Crusenho's Complete UI Essential Pack is CC BY 4.0 -- redistributable and
commercial-friendly, confirmed from the License.txt the pack itself ships --
so unlike the two bdragon packs a subset is committed: twelve PNGs, 48 KB,
under assets/sprites/ui/. Only what is used, because each committed PNG costs
a Godot .import sidecar and a directory nothing references is one nobody
prunes.
UiTheme builds a Theme in code from it -- button states, panels, line edits --
and every screen roots itself through UiTheme.themed_root(). The HUD's bars are
the pack's frame with a tinted fill, drawn as three horizontal slices because
Godot's nine-patch lives on nodes and the HUD is drawn rather than built from
controls. Inventory slots use the pack's slot art at exactly twice the source
size; a non-integer scale on a 1px border reads as a wobble along every edge.
The credits screen is the other half of the request and it is a licence
obligation, not a nicety: two packs are now CC BY, which asks for attribution
"in any reasonable manner", and a markdown file in a source repo is not
reasonable for someone who downloaded a build. Settings -> Credits shows every
source with its terms and a link to the licence text. test_credits.gd asserts
CREDITS.md and docs/ASSETS.md name every entry, so the three cannot drift.
Two things found by actually looking at the screen, which is the point:
- The FIRST version of this styled nothing. A Control inherits its theme from
Control ANCESTORS only, and the chain breaks at the first plain Node or
CanvasLayer -- which is every screen here. get_window().theme set the
property, changed nothing, and read as correct. check.sh, 458 tests and a
clean smoke run all passed with the entire interface unstyled. The theme
test now instantiates every screen and asks what its buttons resolve.
- The settings screen showed Fire bound to the right mouse button, because
the test suite was writing the player's real user://settings.cfg --
rebinding calls save() and nothing had redirected the path. Settings.path
is now redirectable, the fixture points it at a scratch file, and a test
asserts the default is still the player's own.
tools/screenshot.tscn is what found both. It boots the client windowed and
saves the menus, the HUD, settings and credits. Manual, needs a display, and
the only thing in the project that can tell you the interface rendered.
check.sh clean, 460 tests, SMOKE PASS, all four diagnostics green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
25 KiB
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 |
460 GUT tests, no SceneTree | ~4s |
tools/smoke.sh |
23 assertions over a real ENet socket: handshake, auth, character creation and persistence, both dungeon kinds, 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 |
diag_upgrades.tscn |
level → banked choice → refused in a dungeon and away from the NPC → taken → new stats → persisted → survives every zone change | ~10s |
tools/screenshot.tscn is a manual check, not a gate: it needs a display,
and it is the only thing in the project that can tell you the interface
actually rendered. Run it after touching src/ui/.
The four diagnostics exist because the smoke test structurally cannot reach what they cover: bots are poor shots (so they neither level up, produce drops, nor walk to the quartermaster), 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.
Dungeon kinds · done
Three entrances stand side by side in the hub, labelled with the fight each one ends in.
| Dungeon | Dungeons id |
Arena / boss | Enemy HP | Boss HP | Loot chance |
|---|---|---|---|---|---|
| Warden's Descent | warden_descent |
warden_hall → the Warden |
×1 | ×1 | ×1 (trash 8%) |
| The Choir Vault | choir_vault |
choir_vault → the Cantor |
×1 | ×1 | ×1 |
| Proving Grounds | proving_grounds |
whichever the seed rolls | ×0.2 | ×0.08 | ×10 (clamped) |
A dungeon names its arena, and the arena decides its boss. Which boss you
are about to fight is the one thing a player chooses before walking into a
dungeon, so it must not be rolled for them. Only the Proving Grounds leaves
arena empty — it exists to reach a fight fast, and runs there last a couple
of minutes, so the one you want is one re-entry away.
The Proving Grounds is a test harness you can walk into: same generator, same rooms, same enemies, but everything dies far faster and drops far more. A manual pass over loot, the inventory, dropping and all four boss phases takes a couple of minutes instead of a quarter of an hour, and because it is a portal rather than a launch flag you can compare it to a real run without restarting the server.
Adding a dungeon is one entry in Dungeons.ORDER plus one more P marker in
the lobby stamp — the Nth marker, in reading order, opens the Nth entry, so the
two have to stay in the same order.
Two more things worth knowing:
- It is multipliers over the shared content, not a copy of it. A duplicated
Contentwould drift the moment anything was tuned, and "identical but easier" would quietly stop being true. - Which dungeon you enter comes from where you stand.
SimWorld.portal_at()resolves the server-side position; thePORTAL_USEDevent carries the answer. No client message names a dungeon, which is what stops anyone picking the generous loot table from a real run.accepts_new_party_membercompares dungeon ids too, so walking into one entrance can never drop you into another's forming run on timing alone.
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 | |
| Rebindable controls | done | src/ui/settings_screen.gd, src/core/settings.gd |
| Themed controls from a UI pack | done | src/view/ui_theme.gd, art in assets/sprites/ui/ |
| Textured HUD bars and inventory slots | done | HUD._bar, HUD._draw_inventory |
| Audio buses and a volume setting | done | Settings, an SFX bus created at runtime, sliders in the settings screen |
| In-game credits screen | done | Settings → Credits, from src/core/credits.gd. Two packs 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.
The scale of health and damage
Health and damage are an order of magnitude larger than they started. A shot is 60, a fresh character has 1000, the Warden has 36000. Every ratio is unchanged — enemy health, boss health and every emitter's damage were scaled together, so time to kill is exactly what it was.
The reason is rounding. At the old base of 6 damage, the +5% every upgrade carries computed to 6.3 and rounded straight back to 6, so a player's first upgrade visibly did nothing. At 60 it is +3, and every percentage in the game now has somewhere to land.
tests/unit/test_content.gd pins both halves of that: that a single upgrade
changes damage, and that shots-to-kill for each enemy is what it was before.
Do not tidy these numbers back down without scaling content.gd with them.
The hub's practice dummy stopped relying on a huge health pool at the same
time: it is indestructible by flag now. The old 100000 was already past the
u16 the snapshot sends enemy health in, and after the rescale a patient player
could have destroyed the hub's only practice target for everyone.
Stage 4 — Upgrades · done
Every level gained banks one choice. Choices are spent at the quartermaster, an NPC in the hub: walk to it, press E, pick one of three.
| Feature | State | Where |
|---|---|---|
| Upgrades as data, no engine branches | done | src/content/upgrades.gd, upgrade_def.gd |
| Per-player derived stats | done | src/sim/player_stats.gd |
| 3 weighted options per choice, held until spent | done | Upgrades.roll_offer, stored on Character.offer |
| Choices queue across levels | done | Character.pending_choices |
| Spent only at the NPC, enforced server-side | done | SimWorld.at_upgrade_npc, ServerRuntime.on_choose_upgrade |
| Choice screen showing the +5% and each effect | done | src/ui/upgrade_screen.gd |
| List of upgrades already taken, plus resulting stats | done | lower half of the same panel |
| Upgrades persist, die with the character | done | Character.upgrades, permadeath retires the record |
The seven upgrades
| Upgrade | Rarity | Effect |
|---|---|---|
| Split Shot | common | On hitting something, two more of the same shot leave it at ±45°. One charge each; stacks. |
| Glass Cannon | common | +100% damage, ×0.5 levelled max health. |
| Spread | common | +2 shots in a cone, −10% damage. |
| Sniper | common | ×2 damage (multiplicative), ×0.5 fire rate, ×2 bullet speed. |
| Doubleshot | uncommon | +1 parallel shot, −50% damage. |
| Poison | rare | Each hit deals another 50% of its damage over 10s. Doses stack independently. |
| Eraser | legendary | 1% chance per tick to delete an enemy projectile a shot is passing through. |
Draw weights: common 100, uncommon 45, rare 18, legendary 4.
The decisions behind the numbers
All four settled with the user; the reasoning is in DECISIONS.md.
- Damage is
base × (1 + Σ additive) × Π multiplicative. The flat +5% every upgrade carries, Spread's −10%, Doubleshot's −50% and Glass Cannon's +100% pool additively; Sniper multiplies the result, which is why two Snipers is 4× and not +200%. - Glass Cannon halves the LEVELLED maximum, so the price does not fade to a rounding error by level 15. Taken twice it multiplies again.
- Poison doses are independent, not refreshed.
PoisonTrackmakes that free: every dose lasts the same number of ticks, so they expire in insertion order, the pending expiries are a plain FIFO, and the per-tick cost is O(1) however many are live. - Split Shot's children leave at ±45° from the original heading, born just past the target so they cannot be resolved against it again on the same tick.
Constraints this collided with, and what it cost
- Bullet speed now has a ceiling (
SimConfig.MAX_BULLET_SPEED, 1500 u/s). Wall collision samples once per tick, so anything over one tile per tick (1920 u/s) tunnels. Two Snipers would have asked for 2480. BULLET_INTEREST_RADIUSrose to 2900, because an upgraded player shot is now the longest-travelling bullet in the game.test_interest.gdmeasures the worst case from the ceiling rather than from static content, which is what it used to do and what upgrades quietly invalidated.- Poison ticks do not emit
ENEMY_HIT. They land many times a second on a reliable channel; the client learns hp from the snapshot. Death is still announced, because the experience award is keyed on it. - The eraser's bullet-vs-bullet scan costs nothing until someone owns it — it runs only for shots carrying a non-zero chance.
Known gaps
- One panel, not two screens. The brief asked for a separate screen listing upgrades taken; it is the lower half of the choice panel instead, because the two are read together.
- No respec, and no way to see another player's build.
Stage 5 — Boss features and new bosses · done
| Feature | State | Where |
|---|---|---|
| Stationary phases | done | every Warden phase |
| Boss confined to its room | done | SimWorld._step_boss clamps after moving |
| Roaming / chasing within the boss room | done | BossPhase.Move.CHASE, holds a standoff |
| Phases that move to preset locations | done | BossPhase.Move.WAYPOINTS, room-relative |
| Orbiting the arena | done | BossPhase.Move.ORBIT |
| Attacks spawned at a distance with a telegraph | done | telegraphed_strike_emitter.gd, SimEvent.Type.TELEGRAPH |
| A second boss | done | Cantor of the Vault, fights in Rooms.choir_vault() |
Boss movement
Movement is a property of the phase, not of the boss: a fight that stands
still and then starts hunting you is one boss with two phases. Four modes —
STATIC, ORBIT, CHASE, WAYPOINTS — all handled generically in
SimWorld._move_boss, so adding a boss that moves is still writing data.
- Waypoints are fractions of the arena, not absolute positions, so one phase works in the Warden's hall and the Choir Vault alike.
- CHASE holds a distance rather than closing. A boss standing on top of you is a boss whose bullets cannot be read.
- Every mode is speed-clamped in one place.
ORBITcomputes an absolute destination and would otherwise snap onto its circle on the first tick. - Movement slides against geometry, so a boss cannot walk through the pillars its own arena was designed around.
- The room clamp is now load-bearing. It was a no-op while every boss stood still — which is exactly when an invariant is cheapest to establish. Boss rooms deliberately do not lock, and that is only an escape if the boss cannot follow you out.
Telegraphed strikes
TelegraphedStrikeEmitter marks spots in the arena and fills them a moment
later. The moment in between is the whole feature: a burst that appears at your
feet is a coin flip, the same burst with a second of notice is a question.
- The emitter is stateless, like every other one — they are shared resources and two bosses of the same kind must not stomp each other. Strike positions are derived from the volley number, so the announcement and the strike compute the same points with nothing stored between them.
EmitContextgained aneventslist, the only thing an emitter can do besides spawn bullets.- Markers are drawn through fog and through walls. Everything else in the
view respects line of sight; a warning you cannot see is not a warning. See
WorldView._draw_telegraphs.
The Cantor of the Vault
| Phase | Movement | Idea |
|---|---|---|
| Call to Prayer | static | Teaches the marker, and nothing else. |
| Processional | waypoints, four corners | The safe half of the room keeps moving. |
| Antiphon | chase at 220u | It comes for you; walls punish running straight. |
| Final Cadence | orbit | Movement and telegraphs at once. |
The Cantor has its own portal in the hub. Which boss a run ends with follows
from the arena its dungeon names, not from the seed and certainly not from
--depth, which nothing in play raises.
test_every_boss_has_a_dungeon_that_reaches_it pins that adding a boss without
giving it a way in is a failing test rather than a boss nobody meets.
Content.ALL_ENEMIES / ALL_BOSSES exist because five places were
hand-maintaining their own copy of the content list, and tools/export_content.gd
had already gone stale and silently stopped writing the second boss.
Known gaps
- Nothing tests how the fight looks. The boss was drawn straight from the newest snapshot with no interpolation — a visible step at 20 Hz — and every test passed for as long as bosses stood still. There is still no automated check that a moving actor renders smoothly; the ones added cover the interpolation call, not the impression.
- No boss-specific music, intro or death sequence. A boss dies like an enemy, only louder.
- Telegraph markers are one shape. A circle is the only warning the client can draw; a lane or a cone would need another event field.
Roomshas two arenas. A third boss needs a third stamp, which is where the generator's "boss arena on the right-hand side" assumption will be tested.
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 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.