# Worldlets design Status: **proposal**. Nothing here is built yet, apart from the first piece of groundwork (`world.water_at()` and `data/fish.json`, see §6). ## 1. What a worldlet is A **worldlet** is a small, complete world type: a ~320 m playable area with its own shape, water, climate, wildlife and features, generated from a seed like today's island. The current map becomes the first worldlet, **"Valley"**: a mountain ring, a lake and a sea cliff. Others can differ in kind, not just in seed: | Worldlet | Shape | Water | Twist | |---|---|---|---| | **Valley** (today) | mountain ring + sea cliff | lake | wolves' den in the rim | | **Cove** | low hills down to a sandy bay | sea + harbour, a stream | sea fishing, a pier, tides later | | **Highlands** | plateau, cliffs, a tarn | small cold lake | snow most days, harsher nights | | **Marsh** | flat, reedy, pools | many shallow pools | fog, insects, bog iron later | A worldlet is **data plus a few generator building blocks**, not a new scene with its own code. That keeps the game's systems shared (building, survival, creatures, saving) and makes worldlets addable by addons later (§7). ## 2. The big decision: one worldlet per save, or linked worldlets? **A. One worldlet per save.** New World asks for a name, a seed and a worldlet type. Simple, and it fits everything already built. **B. Linked worldlets in one save.** Several worldlets form one world, and you travel between them (a mountain pass, a cave tunnel, a boat). Each keeps its own state. More exciting, but much more work, especially in M2: a server would have to simulate several places at once, or keep all players together. **Recommendation: build A first, with a save layout that allows B later.** Each worldlet's state goes in its own file from day one (`worlds//worldlets/.json`), and the player's own state moves to `worlds//player.json`. Then B is "add travel and a second file", not "migrate every save". ## 3. Definition format `data/worldlets/.json`. Every number that's an `@export` on `terrain.gd` today moves here, plus the lists that are hard-coded: ```json { "id": "cove", "name": "Cove", "description": "Low hills running down to a sheltered bay.", "size": 320, "terrain": { "base": {"height_scale": 7.0, "octaves": 4}, "boundary": [ {"type": "mountains", "from_deg": 60, "to_deg": 300, "height": 50}, {"type": "beach", "from_deg": 300, "to_deg": 60, "slope": 0.08} ], "features": [ {"type": "cove", "angle_deg": 0, "width": 60}, {"type": "stream", "from": "mountains", "to": "cove"} ] }, "water": {"sea_level": -1.5, "lakes": []}, "climate": {"cold_day_chance": 0.1, "snowline": 45, "day_length": 1200}, "wildlife": { "budget": {"rabbit": 5, "deer": 3, "boar": 2}, "wolves": {"den": "rim", "den_day": 3, "hunt_day": 5} }, "places": [{"type": "pier", "at": "cove"}], "spawn": {"near": "cove", "facing": "sea"} } ``` Generator **building blocks** (GDScript, shared by all worldlets): base hills, mountain rim, sea cliff, beach slope, cove/bay, lake basin, stream bed, plateau. A worldlet only picks and parameterises them, so it can't do anything a block can't. ## 4. What changes in the code Most game code already asks the terrain generic questions: `sample_height`, `sample_normal`, `inside_boundary` and `find_spawn`. The work is in the places that know about *this* island's single lake and cliff. Today: | Assumption | Used in | Becomes | |---|---|---| | one lake at `water_level` | player (swimming), creature, spawner, den, build_system, props, lake_fish, world | `world.water_at(x, z)` (done for fishing) | | `lake_center` / `lake_radius` | lake_fish, world (views) | the water bodies list | | `sea_angle_deg`, `coast_point` | props (sea stacks, cliff-top strip), world (views) | the boundary segment list | | `snow_height` | props, spawner, weather | `climate.snowline` | | `play_radius` | props, den | boundary queries | The steps: 1. **Terrain pipeline.** `terrain.gd` becomes a runner that stacks the chosen building blocks into the height grid. The grid, collision, `sample_height` and the boundary wall stay exactly as they are. 2. **A `WorldInfo` API** on the world node, for everything outside terrain: `water_at`, `water_bodies()`, `boundary_at(angle)`, `features(type)`, `climate`. No system reads terrain exports directly any more. 3. **Water bodies.** Each lake, pond and the sea is a body with a surface, shape and type. The water mesh is built per body. Swimming, the "too deep" check, animal steering and fishing all go through `water_at`. 4. **Props and places by feature.** Scenery reads densities from the definition. The den, the sea stacks and (in Cove) the pier are "places" positioned by features, not hard-coded angles. 5. **Saves.** `meta.json` gains `"worldlet": "valley"`. Older saves default to Valley, so nothing breaks. 6. **New World screen.** Pick a worldlet type (with a short description and a preview render), then name and seed as now. ## 5. The Cove and sea fishing - **Beach boundary.** Sand slopes gently into shallow water. You can wade and swim out until the water is deep, and then a current carries you back (the beach equivalent of the invisible wall, with a toast). - **Harbour.** A sheltered bay with a generated wooden pier. The pier is built from the building pieces, so it's "placed by the world" and can't be dismantled. - **Sea fish** in `data/fish.json` under `"sea"`: mackerel (common), cod (bigger, deeper water), and maybe crab pots later. Casting from the pier reaches deep water. The fishing code needs no changes: it already asks `water_at` what it landed in and looks up that water's fish. - Later: tides (sea level shifting slowly), a raft or rowing boat, and driftwood on the beach. ## 6. Done already (groundwork) - `world.water_at(x, z)` returns `{type, surface, depth}` for the lake and the sea, and fishing uses it instead of `terrain.water_level`. - `data/fish.json` holds the fish per water type, bite timings and dawn/dusk weights. `ItemDB.define_water()` registers a water's fish, so an addon or a worldlet can add "sea" without code. ## 7. How it fits the roadmap - **Before M2 (recommended):** steps 1-6 for Valley alone, with no visible change, then the Cove. Doing the refactor before multiplayer means M2 replicates "worldlet id + seed + edits", not one hard-coded island. - **M2:** the server loads one worldlet per save (option A). Clients regenerate it from id + seed, which is the same determinism we rely on now. - **M3 (addons):** `define_worldlet()` takes the same JSON. Addons can only combine building blocks, so a worldlet addon can't run arbitrary code in the generator. - **Option B (linked worldlets)** fits after M2, once we know how the server handles players in different places. ## 8. Phasing and tests | Phase | Delivers | Done when | |---|---|---| | **W0** | terrain pipeline + WorldInfo API; Valley defined in JSON | seed 1337 generates the **same height grid** as today (a hash test), and all 9 suites still pass | | **W1** | worldlet picked on New World and saved in meta; old saves = Valley | load an old save and a new Valley save; both play | | **W2** | water bodies (several per world), beach boundary block, swim-back current | a test worldlet with two ponds and a beach passes the boundary and terrain-edge tests | | **W3** | **Cove** worldlet: bay, stream, pier place, sea fish | you catch a mackerel off the pier | | **W4** | (optional) Highlands / Marsh | each passes the shared suites | | **W5** | (after M2, optional) linked worldlets and travel | walk through a pass from Valley into Cove and back | Every existing suite runs per worldlet (boundary, terrain edges, survival, building, wildlife, fishing), so a new worldlet can't ship with a hole in its edge or animals that spawn in the sea. ## 9. Questions for you 1. **A or B?** One worldlet per save to start, or do you want travel between them early? (Recommendation: A, with the save layout ready for B.) 2. **Worldlet size:** keep ~320 m, or let some be bigger? 3. **Difficulty per worldlet:** should harsher worldlets (Highlands) bring wolves sooner, or keep the same grace period everywhere? 4. **Which second worldlet first:** Cove (sea fishing, the beach you mentioned) is my suggestion.