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@@ -253,7 +253,49 @@ A server today runs one island. Options:
The most freedom, and the most work and CPU. The most freedom, and the most work and CPU.
- **Party leader:** whoever goes through brings the others with a vote. - **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 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)? 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), 2. **The crossings:** do the four above fit (tunnel, sail, climb, burrow),