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transcience/docs/ROADMAP.md
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claude cb2c1e7840 Scale health and damage by ten so percentages have somewhere to land
A shot is 60, a fresh character has 1000, the Warden has 36000. Enemy health,
boss health and every emitter's damage were scaled with them, so every ratio
is unchanged and time to kill is exactly what it was -- tests/unit/test_content
now pins shots-to-kill per enemy and hits-to-kill a player so a careless edit
to either side shows up as a number a designer recognises.

The reason is rounding rather than balance. Damage is an integer, and at a base
of 6 the +5% every upgrade carries computed to 6.3 and rounded straight back to
6: a player took their first upgrade, was told it made them stronger, and
nothing happened. diag_upgrades used to print "damage matches the formula
(6 -> 6)"; it now prints (60 -> 63). The boss's per-phase armour multiplier had
the same problem, turning 1.15 into an effective 1.17.

The practice dummy stopped relying on a huge health pool at the same time. Its
old 100000 was already past the u16 the snapshot sends enemy health in, and
once a shot did 60 a patient player could have destroyed the hub's only
practice target for everyone until the next restart. EnemyDef.indestructible
says what was actually meant, and a test asserts nothing else uses it.

check.sh clean, 364 tests, SMOKE PASS, all four diagnostics green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-06 16:16:38 +02:00

20 KiB
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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)

Verification surface

What "everything passes" currently means. Numbers move; the shape does not.

Gate Covers Runtime
tools/check.sh every script parses and type-checks ~5s
tools/test.sh 364 GUT tests, no SceneTree ~4s
tools/smoke.sh 18 assertions over a real ENet socket: handshake, auth, character creation and persistence, both dungeon kinds, escape, hard kill, polite disconnect ~40s
diag_prediction.tscn client-prediction gap, with injected clock drift ~10s
diag_progression.tscn kill → xp → level → health, death → retire → roster, swap guards ~10s
diag_loot.tscn drop → snapshot → pick up → persist → use → drop, and both loot visibilities on the wire ~10s
diag_upgrades.tscn level → banked choice → refused in a dungeon and away from the NPC → taken → new stats → persisted ~10s

The four diagnostics exist because the smoke test structurally cannot reach what they cover: bots are poor shots (so they neither level up, produce drops, nor walk to the quartermaster), and a listen server cannot drift its own clock against itself.


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.


Dungeon kinds · done

Two entrances stand side by side in the hub, labelled, and open different runs.

Dungeon Dungeons id Enemy HP Boss HP Loot chance
Warden's Descent warden_descent ×1 ×1 (3600) ×1 (trash 8%)
Proving Grounds proving_grounds ×0.2 ×0.08 (288) ×10 (trash 80%, clamped)

The Proving Grounds is a test harness you can walk into: same generator, same rooms, same enemies, the same four-phase Warden — everything simply dies faster and drops more. A manual pass over loot, the inventory, dropping and all four boss phases takes a couple of minutes instead of a quarter of an hour, and because it is a portal rather than a launch flag you can compare the two back to back without restarting the server.

Adding a third dungeon is one entry in Dungeons.ORDER plus one more P marker in the lobby stamp — the Nth marker, in reading order, opens the Nth entry.

Three things worth knowing:

  • It is multipliers over the shared content, not a copy of it. A duplicated Content would drift the moment anything was tuned, and "identical but easier" would quietly stop being true.
  • Which dungeon you enter comes from where you stand. SimWorld.portal_at() resolves the server-side position; the PORTAL_USED event carries the answer. No client message names a dungeon, which is what stops anyone picking the generous loot table from the real run.
  • accepts_new_party_member takes the dungeon id. Without that, walking into the Proving Grounds would drop you into whatever standard run happened to still be forming.

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 115, +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, fed live from the snapshot
Dead characters hidden from the roster done ServerRuntime._send_characters sends living only
Suggested name when creating done Character.random_name
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 AuthProvider subclass and no schema change.
  • --account and --store exist so several clients and test runs can coexist on one machine. A real provider makes --account unnecessary.

Stage 3 — Inventory and loot · done

Feature State Where
4 slots, permanently on screen done SimConfig.INVENTORY_SLOTS, HUD._draw_inventory
Items defined as data, not code done src/content/items.gd, src/actors/items/item_def.gd
Loot tables on enemies and bosses done EnemyDef.loot / BossDef.loot, rolled in SimWorld._drop_loot
Health potion, rare from trash done Content.TRASH_POTION_CHANCE = 0.08
…guaranteed from the boss done Content.warden() loot table, chance 1.0
World-shared loot done SimLoot.owner_peer == 0
Player-instanced loot done one SimLoot per living player, filtered per peer in NetCodec.encode_snapshot
Warden's Ration — useless, instanced done Items.wardens_ration()
Pick up, use, drop done SimWorld._try_pickup / _use_slot / _drop_slot
Inventories persist done stored on Character, written by ServerRuntime._persist_inventory
Ground loot drawn with a pickup prompt done WorldView._draw_loot, HUD._draw_pickup_prompt

Controls: E picks up, 14 use a slot, shift+14 drop one.

The decisions worth knowing before touching this

Item actions ride the input frame; they are not new messages. InputFrame gained BTN_USE, BTN_DROP and a slot byte. That buys the redundancy that covers a dropped packet, the replay guard on last_input_tick, ordering against movement on the same tick, and a natural rate limit of one action per tick — all of which a separate reliable RPC would have needed bolted back on.

Item actions are edge-triggered; movement and fire are not. The client repeats its last few frames every tick and a starved server coasts on the last one it was given, so a level-triggered read empties the whole inventory in four ticks. SimPlayer.prev_buttons and prev_slot hold the edge, and the slot is part of it — tapping 2 while 1 is held is a second, distinct action.

Instanced loot is enforced on the wire, not in the client. A peer is never told another player's copy exists. That makes it an interest-management rule of the same kind as ACTOR_INTEREST_RADIUS, and it is why the ration is worth having: every boss kill exercises the path.

Anything dropped becomes world-shared, even if it arrived instanced. That is what makes dropping worth having — a trophy you do not want should be able to reach someone who does.

A potion at full health is refused rather than spent. Nobody drinks one on purpose at full health, so a mistimed keypress must not do it for them.

A full bag leaves the item on the floor and does not block the portal, which shares the interact key.

Known gaps

  • Nothing sells items. Loot only comes from kills; the hub has no source. The Stage 4 upgrade NPC is the natural place, and is the reason this is a gap rather than a decision.
  • No stacking. Four potions take four slots. A count byte per slot is cheap to add; nothing needed it yet, so the wire, the save record and the HUD all stayed simpler for not having one.
  • Ground loot never expires, it is only capped at SimConfig.MAX_LOOT_PER_INSTANCE per world, oldest evicted. Dungeons close and take their litter with them; only the hub can realistically reach the cap.
  • The ration draws as a gold flask. The tileset has no food sprite. See ASSETS.md.

The scale of health and damage

Health and damage are an order of magnitude larger than they started. A shot is 60, a fresh character has 1000, the Warden has 36000. Every ratio is unchanged — enemy health, boss health and every emitter's damage were scaled together, so time to kill is exactly what it was.

The reason is rounding. At the old base of 6 damage, the +5% every upgrade carries computed to 6.3 and rounded straight back to 6, so a player's first upgrade visibly did nothing. At 60 it is +3, and every percentage in the game now has somewhere to land.

tests/unit/test_content.gd pins both halves of that: that a single upgrade changes damage, and that shots-to-kill for each enemy is what it was before. Do not tidy these numbers back down without scaling content.gd with them.

The hub's practice dummy stopped relying on a huge health pool at the same time: it is indestructible by flag now. The old 100000 was already past the u16 the snapshot sends enemy health in, and after the rescale a patient player could have destroyed the hub's only practice target for everyone.


Stage 4 — Upgrades · done

Every level gained banks one choice. Choices are spent at the quartermaster, an NPC in the hub: walk to it, press E, pick one of three.

Feature State Where
Upgrades as data, no engine branches done src/content/upgrades.gd, upgrade_def.gd
Per-player derived stats done src/sim/player_stats.gd
3 weighted options per choice, held until spent done Upgrades.roll_offer, stored on Character.offer
Choices queue across levels done Character.pending_choices
Spent only at the NPC, enforced server-side done SimWorld.at_upgrade_npc, ServerRuntime.on_choose_upgrade
Choice screen showing the +5% and each effect done src/ui/upgrade_screen.gd
List of upgrades already taken, plus resulting stats done lower half of the same panel
Upgrades persist, die with the character done Character.upgrades, permadeath retires the record

The seven upgrades

Upgrade Rarity Effect
Split Shot common On hitting something, two more of the same shot leave it at ±45°. One charge each; stacks.
Glass Cannon common +100% damage, ×0.5 levelled max health.
Spread common +2 shots in a cone, 10% damage.
Sniper common ×2 damage (multiplicative), ×0.5 fire rate, ×2 bullet speed.
Doubleshot uncommon +1 parallel shot, 50% damage.
Poison rare Each hit deals another 50% of its damage over 10s. Doses stack independently.
Eraser legendary 1% chance per tick to delete an enemy projectile a shot is passing through.

Draw weights: common 100, uncommon 45, rare 18, legendary 4.

The decisions behind the numbers

All four settled with the user; the reasoning is in DECISIONS.md.

  • Damage is base × (1 + Σ additive) × Π multiplicative. The flat +5% every upgrade carries, Spread's 10%, Doubleshot's 50% and Glass Cannon's +100% pool additively; Sniper multiplies the result, which is why two Snipers is 4× and not +200%.
  • Glass Cannon halves the LEVELLED maximum, so the price does not fade to a rounding error by level 15. Taken twice it multiplies again.
  • Poison doses are independent, not refreshed. PoisonTrack makes that free: every dose lasts the same number of ticks, so they expire in insertion order, the pending expiries are a plain FIFO, and the per-tick cost is O(1) however many are live.
  • Split Shot's children leave at ±45° from the original heading, born just past the target so they cannot be resolved against it again on the same tick.

Constraints this collided with, and what it cost

  • Bullet speed now has a ceiling (SimConfig.MAX_BULLET_SPEED, 1500 u/s). Wall collision samples once per tick, so anything over one tile per tick (1920 u/s) tunnels. Two Snipers would have asked for 2480.
  • BULLET_INTEREST_RADIUS rose to 2900, because an upgraded player shot is now the longest-travelling bullet in the game. test_interest.gd measures the worst case from the ceiling rather than from static content, which is what it used to do and what upgrades quietly invalidated.
  • Poison ticks do not emit ENEMY_HIT. They land many times a second on a reliable channel; the client learns hp from the snapshot. Death is still announced, because the experience award is keyed on it.
  • The eraser's bullet-vs-bullet scan costs nothing until someone owns it — it runs only for shots carrying a non-zero chance.

Known gaps

  • One panel, not two screens. The brief asked for a separate screen listing upgrades taken; it is the lower half of the choice panel instead, because the two are read together.
  • No respec, and no way to see another player's build.

Stage 5 — Boss features and new bosses · todo

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

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

Remember boss rooms do not lock (a settled decision): a player can always walk out, and the boss cannot follow. Fights cannot rely on trapping anyone.


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 — each changes the design, and several have no obvious default.

Blocking nothing yet

  1. What advances dungeon depth? --depth is a dev flag; nothing raises it in play. Depth drives map size and could drive difficulty and rewards.
  2. Where do items come from outside a dungeon? Loot only drops from kills. If the hub should sell potions, that is the Stage 4 NPC's second job — and it needs a currency, which the game does not have.
  3. Should items stack? Four potions currently take four slots, which makes a 4-slot bag small. Stacking is a count byte per slot plus a rule for splitting one; neither is hard, but both change the UI.
  4. Attribution for four asset packs. See ASSETS.md — two are non-redistributable and local-only, and there is no in-game credits screen yet, which CC BY 4.0 requires for the audio.