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transcience/docs/ROADMAP.md
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claude c4beeae38f Initial commit: Transcience MVP
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
2026-09-03 16:03:57 +02:00

3.0 KiB

Roadmap

Built

MVP requirement State
Top-down 2D twin-stick bullet hell Movement, aim, fire, i-frames, death and respawn; MultiMesh bullet rendering.
Multiplayer with server-side hit validation Authoritative dedicated server; clients send input only; all hits resolved server-side for both players and enemies. No PvP.
Simple, predictable enemies Drifter, Turret, Stalker, plus a lobby dummy. Five movement behaviours, all closed-form.
Stationary boss, adaptable format The Warden of the Fold: four phases, data-defined. A new boss is one function and zero simulation changes.
Lobby hub with dungeon entry Persistent lobby instance, portal, party forming window, dungeons opened on demand.
Emergency escape Three-second channel, cancelled by damage or release, server-owned.

78 tests plus an end-to-end smoke test over a real socket.

Next, in rough order of value

1. Make the dungeon a place. Right now it is one arena and three stages. Rooms, doors, and a SimWorld with static geometry — which means adding a collision representation for walls (segment-vs-circle for players, segment crossing for bullets) since there is no physics engine to lean on.

2. Art and feel. Everything is drawn with draw_circle and a generated dot texture. Sprites, hit flashes, screen shake, muzzle flashes, death effects, and sound. None of it touches the simulation — this is entirely src/view/.

3. A second boss. The format claims to be reusable; the way to find out is to use it. A mobile boss will exercise BossDef.stationary, which the runtime already reads but no content uses yet.

4. Progression. Loot, character stats, persistence. Needs a decision on storage: for a dedicated server, player state belongs server-side in a database, not in a client save file.

5. Netcode hardening. In the order they will actually matter:

  • DTLS on ENetMultiplayerPeer before any public server.
  • Authentication; peer_names is currently client-supplied and trusted for display only, which is fine now and will not be once there is progression.
  • Snapshot delta compression, once enemy counts grow.
  • Interest management inside an instance, once arenas are larger than a screen.

6. Scale. The simulation costs ~1.4% of a core per instance, so the ceiling is bandwidth and process supervision, not CPU. A shard manager that runs several server processes behind a lobby-of-lobbies is the shape, but it is premature until there is a game to fill it.

Deliberately not done

  • Lag compensation. Discussed in NETCODE.md: rewinding for a shooter's view would mean a player who dodged still gets hit, which is the wrong trade for this genre.
  • Pattern-level bullet replication. A large bandwidth win that couples the client to emitter behaviour. Not worth it until bandwidth binds.
  • MultiplayerSynchronizer / MultiplayerSpawner. Right tools, wrong shape for a bullet hell. See ARCHITECTURE.md.