# Continuing on another machine This project is a self-contained git repo. Everything needed to build and run is in it except **Godot itself** (which you install once per machine). No assets to download — the M0 world is generated in code. ## 1. Install Godot 4.3+ - **macOS / Windows / Linux:** download the *standard* build (NOT the .NET/C# build — this project is pure GDScript) from https://godotengine.org/download - Any 4.3.x or newer 4.x works. The project was built on `4.3.stable`. ## 2. Get the project onto the machine You have the folder (from the zip, or a git remote). Then: ```bash # If you brought the .zip: unzip valheimlike.zip cd valheimlike # If you use a git remote instead (recommended for ongoing work): git clone valheimlike cd valheimlike ``` ## 3. Open / run it ```bash # Open in the editor (first open rebuilds the local .godot cache — this is normal): godot --path . # or: open Godot, "Import", pick this folder's project.godot # Run the game directly: godot --path . ``` On macOS the binary inside the app is: `/Applications/Godot.app/Contents/MacOS/Godot --path .` ## Controls WASD move · Mouse look · Shift sprint · Space jump · ESC frees the cursor. ## Notes - The `.godot/` cache folder is machine-local and git-ignored — it regenerates on first open. Don't copy it between machines. - If scripts look like they "didn't load", let the first editor open finish its import pass, then press play. - Where we are: **M0 complete** (walkable lit world). Next is **M1** (gather → craft → build). See `docs/ROADMAP.md`. ## Recommended: push to a git remote for cross-machine work A zip is a one-time snapshot. For going back and forth between machines, create a private remote once and push: ```bash # GitHub (private): gh repo create valheimlike --private --source=. --push # or any remote: git remote add origin git push -u origin main # (branch may be 'master' — check `git branch`) ``` Then on each machine it's just `git clone` / `git pull` / `git push`.