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Documentation pass before context compaction
The roadmap was actively misleading: an earlier stage renumbering left Stage 2's
completed work sitting under a "Stage 3 -- todo" heading, and the inventory
table orphaned with no heading at all. Since that file is the primary handoff
document, a fresh session would have started by re-implementing accounts and
characters. Rewritten.

Captured in full, from the original brief rather than from memory, the two
stages not yet built:

- Stage 3 (inventory and loot): 4 slots, potions rare from trash and guaranteed
  from bosses, world-shared loot, and the player-instanced food item -- with a
  note that two loot visibilities must exist from the start, because proving the
  instanced path works is the food item's entire purpose.
- Stage 4 (upgrades): every upgrade with its exact stated effect, plus the two
  constraints it will collide with -- sniper's 2x bullet speed against the
  tunnelling threshold, and per-player bullet travel against the interest radius
  that test_interest.gd currently derives from static content.

Ten open questions are listed as explicitly do-not-guess, seven of them blocking
Stage 4.

ARCHITECTURE.md still claimed "the arena is a rectangle" and "no tilemap
collision", both untrue since Stage 1. Rewritten around MapGrid, with what the
grid costs (axis-aligned, 32px-quantised, bullets under a tile per tick) rather
than only what it buys.

Added a "verification traps" section to WORKFLOW.md recording six mistakes made
during this work, each of which cost a round trip of reporting something fixed
that was not: verifying the artefact rather than the behaviour, dumping the
wrong channel, measuring a configuration where the bug cannot exist, a test
whose setup silently invalidated it, git checkout reverting real work alongside
a probe, and a pattern edit matching in two files. They are specific enough to
be actionable.

Also documented the diagnostics in CLAUDE.md -- they were undiscoverable -- and
recorded the current verification surface so "everything passes" has a stated
meaning.

206 tests, 15 smoke assertions, both diagnostics pass.
2026-09-04 20:34:45 +02:00

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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 206 GUT tests, no SceneTree ~3s
tools/smoke.sh 15 assertions over a real ENet socket: handshake, auth, character creation and persistence, portal, 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

The two diagnostics exist because the smoke test structurally cannot reach what they cover: bots are poor shots, 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.


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 · todo, next

Nothing blocks this. The pieces it needs — accounts, characters, a server that owns per-player state — all exist.

Requirements

Feature Decided Notes
Inventory, small enough to sit on screen permanently 4 slots May grow later; do not build a paged or scrolling UI for it.
Health potions rare from normal enemies, guaranteed from bosses The only item with an effect for now.
World-shared loot shared between all players in the instance First to reach it takes it.
A unique, useless food item from bosses player-instanced now Its whole purpose is to exercise the instanced-loot path rather than defer it. Always dropped by bosses, does nothing when used.
Dropping items any item, back into the world, pickable by others The path that makes shared loot meaningful.

What this implies

Two loot visibilities have to exist from the start, because the food item is specifically there to prove the second one works:

  • World-shared: one entity in the instance, visible to everyone, gone when anyone picks it up.
  • Player-instanced: one entity per eligible player, each seeing and taking only their own. Others must not see it, which makes it an interest-management question as much as a loot one — see ACTOR_INTEREST_RADIUS and how the snapshot is already encoded per peer.

Server owns all of it: the client sends "I want to pick that up" as intent and learns the outcome. There is no message that grants an item.

Persistence is an open question — inventories are not in CharacterStore yet, and a potion that vanishes on server restart may or may not matter at this stage.


Stage 4 — Upgrades · todo, blocked on decisions

Do not start this without answering the open questions below. The damage formula in particular determines the shape of every upgrade.

The mechanism

  • An NPC in the hub. Each level gained grants one choice.
  • The choice offers 3 random upgrades.
  • Every upgrade also carries a +5% damage buff, additive ("adaptively scaling" in the brief — read as additive, confirm if wrong).
  • The choice screen must show that buff and all the upgrade's other effects.
  • A separate screen lists the upgrades already taken.

The upgrades, as specified

Upgrade Rarity Effect
Split shot common Hitting an enemy spawns 2 of the same bullet at a 45° angle behind the enemy. A shot cannot split twice unless the upgrade is taken again.
Glass cannon common +100% damage, 50% health.
Spread common Adds 2 side projectiles in a cone. 10% damage.
Sniper common 2× damage (multiplicative, not additive), 0.5× fire rate, 2× bullet speed.
Doubleshot rarer than common Adds 1 projectile firing parallel to the others. 50% damage.
Poison rare Each projectile deals an additional 50% of its damage over the next 10 seconds.
Eraser legendary Shots have a 1% chance to delete a projectile they pass through.

Upgrades stack — "cannot split twice unless upgraded again" says so directly.

What this implies

Damage is currently the constant SimConfig.PLAYER_BULLET_DAMAGE. It becomes a per-player computed stat, so SimWorld._fire_player_shot grows a stats block. Split, spread and doubleshot all change how many bullets a shot produces, so they belong in the same place.

Two constraints already pinned by tests that upgrades will collide with:

  • Sniper doubles bullet speed. test_bullet_speeds_stay_below_the_tunnelling_threshold asserts that even at 2× a bullet stays under one tile per tick. Stacking two snipers would break wall collision, so the multiplier needs a ceiling.
  • Longer/faster bullets widen BULLET_INTEREST_RADIUS. test_interest.gd recomputes the floor from live content; upgrades change bullet travel per player, which that test does not currently model.

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 Stage 4 (upgrades)

  1. Damage stacking order. Sniper is explicitly multiplicative; the +5% per upgrade and the ± percentages read as additive. Is it base × (1 + Σ additive) × Π multiplicative, or something else?
  2. Rarity weights for common / rarer / rare / legendary.
  3. Split shot geometry — ±22.5° from the original heading (45° total), or 45° to each side (90° total)?
  4. Poison stacking — do applications stack, or does a new hit refresh one damage-over-time effect?
  5. Eraser's target — does it delete enemy bullets it passes through?
  6. Do unclaimed level-ups queue? Reaching level 4 and 5 inside one run: two pending choices at the NPC, or one?
  7. Glass cannon's 50% health — of base HP, or of the character's levelled maximum?

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. Do inventories persist? Characters do. A potion surviving a server restart may or may not matter at this stage.
  3. 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.