Paul Bailey d0f473e57b M2.2: player bodies, name tags, shared island and checked movement
- Joining loads the server's island (seed, spawn, clock); the server
  generates the same terrain from its seed and keeps a world clock that
  pauses when empty
- Other players are procedural low-poly characters in their chosen colours
  with name tags (hidden by walls, fading with distance), walk/run/swim
  animation and held items
- Movement: local and instant, sent at 20 Hz stamped with the sender's
  clock; the server refuses impossible moves (speed, rising, leaving the
  island, underground) and sends the player back; flagged respawns allowed
- Avatars drawn 100 ms behind and interpolated, with brief extrapolation
- Online: no pausing, player list in the Esc menu, Disconnect back to the
  title (with the reason); animals off and world changes local-only until
  M2.3-M2.5, shown on the HUD
- test_net_world: real server + walking and cheating bots at 100 ms +/-
  30 ms simulated latency (27 checks)
2026-11-04 15:08:14 +00:00

Valheim-like Survival Game (working title)

A stylised-realistic, low-poly survival game built in Godot 4, inspired by Valheim (look/feel) and Rust (survival depth, player-run servers). Cross-platform (Windows / macOS / Linux). Self-hosted authoritative dedicated server. Sandboxed addon SDK with guard rails.

North star

  • Look: low-poly meshes + atmospheric lighting + fog/post-processing. Mood over texture detail. (Valheim recipe — a 5-person team made it run on potatoes.)
  • World: mesh/heightmap terrain, procedurally generated, biomes. NOT voxels.
  • Building: snap-together prefab pieces (walls, floors, roofs) with structural rules.
  • Survival loop: gather → craft → build → defend. Health/stamina, day/night, enemies.
  • Multiplayer: authoritative headless dedicated server, same codebase, self-hostable on any OS. Clients are never trusted.
  • Addons: sandboxed (Lua), capped API, CPU/memory quotas, no host filesystem/network/escape. Guard rails from day one.

Status

See docs/ROADMAP.md for milestones and docs/ARCHITECTURE.md for the design.

Current milestone: M0 — playable single-player world skeleton (scaffolding on disk; needs Godot 4 installed to open & run).

Requirements

  • Godot 4.3+ (standard build; no C# needed — this project uses GDScript).
  • Git.

Quick start (once Godot is installed)

# Open the project
godot --path . --editor        # or open Godot and import this folder's project.godot

# Run the game
godot --path .

# Run the headless dedicated server (later milestone)
godot --headless --path . -- --server

Layout

project.godot          Godot project definition
scenes/                game scenes (.tscn)
scripts/               GDScript (.gd)
  core/                shared systems (world, net, save)
  player/              player controller, camera
  world/               terrain, chunks, generation
  building/            snap-together building system
  addons_sdk/          the sandboxed addon host + API
addons_examples/       example mods written against the SDK
assets/                models, materials, textures (low-poly)
docs/                  architecture, roadmap, addon SDK spec

License

TBD (lean toward MIT or a source-available license — decide before first public release).

Description
Low-poly survival game (Godot 4)
Readme 15 MiB
2026-11-07 00:23:43 +00:00
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