2 multiplayer plan: hosting, identity and names, server rules, phases
Decisions: UDP 24242, limited appearance in v1, global chat only, pause
when empty, first player to join becomes admin (for now).
2026-11-04 13:08:14 +00:00
Paul Bailey
4630ea5d44 Fish per water type in data/fish.json; worldlets design
- data/fish.json: fish, weights, dawn/dusk odds, bite timing and minimum
  depth per water type; ItemDB.define_water() registers them
- world.water_at(x, z) answers lake / sea / dry land; the float uses it,
  so a worldlet with a sea only needs a "sea" entry
- Clear messages for shallow water and water with nothing to catch
- Lake fish: more of them, bigger, nearer the shore, jumping with splash rings
- docs/WORLDLETS_DESIGN.md: proposal for data-defined world types
2026-11-04 11:41:04 +00:00
Paul Bailey
f174221268 Wolves with a den, fishing, and a mixed diet
Wolves
- Den: a boulder cave at the foot of the rim, sited from the seed (away
  from the sea and spawn, mouth toward the valley, clearing in front)
- Grace period: no wolves days 1-2; they move in on day 3 and howl; hunting
  from night 4; pack of 2, 3 from day 6, 4 from day 9; replaced by day
- Wary pack hunters: circle and dart in one at a time; a lit campfire is a
  safe zone, a torch makes them hesitate, walls block bites (line of
  sight); hit one and the pack turns; hurt wolves flee; a lone wolf is
  timid; by day they defend the den; home at dawn
- Glowing eyes, synthesised howls, can't sleep with wolves prowling
- Wolf pelt and Wolf Cloak (+25 warmth)
- Animals take a committed detour around obstacles

Fishing
- Fishing rod (workbench); cast a float onto the lake, 1.5 s to land a bite
- Perch and rarer trout; faster bites at dawn/dusk and in rain; grill them
- Visible fish near the shore that jump with splash rings

Mixed diet
- Foods belong to meat, fish or greens; each level runs down over ~1.5 days
- One group low: no healing; two low: Malnourished (health drains);
  all three good: Balanced diet (heal x1.5); HUD diet bars; saved

Tests: test_wolves and test_fishing_diet; run_all.sh covers 9 suites
2026-11-04 11:32:16 +00:00
Paul Bailey
67bf85523d M1d: creatures, hunting, weapons, food buffs and the hide cloak
- Rabbits, deer and boars with procedural meshes and animated legs, a
  state machine (idle/wander/flee/charge/dead) and heightmap steering that
  avoids water, cliffs, the world edge, trees and buildings
- Spawner keeps a habitat-based budget around the player (6/4/3)
- Melee needs a weapon or tool (club, spear, axe, pickaxe); box sweep hits
- Wooden spear (thrust or throw) and crude bow with draw-scaled arrows;
  projectiles stick in the world as saved pickups
- Carcasses: E to butcher for meat, hide and embedded arrows
- Boars charge and gore when hit; hurt flash and a brief healing pause
- Cooked meat gives Well fed (faster stamina and healing); buffs saved
- Hide cloak: wear for warmth, saved, goes in the grave on death
- Feathers as meadow pickups (appended, existing save ids unchanged)
- New test_creatures_combat suite; run_all.sh gets a per-suite time limit
2026-11-04 10:55:44 +00:00
Paul Bailey
fed96ef118 M1c: weather, snap building, shelter, beds and regrowth
- 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
2026-11-04 10:16:41 +00:00
Paul Bailey
fc7eb3cfed 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
2026-11-04 01:19:41 +00:00
Paul Bailey
2b1afc86ba Tool prompts explain how to craft the missing tool
'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.
2026-11-04 00:37:04 +00:00
Paul Bailey
4640f5e577 M1a: survival core, pause menu, title screen and save/load
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.
2026-11-04 00:34:46 +00:00
Paul Bailey
12f7fd677d M0.5: detailed scenery, mountain/sea-cliff boundary, Godot 4.7
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.
2026-11-03 23:49:39 +00:00
dev
1ebfce08e4 Add cross-machine setup guide 2026-11-03 22:43:11 +00:00
dev
ac6f69ff96 Fix washed-out look (inverted terrain normals via winding), tune lighting/fog, add tree+rock collision 2026-11-03 22:41:00 +00:00
dev
edcac03c23 Fix fall-through: use HeightMapShape3D (concave trimesh was one-sided, player fell through from above) 2026-11-03 22:33:16 +00:00
dev
5c58fad07b Fix fall-through (spawn on terrain after collision built) and B&W (assign sky env) 2026-11-03 22:28:19 +00:00
dev
bfe90a1b11 Fix terrain: add planar UVs, drop generate_tangents (no normal map needed) 2026-11-03 22:26:01 +00:00
dev
180b776392 M0 scaffold: Godot 4 survival game skeleton + architecture/addon-SDK docs 2026-11-03 22:23:20 +00:00