Four always-on-screen slots, items as data, and loot tables on enemies and bosses. Health potions drop rarely from trash and always from the Warden; the Warden also drops a Warden's Ration, one per living player, which does nothing at all. The ration is not filler. Player-instanced loot is a separate code path from shared loot -- a distinct entity per owner, filtered per peer in the snapshot encoder -- and the cheapest way to keep that path honest is to have something in the game that exercises it on every boss kill. Item actions ride the input frame rather than becoming new client messages. InputFrame gained BTN_USE, BTN_DROP and a slot byte, which buys the packet-loss redundancy, the replay guard on last_input_tick, ordering against movement on the same tick, and a rate limit of one action per tick -- all of which a separate RPC would have needed bolted back on. The cost is that anything in the frame which must not repeat has to be edge-triggered, since frames are resent and a starved server coasts on the last one it holds. Instanced loot is enforced in NetCodec.encode_snapshot, beside the actor interest radius: a peer is never told another player's copy exists. Hiding it client-side would have been the same mistake as relying on fog to hide enemies. Inventories live on the character and are written to the store on every transaction, so a crash between "picked it up" and "wrote it down" cannot lose or duplicate an item. Anything dropped becomes world-shared whatever it was before, and a potion used at full health is refused rather than spent. tools/diag_loot.tscn covers drop -> snapshot -> pick up -> persist -> use -> drop plus both visibilities on the wire, for the same reason diag_progression exists: bots are poor shots and almost never produce a drop. It asserts each input frame was actually consumed, after an early version silently dropped its first press and every later check passed for the wrong reason. check.sh clean, 266 tests, SMOKE PASS, all three diagnostics green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Status and roadmap
Read this first when picking up work. It maps every feature in the design brief to its current state and the files that implement it, so you can find the relevant code without re-reading the whole project.
Art and audio source packs, and their licence status, are recorded in ASSETS.md — the packs themselves are not in git.
Design decisions that are already settled — and the reasoning behind them — live in DECISIONS.md. Check there before asking the user something that may already have an answer.
Legend: done · partial (works, with a stated gap) · todo (not started)
Verification surface
What "everything passes" currently means. Numbers move; the shape does not.
| Gate | Covers | Runtime |
|---|---|---|
tools/check.sh |
every script parses and type-checks | ~5s |
tools/test.sh |
266 GUT tests, no SceneTree | ~3s |
tools/smoke.sh |
16 assertions over a real ENet socket: handshake, auth, character creation and persistence, portal, escape, hard kill, polite disconnect | ~40s |
diag_prediction.tscn |
client-prediction gap, with injected clock drift | ~10s |
diag_progression.tscn |
kill → xp → level → health, death → retire → roster, swap guards | ~10s |
diag_loot.tscn |
drop → snapshot → pick up → persist → use → drop, and both loot visibilities on the wire | ~10s |
The three diagnostics exist because the smoke test structurally cannot reach what they cover: bots are poor shots (so they neither level up nor produce drops), and a listen server cannot drift its own clock against itself.
Stage 1 — World and exploration · done
| Feature | State | Where |
|---|---|---|
| Tile grid: movement / bullet / sight blocking | done | src/sim/map_grid.gd |
| Dungeon generation from (seed, depth) | done | src/sim/map_gen.gd |
| Hand-authored boss arenas and hub | done | src/content/rooms.gd |
| Walls, pillars, pits, barricades | done | MapGrid.Kind + the three BLOCKS_* tables |
| Enemies placed per room at creation | done | Instance._populate() |
| Scrolling camera | done | src/view/game_scene.gd |
| Hard fog of war | done | WorldView._draw_terrain / _visible |
| Per-peer map streaming (anti map-hack) | done | ServerRuntime._stream_map |
| Aggro: range and line of sight | done | SimWorld._aggro_target |
| Cursor-to-world aiming under a scrolling camera | done | ClientRuntime.screen_to_world |
| Boss confined to its room | done | SimWorld._step_boss clamps to SimBoss.room. A no-op while bosses are stationary — established now so Stage 5's movement cannot quietly break it. |
| Actor interest management | done | NetCodec.encode_snapshot(world, countdown, for_peer); per-peer encode in ServerRuntime. Bullet spawns filtered separately, see below. |
The invariants that matter most here
Maps are streamed per peer, and the generation seed is never sent. See
NETCODE.md. MAP_STREAM_RADIUS must
stay wider than FOG_VIEW_RADIUS, or the client predicts movement against
terrain it does not have.
Three radii, deliberately different, and each has a floor it must respect:
| Radius | Value | Must exceed | Why |
|---|---|---|---|
FOG_VIEW_RADIUS |
460 | — | What the player can see. |
ACTOR_INTEREST_RADIUS |
800 | fog radius | Enemies beyond it are never sent. Above the fog radius so nothing pops in at the edge of sight. |
MAP_STREAM_RADIUS |
900 | fog radius | Client predicts movement and simulates bullets against terrain it cannot see. |
BULLET_INTEREST_RADIUS |
2200 | longest bullet travel + fog radius | A bullet is announced once at spawn. Withhold one that later flies into view and it becomes invisible damage. test_interest.gd computes the floor from real content, so a faster bullet fails a test instead. |
Fog is a rendering rule and defends nothing on its own — a modified client draws whatever it holds. The defence is what the server declines to send.
Art and audio · first pass done
Placeholders are gone: terrain, actors and bullets are sprites, and four sounds play off server events. Enough to prove the pipeline, not a finished look.
| Feature | State | Where |
|---|---|---|
| Atlas/sound table in one place | done | src/view/art.gd |
| Terrain, actors, boss from the 0x72 atlas | done | WorldView._draw_tile / _draw_sprite |
| Animated bullet sprites, one MultiMesh per kind | done | src/view/bullet_renderer.gd |
| SFX pool driven by server events | done | src/view/sfx.gd |
| Rects validated without a display | done | tests/unit/test_art.gd |
| Impact/death VFX animation | todo | Art.IMPACT is loaded and validated but nothing plays it yet |
| Directional sprites, hit flashes, screen shake | todo | |
| Audio buses and a volume setting | todo | Everything plays on Master at hardcoded dB |
| In-game credits screen | todo | Not cosmetic: the SFX are CC BY 4.0 and attribution is a licence requirement. CREDITS.md is not reachable by a player. |
| Replace the two non-redistributable packs | todo | Bullet and FX art is local-only and non-commercial. CC0 replacements would let them into the repo and unblock a commercial release. See ASSETS.md. |
Stage 2 — Characters, persistence, levels · done
| Feature | State | Where |
|---|---|---|
| Steam-shaped identity abstraction | done | src/meta/auth_provider.gd, local_auth_provider.gd |
| Character store, JSON, survives restart | done | src/meta/character_store.gd |
| Up to 5 living characters, random colour | done | CharacterStore.MAX_ACTIVE, Character.create |
| Last-played auto-selected on login | done | CharacterStore.last_played |
| Permadeath → retired, never deleted | done | ServerRuntime._on_player_died |
| Roster screen: pick or create | done | src/ui/character_select.gd |
| Levels 1–15, +10 max HP each | done | src/meta/progression.gd |
| XP from kills, bosses worth far more | done | ServerRuntime._award_kill |
| Colour visible in world and on the HUD | done | snapshot carries it; WorldView._draw_ship tints |
| Swap character from the hub | done | Esc menu → Change character; refused server-side in a dungeon |
| XP percentage to next level | done | HUD._draw_xp_bar, fed live from the snapshot |
| Dead characters hidden from the roster | done | ServerRuntime._send_characters sends living only |
| Suggested name when creating | done | Character.random_name |
| Passive health regeneration | done | SimPlayer.regenerate, 0.5%/s of maximum |
Verified end to end by tools/diag_progression.tscn, which drives the real
server through kill → xp → level → health and death → retire → roster. That
path cannot be covered by the bot smoke test, because bots are poor shots.
Still open in this area
- The local identity provider is insecure by design. Any client can claim
any account id. Fine for a LAN; must be replaced before the game is reachable
from the internet. Swapping in Steam is one
AuthProvidersubclass and no schema change. --accountand--storeexist so several clients and test runs can coexist on one machine. A real provider makes--accountunnecessary.
Stage 3 — Inventory and loot · done
| Feature | State | Where |
|---|---|---|
| 4 slots, permanently on screen | done | SimConfig.INVENTORY_SLOTS, HUD._draw_inventory |
| Items defined as data, not code | done | src/content/items.gd, src/actors/items/item_def.gd |
| Loot tables on enemies and bosses | done | EnemyDef.loot / BossDef.loot, rolled in SimWorld._drop_loot |
| Health potion, rare from trash | done | Content.TRASH_POTION_CHANCE = 0.08 |
| …guaranteed from the boss | done | Content.warden() loot table, chance 1.0 |
| World-shared loot | done | SimLoot.owner_peer == 0 |
| Player-instanced loot | done | one SimLoot per living player, filtered per peer in NetCodec.encode_snapshot |
| Warden's Ration — useless, instanced | done | Items.wardens_ration() |
| Pick up, use, drop | done | SimWorld._try_pickup / _use_slot / _drop_slot |
| Inventories persist | done | stored on Character, written by ServerRuntime._persist_inventory |
| Ground loot drawn with a pickup prompt | done | WorldView._draw_loot, HUD._draw_pickup_prompt |
Controls: E picks up, 1–4 use a slot, shift+1–4 drop one.
The decisions worth knowing before touching this
Item actions ride the input frame; they are not new messages. InputFrame
gained BTN_USE, BTN_DROP and a slot byte. That buys the redundancy that
covers a dropped packet, the replay guard on last_input_tick, ordering against
movement on the same tick, and a natural rate limit of one action per tick — all
of which a separate reliable RPC would have needed bolted back on.
Item actions are edge-triggered; movement and fire are not. The client
repeats its last few frames every tick and a starved server coasts on the last
one it was given, so a level-triggered read empties the whole inventory in four
ticks. SimPlayer.prev_buttons and prev_slot hold the edge, and the slot is
part of it — tapping 2 while 1 is held is a second, distinct action.
Instanced loot is enforced on the wire, not in the client. A peer is never
told another player's copy exists. That makes it an interest-management rule of
the same kind as ACTOR_INTEREST_RADIUS, and it is why the ration is worth
having: every boss kill exercises the path.
Anything dropped becomes world-shared, even if it arrived instanced. That is what makes dropping worth having — a trophy you do not want should be able to reach someone who does.
A potion at full health is refused rather than spent. Nobody drinks one on purpose at full health, so a mistimed keypress must not do it for them.
A full bag leaves the item on the floor and does not block the portal, which shares the interact key.
Known gaps
- Nothing sells items. Loot only comes from kills; the hub has no source. The Stage 4 upgrade NPC is the natural place, and is the reason this is a gap rather than a decision.
- No stacking. Four potions take four slots. A count byte per slot is cheap to add; nothing needed it yet, so the wire, the save record and the HUD all stayed simpler for not having one.
- Ground loot never expires, it is only capped at
SimConfig.MAX_LOOT_PER_INSTANCEper world, oldest evicted. Dungeons close and take their litter with them; only the hub can realistically reach the cap. - The ration draws as a gold flask. The tileset has no food sprite. See ASSETS.md.
Stage 4 — Upgrades · todo, blocked on decisions
Do not start this without answering the open questions below. The damage formula in particular determines the shape of every upgrade.
The mechanism
- An NPC in the hub. Each level gained grants one choice.
- The choice offers 3 random upgrades.
- Every upgrade also carries a +5% damage buff, additive ("adaptively scaling" in the brief — read as additive, confirm if wrong).
- The choice screen must show that buff and all the upgrade's other effects.
- A separate screen lists the upgrades already taken.
The upgrades, as specified
| Upgrade | Rarity | Effect |
|---|---|---|
| Split shot | common | Hitting an enemy spawns 2 of the same bullet at a 45° angle behind the enemy. A shot cannot split twice unless the upgrade is taken again. |
| Glass cannon | common | +100% damage, −50% health. |
| Spread | common | Adds 2 side projectiles in a cone. −10% damage. |
| Sniper | common | 2× damage (multiplicative, not additive), 0.5× fire rate, 2× bullet speed. |
| Doubleshot | rarer than common | Adds 1 projectile firing parallel to the others. −50% damage. |
| Poison | rare | Each projectile deals an additional 50% of its damage over the next 10 seconds. |
| Eraser | legendary | Shots have a 1% chance to delete a projectile they pass through. |
Upgrades stack — "cannot split twice unless upgraded again" says so directly.
What this implies
Damage is currently the constant SimConfig.PLAYER_BULLET_DAMAGE. It becomes a
per-player computed stat, so SimWorld._fire_player_shot grows a stats block.
Split, spread and doubleshot all change how many bullets a shot produces, so
they belong in the same place.
Two constraints already pinned by tests that upgrades will collide with:
- Sniper doubles bullet speed.
test_bullet_speeds_stay_below_the_tunnelling_thresholdasserts that even at 2× a bullet stays under one tile per tick. Stacking two snipers would break wall collision, so the multiplier needs a ceiling. - Longer/faster bullets widen
BULLET_INTEREST_RADIUS.test_interest.gdrecomputes the floor from live content; upgrades change bullet travel per player, which that test does not currently model.
Stage 5 — Boss features and new bosses · todo
| Feature | State |
|---|---|
| Stationary phases | done — every current phase |
| Boss confined to its room | done — SimWorld._step_boss clamps to SimBoss.room |
| Roaming / chasing within the boss room | todo |
| Phases that move to preset locations | todo |
| Attacks spawned at a distance with a telegraph indicator | todo — a new event type plus a renderer, and it must survive fog |
| More bosses | partial — Rooms.choir_vault() is authored but has no BossDef |
The boss format is proven: tests/unit/test_boss.gd builds one from scratch and
asserts the simulation needs no changes to run it. Movement is the first thing
that format has not covered, so expect BossPhase to gain a movement field
rather than SimWorld gaining a per-boss branch.
Remember boss rooms do not lock (a settled decision): a player can always walk out, and the boss cannot follow. Fights cannot rely on trapping anyone.
Deliberate omissions
Not oversights — each was considered and rejected for now, with the reasoning in NETCODE.md or DECISIONS.md:
- Lag compensation. Rewinding to a shooter's view means a player who dodged still gets hit; wrong trade for this genre.
- Snapshot delta compression. Fine at current actor counts.
- DTLS / encryption.
ENetMultiplayerPeersupports it. Required before any public server, not before then. - Pattern-level bullet replication. A real bandwidth win that couples the client to emitter behaviour.
MultiplayerSynchronizer/MultiplayerSpawner. Right tools, wrong shape for a bullet hell — see ARCHITECTURE.md.
Open questions for the user
Genuinely unspecified. Do not guess at these — each changes the design, and several have no obvious default.
Blocking Stage 4 (upgrades)
- Damage stacking order. Sniper is explicitly multiplicative; the +5% per
upgrade and the ± percentages read as additive. Is it
base × (1 + Σ additive) × Π multiplicative, or something else? - Rarity weights for common / rarer / rare / legendary.
- Split shot geometry — ±22.5° from the original heading (45° total), or 45° to each side (90° total)?
- Poison stacking — do applications stack, or does a new hit refresh one damage-over-time effect?
- Eraser's target — does it delete enemy bullets it passes through?
- Do unclaimed level-ups queue? Reaching level 4 and 5 inside one run: two pending choices at the NPC, or one?
- Glass cannon's −50% health — of base HP, or of the character's levelled maximum?
Blocking nothing yet
- What advances dungeon depth?
--depthis a dev flag; nothing raises it in play. Depth drives map size and could drive difficulty and rewards. - Where do items come from outside a dungeon? Loot only drops from kills. If the hub should sell potions, that is the Stage 4 NPC's second job — and it needs a currency, which the game does not have.
- Should items stack? Four potions currently take four slots, which makes a 4-slot bag small. Stacking is a count byte per slot plus a rule for splitting one; neither is hard, but both change the UI.
- Attribution for four asset packs. See ASSETS.md — two are non-redistributable and local-only, and there is no in-game credits screen yet, which CC BY 4.0 requires for the audio.