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.
14 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)
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 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, 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
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
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_RADIUSand 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_thresholdasserts 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.gdrecomputes 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.
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 — each changes the design, and several have no obvious default.
Blocking Stage 4 (upgrades)
- 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? - Rarity weights for common / rarer / rare / legendary.
- Split shot geometry — ±22.5° from the original heading (45° total), or 45° to each side (90° total)?
- Poison stacking — do applications stack, or does a new hit refresh one damage-over-time effect?
- Eraser's target — does it delete enemy bullets it passes through?
- Do unclaimed level-ups queue? Reaching level 4 and 5 inside one run: two pending choices at the NPC, or one?
- Glass cannon's −50% health — of base HP, or of the character's levelled maximum?
Blocking nothing yet
- What advances dungeon depth?
--depthis a dev flag; nothing raises it in play. Depth drives map size and could drive difficulty and rewards. - Do inventories persist? Characters do. A potion surviving a server restart may or may not matter at this stage.
- 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.