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transcience/docs/ROADMAP.md
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Keep asset packs out of git and out of Godot's importer
The packs total 3.9GB, almost all of it Helton Yan's SFX shipped as 24-bit /
96kHz studio masters -- ~2MB for a single gunshot. Two guards, because they
solve different problems:

- .gitignore excludes the contents. The directory and its guard files stay
  tracked, so a fresh clone has the .gdignore in place before anyone drops
  packs back in.
- assetpacks/.gdignore stops Godot descending into the tree at all. This is the
  urgent half: tools/check.sh runs --import, which walks all of res://, so the
  next check would have imported several thousand PNGs and 2,100 of those WAVs,
  and every run after it. Verified by controlled test rather than assumed -- an
  unguarded PNG under res:// imports and gets a .import file beside it; with
  .gdignore neither happens. check.sh stays at 3.3s and .godot/imported at
  1.2MB.

The trade the .gdignore buys is that nothing in assetpacks/ can be referenced
from a scene or script. That is the intended shape: raw source on one side,
game-ready files copied into res://assets/ on the other, so adding a huge pack
costs the repo and the import step nothing.

docs/ASSETS.md records attribution, because gitignoring the packs also
gitignores their licence files. Worth flagging: four of the six packs shipped
with no licence text at all, and two of the undecided ones are demo versions,
which are often more restricted than the paid packs. Only RF Catacombs has
explicit terms (public domain, no resale). Those rows need a source URL before
anything ships.

Also removed __MACOSX and .DS_Store extraction artefacts, and left
considering_dont_use_yet/ untouched as the user's own "not chosen" marker.
2026-09-03 23:24:54 +02:00

7.3 KiB
Raw Blame History

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)


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 partial SimBoss.room exists and bounds curtain patterns, but nothing clamps the boss — every boss is stationary today. Enforcement belongs with boss movement in Stage 5.
Actor interest management todo The known gap. ServerRuntime._physics_process still encodes one snapshot and sends it to every peer in the instance, so clients are told about enemies the fog then hides. Terrain is properly withheld; actors are not. Do this first.

The invariant that matters 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.


Stage 2 — Characters, persistence, levels · todo, next

Depends on nothing in Stage 1 except a place to stand. Blocked only on the identity layer, which is decided but unbuilt.

Feature Notes
Identity abstraction Shaped like Steamworks so it swaps out cleanly: opaque ticket from client → server validates → stable 64-bit account id (a SteamID64 stand-in). Local dev provider persists a generated id in user://. See DECISIONS.md.
Character store Server-side, keyed by account id. Needs a schema and a file format; nothing persistent exists in the project today.
Up to 5 characters, random colour each Colour is a placeholder for a later cosmetic system.
Last-played character auto-selected on join
Permadeath → mark inactive, never delete Archival/troubleshooting. Confirm whether the 5-character cap counts only active characters.
Death flow: pick another character or create one Replaces today's "return to hub" button, which currently just revives you.
Levels 115, +10 max HP per level Confirm whether level 1 is 100 HP (→ 240 at cap) or 110.
XP from kills, bosses worth much more First full dungeon should give slightly more than one level.

Current behaviour to replace: SimPlayer has no identity beyond a peer id; ServerRuntime.peer_names is client-supplied and trusted for display only.


Stage 3 — Upgrades · todo

Feature Notes
Lobby NPC, 3 random choices per level gained Confirm whether unclaimed level-ups queue.
Every upgrade also grants +5% damage, additive Displayed on the choice alongside its specific effects.
Upgrade list split shot, glass cannon, spread, sniper, doubleshot (rarer), poison (rare), eraser (legendary)
Rarity weights Unspecified. Needs numbers.
Damage stacking formula Unspecified. Sniper is explicitly multiplicative; the rest read as additive. Order needs pinning down before any of it is built.
"Chosen upgrades" screen

Damage is currently the constant SimConfig.PLAYER_BULLET_DAMAGE; upgrades turn it into a per-player computed stat, so SimWorld._fire_player_shot grows a stats block. Several upgrades (split, spread, doubleshot) change how many bullets spawn per shot, so they belong in the same place.


Stage 4 — Inventory and loot · todo

Feature Notes
Small always-on-screen inventory Slot count unspecified.
Health potions: rare from trash, guaranteed from bosses
World-shared loot Player-instanced loot planned later.
A unique, useless food item from bosses Exists specifically to test player-instanced loot. Confirm whether it should be instanced now or just marked for it.
Dropping items so others can pick them up

Stage 5 — Boss features and new bosses · todo

Feature State
Stationary phases done — every current phase
Roaming / chasing within the boss room todo; needs SimBoss.room clamping (see Stage 1 partial)
Phases that move to preset locations todo
Attacks spawned at a distance with a telegraph indicator todo — new event type plus a renderer, and it must survive fog
More bosses partial — Rooms.choir_vault() is authored but has no BossDef yet

The boss format itself is proven: tests/unit/test_boss.gd builds a boss from scratch and asserts the simulation needs no changes to run it. Movement will be the first thing that format has not covered, so expect BossPhase to gain a movement field rather than SimWorld gaining a branch.


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. ENetMultiplayerPeer supports 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, they change the design:

  1. Damage stacking order — additive pool then multiplicative, or something else?
  2. Rarity weights for the four upgrade tiers.
  3. Split shot geometry: ±22.5° from the original heading, or 45° to each side?
  4. Poison: do applications stack, or refresh a single DoT?
  5. Eraser: does it delete enemy bullets it passes through?
  6. Inventory slot count.
  7. Do unclaimed level-ups queue at the NPC?
  8. Does the 5-character cap count only active characters?
  9. Glass cannon's 50% health: of base HP, or of levelled max HP?
  10. What advances dungeon depth? --depth is a dev flag; nothing raises it in play.