Character swapping is hub-only, and refused by the SERVER rather than merely greyed out in the menu. Allowing it inside a dungeon would be an instant, uninterruptible exit from danger -- strictly better than the one-second escape channel, which would make that channel pointless. Creating a character in a dungeon is refused for the same reason. Both are covered by diag_progression. Health regenerates at 0.5% of MAXIMUM per second. A percentage rather than a flat rate so it does not become irrelevant at level 15: a capped character regains 1.2 hp/s against a level 1's 0.5, and both take about 200 seconds to heal from nothing. No out-of-combat gate -- at this rate it cannot out-heal anything actually shooting at you, and a trickle that never stops is easier to reason about than a timer players have to learn. A fractional carry is needed because a tick heals well under one hit point, so truncating each tick would heal exactly nothing; there is a test for that specifically. The XP bar now states the percentage and the level it leads to, since a bar answers "how far" vaguely and a number answers it exactly. Recorded the two Stage 3 answers: 4 inventory slots, and the boss's food item is player-instanced now so the mechanism gets exercised rather than deferred. Writing the swap guard's test caught my own mistake: the first version created its spare character through the store, which has no opinion about where you are, so it bypassed the guard it was meant to prove and left a stray character behind that broke a later assertion. 200 tests. check.sh, test.sh, smoke.sh and both diagnostics pass.
11 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)
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.
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 | |
| Audio buses and a volume setting | todo | Everything plays on Master at hardcoded dB |
| In-game credits screen | todo | Not cosmetic: the SFX 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 |
| 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 · 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 1–15, +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 4 — 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.
| Feature | Notes |
|---|---|
| Small always-on-screen inventory | 4 slots for now, may grow. |
| Health potions: rare from trash, guaranteed from bosses | |
| World-shared loot | Player-instanced loot planned later. |
| A unique, useless food item from bosses | Player-instanced now, so the mechanism is exercised rather than deferred. |
| 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.
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, they change the design:
Deferred to the Stage 4 discussion (upgrades), but they block that stage:
- Damage stacking order — additive pool then multiplicative, or something else?
- Rarity weights for the four upgrade tiers.
- Split shot geometry: ±22.5° from the original heading, or 45° to each side?
- Poison: do applications stack, or refresh a single DoT?
- Eraser: does it delete enemy bullets it passes through?
- Do unclaimed level-ups queue at the NPC?
- Glass cannon's −50% health: of base HP, or of levelled max HP?
Still open outside Stage 4:
- What advances dungeon depth?
--depthis a dev flag; nothing raises it in play.