Add game mode categories, character creation, on-foot ship/hub mode, RAM currency, and in-ship navigation
Bundles several sessions' worth of previously uncommitted work: map categories with Domination/Conquest/King of the Hill mode stubs and a server-list mode filter; a procedurally-drawn character-creation screen replacing the old callsign-only PROFILE overlay; the on-foot groundwork (walkable station hub, ship interior, character controller) plus the RAM currency backend; and today's addition, an in-ship Helldivers-2-style navigation table that QUICK PLAY's queue/connect flow and the Belters/ Military hub travel now live behind, with hub-and-ship return paths and a context-aware pause menu usable both in-match and inside the ship. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -41,28 +41,30 @@ Competitive, skill-based, MMR/ELO ladder. Penalty for leaving mid-match. Small
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No penalty for leaving. Larger maps. Chaotic and fun — you can drop in mid-match.
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> **Status:** **Team Deathmatch** (the first row below) is implemented — a
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> 7-minute timed version of Annihilation's "pure kills" idea (most kills when
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> the clock runs out wins, not last-team-standing), plus a 30s pre-match
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> **Status:** **Team Deathmatch** is implemented for real — a 7-minute timed
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> "most kills when the clock runs out wins" mode, plus a 30s pre-match
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> countdown, live kill/death tracking, a Tab scoreboard, and a winner banner
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> (see `overview/map1.md`, `CLAUDE.md` item 26). It's built through a
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> `GameMode` abstraction (`spacewar/world/game_modes/`) specifically so the
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> other rows here — Sector Control, King of the Hill, Base Assault, Convoy
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> Escort — can each become a new `GameMode` subclass later without changing
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> the match-phase/timer/scoreboard/banner machinery around them.
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> other 3 rows below — Domination, Conquest, King of the Hill — can each
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> become a fully-realized `GameMode` subclass later without changing the
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> match-phase/timer/scoreboard/banner machinery around them. As of
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> `CLAUDE.md` item 27, all 4 modes below exist as real `GameMode` subclasses
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> and are wired up end-to-end via a "category" tag on each map
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> (`world.gd`'s `MAPS`, `World._pick_map()`) — but Domination/Conquest/King
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> of the Hill are still scoring stubs (kills, same as Team Deathmatch) until
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> each grows its own zone/point/capture mechanic.
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### Casual Mode Ideas
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| Mode | Description |
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|------|-------------|
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| **Team Deathmatch** *(implemented)* | Most kills when the match timer runs out wins. Timed variant of the Annihilation idea below. |
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| **Sector Control** | Map divided into sectors. Hold more sectors at time limit. Ties to galactic war meta. |
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| **King of the Hill** | One contested zone in the center. Hold it to rack up points. |
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| **Annihilation** | Pure kills. Last team standing or first to X kills. Chaos mode. |
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| **Base Assault** | One team attacks a fortified base, one defends. Roles swap each round. |
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| **Convoy Escort** | One team escorts a slow-moving freighter across the map, other team destroys it. |
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| **Team Deathmatch** *(implemented)* | Most kills when the match timer runs out wins. |
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| **Domination** *(category stub)* | Map divided into multiple capture points. Hold more of them than the enemy at the time limit. Ties to galactic war meta. |
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| **Conquest** *(category stub)* | Contested capture points bleed the losing team's respawn "tickets"; first team to zero tickets (or fewer tickets at the time limit) loses. |
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| **King of the Hill** *(category stub)* | One contested zone in the center. Hold it to rack up points. |
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> **Suggestion:** Start with **Sector Control** for casual. It ties into the galaxy meta (Helldivers-style), encourages teamwork without hard requirements, and naturally scales to 25v25.
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> **Suggestion:** Build out **Domination** next — it ties into the galaxy meta (Helldivers-style), encourages teamwork without hard requirements, and naturally scales to 25v25.
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---
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