Compare commits
3 Commits
40f5e25c41
...
f4df2bc99d
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
f4df2bc99d | ||
|
|
5584f74a8b | ||
|
|
77517be778 |
@@ -253,7 +253,49 @@ A server today runs one island. Options:
|
||||
The most freedom, and the most work and CPU.
|
||||
- **Party leader:** whoever goes through brings the others with a vote.
|
||||
|
||||
### Questions for you
|
||||
### Decisions (Paul, Nov 2026)
|
||||
- **Extendable, not finished:** the Ember has a last boss, and after it you
|
||||
keep playing. The chain is built so more worldlets (and crossings) can be
|
||||
added after the Ember later: each worldlet names the next, nothing assumes
|
||||
the Ember is the end.
|
||||
- **The crossings:** tunnel, sail, climb, burrow, in that order.
|
||||
- **Harder by biome, not just by numbers:** each worldlet has its own,
|
||||
stronger animals and its own hazards. The Marsh, for one: mosquitoes whose
|
||||
bites can make you sick, and bog, mist and the like. Others in the same
|
||||
spirit per biome (to design with each worldlet).
|
||||
- **Multiplayer: spread out.** Each player goes where they like; the server
|
||||
runs every worldlet someone is in, and the rest stand still. Built in J3,
|
||||
after single-player travel works. What that means for the code:
|
||||
- one server process holds several worldlet scenes, each with its own
|
||||
clock, weather, creatures and save file;
|
||||
- every player belongs to one worldlet at a time, and the server only
|
||||
sends them that worldlet's world, creatures, sounds and chat-free events
|
||||
(chat and the player list stay server-wide);
|
||||
- a crossing moves a player from one worldlet to another (save their
|
||||
place, load or wake the other worldlet, send them its world);
|
||||
- sleep: "everyone in bed" counts the players in that worldlet only;
|
||||
- the Old Stag and other bosses scale with the players in their worldlet.
|
||||
- **Boats: one each, no passengers.** A boat belongs to whoever built it
|
||||
(like a bed): only the owner, and their friends under the server's locks
|
||||
rule, can sail it, and nobody else can dismantle it. It stays moored where
|
||||
it was last left (the Cove end or the Highlands end), so nobody is
|
||||
stranded by someone else taking the only boat. Lose or wreck it and you
|
||||
build another, which is harder where wood is scarce (the Highlands), so
|
||||
plan the trip back. Each player has to earn their own crossing by boat.
|
||||
- **The other crossings are shared:** a dug tunnel, a fixed climbing rope
|
||||
and a dug burrow are changes to the world, there for everyone once one
|
||||
player has made them (like a door or a bridge).
|
||||
|
||||
### Server cost, measured (0.3.1)
|
||||
One worldlet, a dedicated server on the M5 Pro, never pausing: about
|
||||
**12% of one CPU core and 270 MB of memory**, with nobody on. Players add
|
||||
creatures, weather and pickups around them. So with *spread out*, the worst
|
||||
case of 8 players in all 5 worldlets is about five of today's servers in
|
||||
one process: roughly 1.4 GB and a little over half a core before players,
|
||||
and worldlets with nobody in them stand still and cost next to nothing.
|
||||
Comfortable on the home Mac; a small cloud server (2 GB) would be tight.
|
||||
|
||||
### (Answered) questions
|
||||
1. **The ending:** a real ending at the Ember (light the beacon, a last
|
||||
boss, the credits) or open-ended (the journey is the goal, keep living)?
|
||||
2. **The crossings:** do the four above fit (tunnel, sail, climb, burrow),
|
||||
|
||||
Reference in New Issue
Block a user