claude 42568a40ad
ci / verify (push) Successful in 48s
Fix: every zone change was handing the player a blank character
SimWorld knows nothing about characters, so Instance.add_peer builds a fresh
SimPlayer -- level 1, base stats, empty inventory. Something has to give that
player back its character, and only character SELECT ever did. Every portal
into a dungeon and every escape back to the hub therefore reset the player's
level, experience, upgrades and bag. The record on disk stayed correct
throughout, which is what made it read as a display glitch: the level shown was
1 because the level being played really was 1, and the first kill's experience
grant partially repaired it, so the numbers appeared to come and go.

_place now adopts, through a single _adopt_character that every transfer runs.
That let _enter_world_as drop its adopt/reset/adopt dance -- three lines that
existed only because reset_for_instance clobbered the health adopt had just
computed -- and let the level-up path derive maximum health through
recompute_max_hp instead of keeping a second copy of the formula.

diag_upgrades now walks hub -> dungeon -> hub after taking an upgrade and
asserts level, experience, upgrades, damage, maximum health and inventory all
survive each leg. With the fix reverted it reports exactly what was described:
level 1, no upgrades, base damage, empty bag. One of the new checks compared
health against a formula fed the player's own level, which agrees with itself
even when the level is wrong; it compares against the character record instead.

Also drops "(every upgrade)" from the choice cards. That a flat bonus rides
along with all of them is a design principle, not something a player needs
told -- the number is enough.

check.sh clean, 409 tests, SMOKE PASS, all four diagnostics green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-07 10:13:14 +02:00
2026-09-03 16:03:57 +02:00
2026-09-03 16:03:57 +02:00
2026-09-03 16:03:57 +02:00
2026-09-03 16:03:57 +02:00

Transcience

Top-down twin-stick bullet-hell with a dedicated, server-authoritative backend. Godot 4.7, GDScript, no external runtime dependencies.

Play

tools/server.sh                      # dedicated server on :27015
tools/client.sh --join --name ada    # connect a client

Or run one client and press Host and play for a listen server.

Controls — WASD move, mouse aim, LMB fire, E on the ring in the hub to enter a dungeon, hold F for three seconds to escape back to the hub.

Develop

tools/check.sh    # parse-check every script      ~5s
tools/test.sh     # GUT suite, headless           ~2s
tools/smoke.sh    # server + 2 bot clients, ENet  ~35s
godot --headless --path . --script tools/bench.gd

Read CLAUDE.md first — it is short, and the Godot CLI gotchas in it will otherwise cost an afternoon.

What is here

Twin-stick bullet hell Server-simulated bullet field, ~350 concurrent bullets at 0.24 ms/tick.
Authoritative multiplayer Clients send input only. Hits, damage, death and instance transfers are server decisions. Prediction + reconciliation for the local player.
Enemies Four readable behaviours (static, drift, orbit, approach, strafe) composed with bullet emitters.
Boss The Warden of the Fold: stationary, four phases, each adding one idea. Defined entirely as data.
Lobby hub Shared persistent instance with a portal into dungeon runs.
Emergency escape Three-second channel back to the hub, cancelled by damage.

Docs

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Description
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Readme 2.4 MiB
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Shell 1.1%
Python 0.3%