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v0.3.1
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f4df2bc99d
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@@ -253,7 +253,49 @@ A server today runs one island. Options:
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The most freedom, and the most work and CPU.
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The most freedom, and the most work and CPU.
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- **Party leader:** whoever goes through brings the others with a vote.
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- **Party leader:** whoever goes through brings the others with a vote.
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### Questions for you
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### Decisions (Paul, Nov 2026)
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- **Extendable, not finished:** the Ember has a last boss, and after it you
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keep playing. The chain is built so more worldlets (and crossings) can be
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added after the Ember later: each worldlet names the next, nothing assumes
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the Ember is the end.
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- **The crossings:** tunnel, sail, climb, burrow, in that order.
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- **Harder by biome, not just by numbers:** each worldlet has its own,
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stronger animals and its own hazards. The Marsh, for one: mosquitoes whose
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bites can make you sick, and bog, mist and the like. Others in the same
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spirit per biome (to design with each worldlet).
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- **Multiplayer: spread out.** Each player goes where they like; the server
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runs every worldlet someone is in, and the rest stand still. Built in J3,
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after single-player travel works. What that means for the code:
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- one server process holds several worldlet scenes, each with its own
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clock, weather, creatures and save file;
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- every player belongs to one worldlet at a time, and the server only
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sends them that worldlet's world, creatures, sounds and chat-free events
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(chat and the player list stay server-wide);
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- a crossing moves a player from one worldlet to another (save their
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place, load or wake the other worldlet, send them its world);
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- sleep: "everyone in bed" counts the players in that worldlet only;
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- the Old Stag and other bosses scale with the players in their worldlet.
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- **Boats: one each, no passengers.** A boat belongs to whoever built it
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(like a bed): only the owner, and their friends under the server's locks
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rule, can sail it, and nobody else can dismantle it. It stays moored where
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it was last left (the Cove end or the Highlands end), so nobody is
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stranded by someone else taking the only boat. Lose or wreck it and you
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build another, which is harder where wood is scarce (the Highlands), so
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plan the trip back. Each player has to earn their own crossing by boat.
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- **The other crossings are shared:** a dug tunnel, a fixed climbing rope
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and a dug burrow are changes to the world, there for everyone once one
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player has made them (like a door or a bridge).
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### Server cost, measured (0.3.1)
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One worldlet, a dedicated server on the M5 Pro, never pausing: about
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**12% of one CPU core and 270 MB of memory**, with nobody on. Players add
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creatures, weather and pickups around them. So with *spread out*, the worst
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case of 8 players in all 5 worldlets is about five of today's servers in
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one process: roughly 1.4 GB and a little over half a core before players,
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and worldlets with nobody in them stand still and cost next to nothing.
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Comfortable on the home Mac; a small cloud server (2 GB) would be tight.
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### (Answered) questions
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1. **The ending:** a real ending at the Ember (light the beacon, a last
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1. **The ending:** a real ending at the Ember (light the beacon, a last
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boss, the credits) or open-ended (the journey is the goal, keep living)?
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boss, the credits) or open-ended (the journey is the goal, keep living)?
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2. **The crossings:** do the four above fit (tunnel, sail, climb, burrow),
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2. **The crossings:** do the four above fit (tunnel, sail, climb, burrow),
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