295 lines
16 KiB
Markdown
295 lines
16 KiB
Markdown
# Worldlets design
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Status: **proposal**. Nothing here is built yet, apart from the first piece
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of groundwork (`world.water_at()` and `data/fish.json`, see §6).
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## 1. What a worldlet is
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A **worldlet** is a small, complete world type: a ~320 m playable area with
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its own shape, water, climate, wildlife and features, generated from a seed
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like today's island. The current map becomes the first worldlet, **"Valley"**:
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a mountain ring, a lake and a sea cliff. Others can differ in kind, not just
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in seed:
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| Worldlet | Shape | Water | Twist |
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|---|---|---|---|
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| **Valley** (today) | mountain ring + sea cliff | lake | wolves' den in the rim |
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| **Cove** | low hills down to a sandy bay | sea + harbour, a stream | sea fishing, a pier, tides later |
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| **Highlands** | plateau, cliffs, a tarn | small cold lake | snow most days, harsher nights |
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| **Marsh** | flat, reedy, pools | many shallow pools | fog, insects, bog iron later |
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| **Tutorial** | small (~160 m), calm, fixed seed | one pond | guided steps, a fenced rabbit meadow, named spots (docs/TUTORIAL_DESIGN.md) |
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A worldlet is **data plus a few generator building blocks**, not a new
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scene with its own code. That keeps the game's systems shared (building,
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survival, creatures, saving) and makes worldlets addable by addons later
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(§7).
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## 2. The big decision: one worldlet per save, or linked worldlets?
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**A. One worldlet per save.** New World asks for a name, a seed and a
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worldlet type. Simple, and it fits everything already built.
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**B. Linked worldlets in one save.** Several worldlets form one world, and
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you travel between them (a mountain pass, a cave tunnel, a boat). Each keeps
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its own state. More exciting, but much more work, especially in M2: a server
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would have to simulate several places at once, or keep all players together.
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**Recommendation: build A first, with a save layout that allows B later.**
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Each worldlet's state goes in its own file from day one
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(`worlds/<id>/worldlets/<worldlet>.json`), and the player's own state moves
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to `worlds/<id>/player.json`. Then B is "add travel and a second file",
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not "migrate every save".
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## 3. Definition format
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`data/worldlets/<id>.json`. Every number that's an `@export` on
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`terrain.gd` today moves here, plus the lists that are hard-coded:
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```json
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{
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"id": "cove",
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"name": "Cove",
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"description": "Low hills running down to a sheltered bay.",
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"size": 320,
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"terrain": {
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"base": {"height_scale": 7.0, "octaves": 4},
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"boundary": [
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{"type": "mountains", "from_deg": 60, "to_deg": 300, "height": 50},
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{"type": "beach", "from_deg": 300, "to_deg": 60, "slope": 0.08}
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],
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"features": [
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{"type": "cove", "angle_deg": 0, "width": 60},
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{"type": "stream", "from": "mountains", "to": "cove"}
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]
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},
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"water": {"sea_level": -1.5, "lakes": []},
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"climate": {"cold_day_chance": 0.1, "snowline": 45, "day_length": 1200},
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"wildlife": {
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"budget": {"rabbit": 5, "deer": 3, "boar": 2},
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"wolves": {"den": "rim", "den_day": 3, "hunt_day": 5}
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},
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"places": [{"type": "pier", "at": "cove"}],
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"spawn": {"near": "cove", "facing": "sea"}
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}
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```
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Generator **building blocks** (GDScript, shared by all worldlets): base
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hills, mountain rim, sea cliff, beach slope, cove/bay, lake basin, stream
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bed, plateau. A worldlet only picks and parameterises them, so it can't do
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anything a block can't.
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## 4. What changes in the code
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Most game code already asks the terrain generic questions:
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`sample_height`, `sample_normal`, `inside_boundary` and `find_spawn`. The
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work is in the places that know about *this* island's single lake and
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cliff. Today:
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| Assumption | Used in | Becomes |
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|---|---|---|
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| one lake at `water_level` | player (swimming), creature, spawner, den, build_system, props, lake_fish, world | `world.water_at(x, z)` (done for fishing) |
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| `lake_center` / `lake_radius` | lake_fish, world (views) | the water bodies list |
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| `sea_angle_deg`, `coast_point` | props (sea stacks, cliff-top strip), world (views) | the boundary segment list |
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| `snow_height` | props, spawner, weather | `climate.snowline` |
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| `play_radius` | props, den | boundary queries |
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The steps:
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1. **Terrain pipeline.** `terrain.gd` becomes a runner that stacks the
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chosen building blocks into the height grid. The grid, collision,
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`sample_height` and the boundary wall stay exactly as they are.
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2. **A `WorldInfo` API** on the world node, for everything outside terrain:
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`water_at`, `water_bodies()`, `boundary_at(angle)`, `features(type)`,
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`climate`. No system reads terrain exports directly any more.
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3. **Water bodies.** Each lake, pond and the sea is a body with a surface,
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shape and type. The water mesh is built per body. Swimming, the "too
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deep" check, animal steering and fishing all go through `water_at`.
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4. **Props and places by feature.** Scenery reads densities from the
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definition. The den, the sea stacks and (in Cove) the pier are "places"
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positioned by features, not hard-coded angles.
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5. **Saves.** `meta.json` gains `"worldlet": "valley"`. Older saves default
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to Valley, so nothing breaks.
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6. **New World screen.** Pick a worldlet type (with a short description and
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a preview render), then name and seed as now.
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## 5. The Cove and sea fishing
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- **Beach boundary.** Sand slopes gently into shallow water. You can wade
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and swim out until the water is deep, and then a current carries you back
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(the beach equivalent of the invisible wall, with a toast).
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- **Harbour.** A sheltered bay with a generated wooden pier. The pier is
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built from the building pieces, so it's "placed by the world" and can't
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be dismantled.
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- **Sea fish** in `data/fish.json` under `"sea"`: mackerel (common),
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cod (bigger, deeper water), and maybe crab pots later. Casting from the
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pier reaches deep water. The fishing code needs no changes: it already
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asks `water_at` what it landed in and looks up that water's fish.
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- Later: tides (sea level shifting slowly), a raft or rowing boat, and
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driftwood on the beach.
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## 6. Done already (groundwork)
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- `world.water_at(x, z)` returns `{type, surface, depth}` for the lake and
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the sea, and fishing uses it instead of `terrain.water_level`.
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- `data/fish.json` holds the fish per water type, bite timings and
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dawn/dusk weights. `ItemDB.define_water()` registers a water's fish, so an
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addon or a worldlet can add "sea" without code.
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## 7. How it fits the roadmap
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- **Before M2 (recommended):** steps 1-6 for Valley alone, with no visible
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change, then the Cove. Doing the refactor before multiplayer means M2
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replicates "worldlet id + seed + edits", not one hard-coded island.
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- **M2:** the server loads one worldlet per save (option A). Clients
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regenerate it from id + seed, which is the same determinism we rely on
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now.
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- **M3 (addons):** `define_worldlet()` takes the same JSON. Addons can only
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combine building blocks, so a worldlet addon can't run arbitrary code in
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the generator.
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- **Option B (linked worldlets)** fits after M2, once we know how the
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server handles players in different places.
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## 8. Phasing and tests
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| Phase | Delivers | Done when |
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| **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 |
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| **W1** | worldlet picked on New World and saved in meta; old saves = Valley | load an old save and a new Valley save; both play |
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| **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 |
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| **W3** | **Cove** worldlet: bay, stream, pier place, sea fish | you catch a mackerel off the pier |
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| **W4** | (optional) Highlands / Marsh | each passes the shared suites |
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| **W5** | (after M2, optional) linked worldlets and travel | walk through a pass from Valley into Cove and back |
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Every existing suite runs per worldlet (boundary, terrain edges, survival,
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building, wildlife, fishing), so a new worldlet can't ship with a hole in
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its edge or animals that spawn in the sea.
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## 9. Questions for you
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1. **A or B?** One worldlet per save to start, or do you want travel between
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them early? (Recommendation: A, with the save layout ready for B.)
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2. **Worldlet size:** keep ~320 m, or let some be bigger?
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3. **Difficulty per worldlet:** should harsher worldlets (Highlands) bring
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wolves sooner, or keep the same grace period everywhere?
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4. **Which second worldlet first:** Cove (sea fishing, the beach you
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mentioned) is my suggestion.
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## 10. The journey: tunnelling out (proposal, Nov 2026)
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A goal for the game, from Paul: once you have a good enough pick, you tunnel
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through the mountain rim into the next, slightly harder worldlet, and now and
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then go back to earlier ones for what only they have. This is option B
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(linked worldlets) from §2, reached by digging rather than a path.
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### The shape of it
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- **A chain of worldlets**, each a little harder: Valley (today's island) →
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Cove (sea, salt, mackerel) → Highlands (cold, deep snow, bigger packs) →
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Marsh (bog iron, sickness, mists) → the Ember, the volcanic heart the game
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is named for: the end of the journey.
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- **The goal**, something to tell players on day 1: Old Tam talks of the
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land beyond the mountains, where the fire in the earth still burns. Reach
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the Ember and light the old beacon there. (Whether there's an ending or
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it's open-ended is a question below.)
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- **Gates:** each tunnel needs the best tool from the worldlet you're in.
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The antler pickaxe (from the Old Stag) opens the Valley's tunnel; the
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Highlands need a pick made from something found in the Cove, and so on.
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Each worldlet has its own boss or trial, like the Old Stag.
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### A different crossing each time (Paul, Nov 2026)
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Players have to work out how to get from each worldlet to the next, and
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it's a different way every time: tunnelling, climbing, burrowing, sailing.
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Each crossing is that worldlet's puzzle, and what it needs comes from what
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you've learned and gathered there:
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| From → to | Crossing | Needs (a first idea) |
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| Valley → Cove | **Tunnel** through the rim at a seam | the antler pickaxe, timber props, light |
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| Cove → Highlands | **Sail** out of the bay and round the headland | a boat (planks, nails, a hide sail, rope), calm weather, food that keeps |
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| Highlands → Marsh | **Climb** a frozen cliff | climbing picks and rope, warmth to last the climb (bear cloak, pemmican) |
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| Marsh → Ember | **Burrow** under the old lava crust | a digging tool from bog iron, and a way through the heat and gas |
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- **The hint, not the answer:** each worldlet shows its way out without
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explaining it: a seam in the rock with old pick marks, a wrecked boat on
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the beach, rope frayed on a cliff ledge. Old Tam (and his tips) nudge,
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and the guide can keep it vague.
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- **Coming back** uses the same crossing in reverse (the tunnel stays dug,
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the boat stays moored, the rope stays fixed), so supply runs get easier
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once you've made the way.
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- **New systems this needs, one per crossing:** digging into a rim seam
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(tunnel and burrow share most of it), a boat you build and steer on the
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water, and climbing a marked face. Each is a phase of its own (J1 tunnel;
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later the sail, the climb, the burrow).
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### Tunnelling (the first crossing)
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- **Where:** each worldlet's rim has one or two **seams**: cracked, darker
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rock faces with a few loose stones at the foot, findable by exploring
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(and Old Tam's tips). The rim stays a wall everywhere else.
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- **How:** hit a seam with a good enough pick, many times. Each stretch dug
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needs **timber props** (wood) or it falls back in, and it's dark in there:
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candles, torch stands or a lantern. The tunnel is a short, built-for-it
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cave (a few bends, maybe a side chamber with ore or a hazard), so it
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stays hand-made rather than a hole through the terrain mesh, which the
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heightmap can't do.
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- **Through:** the far end opens onto the next worldlet. Walking out loads
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it (a short fade, "The Cove"), with your bag, cloak and stats as they are.
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### Why go back
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- **Each worldlet has things the others lack.** Clay and salt only in the
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Valley and Cove; little wood in the Highlands; no bears outside the
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Valley (so bear fat for candles and pemmican is a supply run); a fish or
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herb only one place has. Food that keeps (pemmican, salted and smoked
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meat, clay jars) becomes what you carry between them.
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- **Your bases stay** where you built them: each worldlet keeps its own
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save file, so your Valley hut, chests and jars are waiting.
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- **Time:** a worldlet you're not in stands still (as a server does with
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nobody on), so a base you left doesn't starve or get raided.
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### Building it (phases)
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| Phase | Delivers | Done when |
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| **W0-W2** | the worldlet groundwork above (terrain pipeline, worldlet in the save, several water bodies) | as §8 |
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| **J1** | seams in the rim, digging with props and light, a tunnel scene, travel between two worldlets in single-player, per-worldlet save files | dig through from the Valley, walk to the Cove, walk back to your hut |
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| **W3** | the Cove (§5) as the second worldlet | its suites pass, and its tunnel back works |
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| **J2** | gates and supply needs: tool tiers per tunnel, resources only some worldlets have | a test bot can't open the second tunnel without the Cove's pick |
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| **J3** | multiplayer travel (see below) | two players in different worldlets on one server, or the rule we choose |
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| **J4** | Highlands, Marsh, the Ember and its ending | the journey can be finished |
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### Multiplayer: the hard part
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A server today runs one island. Options:
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- **Everyone together:** travel needs every player at the tunnel (like the
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sleep rule). Simplest; one worldlet runs at a time.
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- **Spread out:** the server runs each worldlet that has someone in it.
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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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### 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:** leaning to *spread out* (each player goes where they
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like), if a server can run several worldlets at once. A measurement of
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today's server, in the next section, says whether it can.
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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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### Questions still open
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1. **Multiplayer:** spread out (confirm, now the cost is known), or everyone
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together after all?
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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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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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and in that order? Should a worldlet have more than one way out (a hard
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one and a long one)? And for the tunnel: only at marked seams, or
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anywhere in the rim (more freedom, harder to make good tunnels)?
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3. **Multiplayer:** everyone together, spread out, or a party vote?
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4. **How much harder** each worldlet: stronger animals and weather only, or
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new rules too (thirst in the Ember, sickness in the Marsh)?
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5. **Order:** Cove second (sea fishing, gentle) as planned, or straight
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into the Highlands for a harder step?
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