- 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
- 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
- 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
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
- 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
- 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.