Identity is shaped like Steamworks so swapping to it is one subclass and no schema change: the client presents an opaque ticket, the server validates it into a stable 64-bit account id, and nothing downstream sees anything else. LocalAuthProvider takes any ticket at face value -- insecure on purpose, and labelled as such everywhere, because the point is the shape rather than the security. Do not ship it. Characters persist as JSON keyed by account. Account ids are written as decimal strings because they are 64-bit and JSON numbers are doubles, which would silently round them. A corrupt store aborts the server rather than starting empty: starting empty looks like it worked and then saves over every character on the first level-up. Levels 1-15, +10 max health each, level DERIVED from lifetime experience rather than stored beside it, so a hand-edited save cannot produce a level 12 character with a level 3's experience. Experience is shared undivided across everyone alive in the instance -- splitting it would make bringing a friend cost you progress. A level-up heals by what it added, so gaining one mid-fight is relief rather than a bar that moved further from full. Death is permanent and unbinds the character entirely: no "return to the hub as the character who just died", because the run is over. The record is retired, never deleted. The five-character cap counts LIVING characters only -- counting the dead would lock a player out of their own account after five deaths. Verified by tools/diag_progression.tscn, which drives the real server through kill -> xp -> level -> health and death -> retire -> roster. The bot smoke test cannot cover that: bots are poor shots and rarely kill anything. Writing it caught two real ordering bugs -- the death event was dispatched before the payload that tells the player they died, and the dead character stayed bound to the peer. Also added --account and --store so several clients and test runs can coexist on one machine. The smoke test now uses a scratch store; without it a rerun resumed the previous run's characters and "a character was created" quietly stopped being true. 193 tests. check.sh, test.sh, smoke.sh, diag_progression and diag_prediction all pass.
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Settled decisions
Design choices the user has already made, with the reasoning. Check here before asking — re-litigating a settled decision wastes a round trip, and several of these look like defaults you would otherwise pick differently.
Ordered newest last.
Simulation shape
Game logic lives in plain RefCounted objects, not nodes. No
CharacterBody2D, no Area2D, no physics server. Bullet counts make per-bullet
nodes unaffordable, the dedicated server allocates nothing, and the whole suite
runs with no SceneTree. Full reasoning in ARCHITECTURE.md.
Content is GDScript, not .tres. A boss is a readable diff, there are no
resource UIDs churning in version control, and a test can build content inline.
tools/export_content.gd writes .tres copies for inspector tuning, but code
is the source of truth — port inspector edits back.
Netcode
The client sends input and nothing else. No message exists for position, hits, damage, or a finished escape. Having no code path is strictly stronger than validating one.
Bullets replicate as spawn events, not state. ~36 bytes once per bullet;
both sides run the identical integration. Only early deaths (a hit, or a wall)
need announcing. Pinned by tests/integration/test_replica_parity.gd.
No lag compensation. Rewinding the world to a shooter's view would mean a player who dodged on their own screen still takes the hit. If it becomes a complaint, lag-compensate player bullets against enemies only — never enemy bullets against players.
INPUT_MAX_LEAD must stay well above INPUT_LEAD_MAX. The server's input
acceptance window has to be wider than the band in which the client re-syncs its
own numbering. When it was not, drifting clocks landed in a dead zone where the
server silently rejected every input and the client never noticed. Pinned by
tests/unit/test_input_lead.gd.
Combat feel
Hitbox is smaller than the sprite (PLAYER_RADIUS 6 vs
PLAYER_VISUAL_RADIUS 13), and PLAYER_MUZZLE_OFFSET derives from the visual
radius. A visible near-miss reads as fair; an invisible hit does not.
No invulnerability frames. Every bullet that touches you lands. I-frames
make dense patterns safer than sparse ones, which inverts the genre. Measured
cost: ~13.6s stationary in the Warden's opening phase. spawn_grace on entering
a dungeon is the sole exception, and it is a transition, not a combat mechanic.
No contact damage. Every threat is a bullet you can see and dodge. The
Stalker carries a point-blank shotgun rather than damaging you by touch.
tests/unit/test_content.gd asserts every hostile enemy has an emitter.
Leaving a run
Escape is a 1-second channel that damage does not interrupt. An interruptible channel makes killing the process better than pressing the button.
A disconnect runs the same channel. The player stays in the world as
linkdead, still killable. All four exits (key, menu button, clean disconnect,
SIGKILL) converge on one server-side path keyed on the socket closing — there is
deliberately no "clean leave" message. tools/smoke.sh asserts both the hard
kill and the polite disconnect.
Boss rooms do not lock. (User, this session.) You can always walk out of a boss fight, and the boss cannot follow. The consequence: fights cannot rely on trapping the player, and disengaging is always available.
World
Tile grid, generated layout, hand-authored boss arenas. (User, this session.) A grid because collision, line of sight and interest management all become array lookups; authored arenas because a generated boss room is a bad one about as often as a good one.
Hard fog. (User, this session.) No remembered terrain — anything outside current line of sight is not drawn, including ground already walked over.
Dungeon size scales with depth. (User, this session.) --depth N is a dev
flag; what raises depth in actual play is still open.
Never send the map, or its seed. (User, this session — corrected an earlier
choice of mine.) Sending (seed, depth) and regenerating client-side is far
cheaper on the wire and hands any modified client the entire floor plan. Tiles
stream per peer instead. The accepted trade, in the user's words: a cheater
seeing further than they should is tolerable; seeing the whole map is not.
Consequence to preserve: the client holds real geometry it cannot see, because it predicts movement against walls and simulates bullets that die on them. So hard fog is a rendering rule, not secrecy. The secrecy is in what the server declines to send.
Identity and persistence
Steam-shaped auth abstraction. (User, this session.) The goal is
eventually Steam, so build the shape Steamworks uses and keep it swappable:
client presents an opaque ticket, server validates it and gets a stable 64-bit
account id (SteamID64's stand-in). A local dev provider persists a generated id
in user://, so no Steam account is needed now.
Not integrating GodotSteam yet: it needs a running Steam client and an app ID, which would break the "no Steam account" requirement. Swapping it in later should be one provider class and no schema change.
Progression
XP from kills, bosses worth far more. (User, this session.) A first full dungeon should give a bit more than is needed for the first level-up.
Permadeath. Death marks a character inactive — never deleted, for archival and troubleshooting — and the player picks another character or creates one.
Characters and progression (this session)
Level 1 is base health; each level adds 10. So level 15 is
PLAYER_MAX_HP + 14 * 10 = 240. Level is derived from lifetime experience
rather than stored alongside it, so the two can never disagree — a hand-edited
save cannot produce a level 12 character with a level 3's experience.
The five-character cap counts LIVING characters only. Retired ones stay in the store forever but free their slot. Counting the dead would lock a player out of their own account permanently after five deaths, which is not a punishment anyone signed up for.
Death unbinds the character entirely. There is deliberately no "return to the hub as the character who just died" — the run is over, so the peer is removed from the instance and left at the roster screen. The one exception is a linkdead player, which has nobody to show a roster to, so its body is left for the escape channel to resolve as before.
Experience is shared across the party, undivided. Everyone alive in the instance receives the full amount for a kill. Splitting it would make bringing a friend cost you progress, which is the opposite of what the hub roster exists to encourage.
A level-up heals by the amount it added. Gaining a level mid-fight should feel like relief, not like the bar you were watching got further from full.
The character store refuses to start rather than starting empty. A corrupt or unreadable save aborts the server. Loading empty would look like it worked and then overwrite every character on the first level-up.
Account ids are written as decimal strings in JSON. They are 64-bit and JSON numbers are doubles, which would silently round them.