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Top-down twin-stick bullet-hell, Godot 4.7, server-authoritative dedicated server with client-side prediction. Clients send input only; the server resolves every hit for both players and enemies (no PvP). - SimWorld: whole simulation as plain RefCounted objects (no nodes, no physics server), ~0.24ms/tick at peak load -- runs headless for free and drives 78 tests in under a second - BulletPool: struct-of-arrays bullet storage, replicated as spawn/despawn events rather than per-tick state - Emitter framework (Ring/AimedSpread/WallGap/ArcSweep) shared by trash enemies and bosses -- a new boss is data in src/content/content.gd, no simulation changes - The Warden of the Fold: stationary 4-phase boss built entirely on that format - Lobby hub with a portal into on-demand dungeon instances; one process hosts the hub plus every concurrent dungeon - Emergency escape: 3s server-owned channel, cancelled by damage - tools/check.sh, test.sh (GUT), smoke.sh (real server + bot clients over ENet), bench.gd; git hooks wired to the same scripts - docs/ARCHITECTURE.md, NETCODE.md, WORKFLOW.md, ROADMAP.md
915 B
915 B
description, argument-hint
| description | argument-hint |
|---|---|
| Add a new boss as data, following the existing format | <boss name and the idea behind each phase> |
Add a boss: $ARGUMENTS
Do it as data, not code:
- Read
src/content/content.gd— the Warden is the reference. Its phases layer one idea at a time, which is the design intent, not an accident. - Add a
static funcreturning aBossDef, built from the emitters insrc/sim/patterns/. Register the id inContent.boss()and add aBOSS_*constant. - Give every phase a
telegraph_tickswindow so the transition is readable. - Add tests to
tests/unit/test_boss.gd: phase thresholds, and that the pattern actually fills the arena. - Run
tools/check.shthentools/test.sh.
If you find yourself wanting to add a branch to SimWorld for this boss, stop
and add a new BulletEmitter subclass instead — the format is supposed to
absorb the difference.