Paul Bailey f174221268 Wolves with a den, fishing, and a mixed diet
Wolves
- Den: a boulder cave at the foot of the rim, sited from the seed (away
  from the sea and spawn, mouth toward the valley, clearing in front)
- Grace period: no wolves days 1-2; they move in on day 3 and howl; hunting
  from night 4; pack of 2, 3 from day 6, 4 from day 9; replaced by day
- Wary pack hunters: circle and dart in one at a time; a lit campfire is a
  safe zone, a torch makes them hesitate, walls block bites (line of
  sight); hit one and the pack turns; hurt wolves flee; a lone wolf is
  timid; by day they defend the den; home at dawn
- Glowing eyes, synthesised howls, can't sleep with wolves prowling
- Wolf pelt and Wolf Cloak (+25 warmth)
- Animals take a committed detour around obstacles

Fishing
- Fishing rod (workbench); cast a float onto the lake, 1.5 s to land a bite
- Perch and rarer trout; faster bites at dawn/dusk and in rain; grill them
- Visible fish near the shore that jump with splash rings

Mixed diet
- Foods belong to meat, fish or greens; each level runs down over ~1.5 days
- One group low: no healing; two low: Malnourished (health drains);
  all three good: Balanced diet (heal x1.5); HUD diet bars; saved

Tests: test_wolves and test_fishing_diet; run_all.sh covers 9 suites
2026-11-04 11:32:16 +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
Languages
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Python 3.9%
Shell 1.2%
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