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>
Match phases (autoload/match_manager.gd, world/game_modes/):
- New server-authoritative MatchManager loops PRE_MATCH (30s countdown,
ships held invisible/uncollidable, flagships creep into formation) ->
IN_PROGRESS (active GameMode's clock runs) -> POST_MATCH (winner
banner, result reported to matchmaking-api) -> back to a fresh
PRE_MATCH forever, matching the always-on server-pool model instead
of kicking players to the menu at match end.
- Win-condition logic lives in a new GameMode abstraction (game_mode.gd
base + team_deathmatch_mode.gd, the only mode so far) so a future
mode is a new subclass plus one factory branch, no timer/scoreboard/
banner code changes needed.
- Three new HUD pieces: match_timer.gd (countdown/clock), scoreboard.gd
(hold-Tab two-team panel), match_banner.gd (winner banner).
- New MatchStats autoload tracks per-match kills/deaths by peer_id
(including bots), hooked into kill_feed_manager's existing
report_kill() call site.
Persistent stats (matchmaking-api/):
- Player gains kills/deaths/hours_played columns; new
POST /matches/report endpoint (server-only, called once at
POST_MATCH) upserts each real player's totals by callsign via a
shared app/crud.py helper also used by the matchmaking-queue join
path. GET /stats/{callsign} returns the new fields alongside mmr/
wins/losses.
Capital-ship fleet polish (world/flagship.gd, world/world.gd,
ships/ship_movement.gd, autoload/game_config.gd):
- Flagship formations are now a clean vertical line (no per-ship
position/rotation jitter) so play_creep_in()'s rigid-group tween
reads as one disciplined fleet arriving together, rising from
directly below (not a random compass direction) over the full 30s
countdown.
- Fixed a real bug where the creep-in tween only ever played on the
server -- MatchManager._run_pre_match() called straight into World,
server-only code a remote client's own process never runs, leaving
their flagships static all match. World now triggers it off
MatchManager.phase_changed instead, which fires identically on every
peer.
- Fixed a second bug (only reachable on a fresh server boot's very
first spawn): a phase==PRE_MATCH check that's true even before the
match loop has genuinely started that phase for the first time fired
play_creep_in() with a bogus zero-duration tween, corrupting the
target the real 30s tween read moments later -- flagships would
settle 4000 units off from their intended formation slot and fire
from there instead. Guarded on get_remaining_seconds() > 0 too.
- The held ship's camera now actively tracks its own team's flagship
centroid every tick during the countdown (position_smoothing
disabled for the hold, since it fights a manually-driven target and
was the reason the fleet read as invisible) instead of sitting fixed
and wide-angle; local offset/zoom/smoothing are explicitly reset on
release so control handback doesn't inherit a stale camera transform.
- _apply_pre_match_hold()/_apply_respawn() now set _dead/
_held_for_pre_match inside the RPC itself, not just in the
server-only caller -- those flags never reached remote clients
before, so WASD wasn't actually blocked for them during the hold.
- Ships now launch from a narrow point directly beneath their own
flagship formation instead of a full-circle scatter around the spawn
marker (which could land a spawn behind/inside a hull). Bumped
flagship_defense_radius so it still comfortably reaches a player who
flies a straight line to the enemy side without correcting for that
new offset.
ISN gets a Stealth Corvette hull mixed into its flagship formation
(assets/images/ships/isn/), banner art renamed off opaque UUID
filenames to isn_banner.jpeg/orc_banner.jpeg.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Capital ships & support art:
- New Flagship capital ships (world/flagship.gd) spawn a small
point-defense formation at each team's spawn marker, independently
targeting the nearest enemy in range with a slow unmissable-looking
missile and a faster bullet stream -- keeps a team from parking on
the enemy spawn and farming respawns.
- Per-race/role bullet sprites for turret fire (assets/images/effects/
bullets/), flagship art for both factions, minimap now draws
flagship blips, bot_ai awareness tuned to notice them.
Settings screen (items 20-21 in CLAUDE.md) -- was a stub, now five
real sections shared between the main menu and the in-game pause menu:
- Diagnosed and fixed a "movement looks blurry/laggy" report down to
three independent causes: physics-tick vs. display-refresh judder
(fixed via Godot's built-in physics interpolation, plus a
frame-rate-cap + VSync dropdown so each player can match their own
monitor), missing mipmaps on every minified ship texture (real GPU
sampling shimmer, unrelated to frame timing), and a periodic hitch
from the matchmaking heartbeat spinning up a new HTTPRequest thread
every 8 seconds instead of reusing one.
- Nameplates get their own manual per-frame interpolation, since
Godot's physics interpolation only covers Node2D/Node3D, not the
Control-based Label they're built from.
- Audio: Master/Music/SFX volume sliders backed by a real bus layout
(default_bus_layout.tres) -- the project had no volume control at
all before this.
- Window mode (Fullscreen/Exclusive Fullscreen/Windowed), a
colorblind-friendly enemy-color toggle (also fixes the minimap's own
separate, inconsistent yellow enemy color), and keyboard rebinding
for every action with a live capture UI.
- New GameConfig.settings_focused flag (same pattern as chat_focused/
team_select_focused) so a key-rebind capture can't also move the
ship or toggle the pause menu underneath the panel.
Spawn intro: a ship's first-ever appearance now eases in from a
random direction (fast off the start, decelerating into its landing
spot) instead of popping into place -- purely a cosmetic sprite
offset, so collision/camera/networking are untouched and every peer
(including bots) sees the same warp-in.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The old background tiled a single non-seamless 1024x1024 skybox render
across the map, producing visible seams and stars too faint/small to
survive minification. Replace it with a canvas shader (starfield.gdshader)
that draws layered depth stars + soft nebula tint directly, so there's
no repeating tile (no seams) and stars stay pixel-crisp at any zoom.
Applied to both the in-game map background and the main menu backdrop.
Also fixes a bug the swap introduced: world.gd cast the map's
Background node to TextureRect to read world bounds, which silently
failed once Background became a ColorRect, leaving GameConfig.world_bounds
on its tiny fallback default and hard-clamping every ship into an
invisible box near the map center. Cast to Control instead.
Also clears leftover placeholder Walls/Asteroids tile data in
map_01.tscn that sat directly in the spawn-to-spawn flight corridor —
harmless once bounds were fixed, but still untuned test content per
CLAUDE.md's own Current Tasks list.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Drop Apex Dynamics from the playable roster (2 races now: Inner Sphere
Navy, Outer Rim Collective) to simplify the 2D art pipeline; World's
race-offer logic just shuffles both remaining races instead of picking
2 of N. Also fix bullets using a constant muzzle velocity instead of
adding the shooter's own velocity, and shrink the bullet hitbox/sprite.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Feature work (CLAUDE.md items 17-18):
- Race roster art rework (Apex/ISN/ORC) plus per-ship engine-flame sprites
that swap in on thrust
- Floating damage-number VFX, per-ship nameplates, energy bar rework
- Background music manager and per-race ship SFX
Bugfixes/tuning from live testing:
- No friendly fire: bullets stop on a teammate's hull but deal no damage
(bullet.gd), decided by race via PlayerRegistry
- Ships no longer physically block each other (own collision layer,
ship.tscn/bullet.tscn) -- fixes ramming/parking trolling and the stuck-on-
corpse bug after a kill
- Explosions ghost any ship's sprite passing through instead of blocking it
(effects/explosion.gd's GhostArea)
- Fixed two "flushing physics queries" crashes from the above: explosion
spawn and death/respawn collision toggling are now deferred
(ship_movement.gd)
- Dead ships stop blocking bullets during their respawn delay
- Bots fly a mixed roster (1 Tank + 2 Gunner + rest Fighter per team)
instead of always the Fighter (bot_manager.gd)
- Camera zoom knob, larger/longer-lived damage numbers and nameplate text,
red (not yellow) enemy name color for better contrast
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Server browsing & matchmaking:
- HL2-style main menu (QUICK PLAY/SERVER SELECT/OPTIONS/PROFILE/QUIT)
replaces the old CASUAL/RANKED tiles; RANKED removed end-to-end
(menu, matchmaking-api's Mode.ranked queue path, MMR matching) until
ranked is real.
- New menu/server_select.gd lists real servers from the matchmaking
API's GET /servers and connects directly, retiring the old
unreachable menu/server_browser.gd.
- Real game-server pool: NetworkManager.host_server() self-registers on
boot and heartbeats every 8s with live player counts; API computes
available/full status from player_count, and a background sweep marks
any server offline once its heartbeat goes stale (catches a crashed
server that never deregistered).
- Server-select rows get a live UDP ping probe (query port = game port
+ 10000) instead of trusting stale DB numbers; post-connect HUD shows
live RTT off ENet's own peer stats.
Race roster overhaul:
- Swapped Terran/Mechanos/Vorg for the pivoted roster — Apex Dynamics,
Inner Sphere Navy, Outer Rim Collective — each with a 3-ship
Fighter/Gunner/Tank lineup, art cropped from concept sheets with
background removal + orientation fixes per sheet.
- Live headcount + roster + "TEAM FULL" lock on the race-select screen,
shared between the initial pre-spawn pick and the pause menu's live
SELECT TEAM swap.
- Bot personalities (bots/bot_personality.gd): aggression/caution/
accuracy/reaction/awareness traits rolled per bot instead of one
fixed AI profile.
HUD additions:
- Player list (roster, teammates white/enemies yellow, bots flagged),
kill feed, minimap, and explosion VFX on death.
- Health and energy now render as bars (hud/stat_bar.gd) instead of
text in the top-left HUD.
Ship energy system:
- Per-role max energy (Fighter 100 / Gunner 150 / Tank 250), 75 energy
per shot, flat regen (100 per 2.5s), fully server-authoritative and
piggybacked on the existing per-tick state broadcast alongside health.
- New blue "mirrored" bar top-middle of the screen (hud/energy_bar.gd)
whose fill drains from both edges toward the center instead of
left-to-right.
Ship handling tuning:
- Turn rate reduced (4.0 -> 1.0 rad/s) so a quick tap no longer
over-rotates; holding past 0.15s ramps to double speed (2.0 rad/s) for
fast full turns, gated the same way damage already is so replay during
reconciliation can't double-count the hold timer.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- In-game chat: T=all, Y=team (race doubles as team), server-relayed and
team-filtered via new ChatManager autoload; last 10 messages shown
bottom-left (chat/chat_box.gd).
- Bot fill for casual (bots/): keeps each of the match's 2 offered races
at a minimum of 7 total humans+bots, spawning/despawning reactively as
players join/leave. Bots always fly their race's fighter and use
negative peer_ids so they ride the existing networked-ship stack
(spawning, loadout sync, health/position sync, bullet attribution) with
no special-casing. Casual matchmaking now forms with just 1 real player
queued instead of waiting for a second (matchmaking-api/).
- Borderless fullscreen with stretch scaling disabled instead of scaling
the Steam-Deck-matched 1280x800 canvas up to fill PC monitors (which
read as zoomed in) — PC monitors now reveal more world/HUD at native
size instead. Reworked main_menu/team_select/chat_box to position via
anchors relative to the real window instead of hardcoded coordinates.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Networked play, end to end: connect, get matched, spawn, fight, respawn.
Godot side:
- Replace the single hardcoded Player with per-peer networked ships
(MultiplayerSpawner + custom spawn_function), driven by client-side
prediction with server reconciliation for movement.
- Server-authoritative combat: bullets, health, death/respawn all decided
by the server and broadcast to every peer over RPC.
- Fix a Camera2D bug where Godot auto-promotes the first camera to ever
enter the scene tree as the active one regardless of its own `current`
value — with MultiplayerSpawner catch-up replication that was almost
never the local player's own ship. `make_current()` on the owner's
camera fixes it; property assignment doesn't reliably override the
auto-claim.
- Fix two "late joiner never learns already-established state" gaps
(health, visibility) by folding both into the existing per-tick
position broadcast instead of relying on one-shot RPCs that only reach
peers already connected when they fire.
- Make the 2 offered factions in team select match for every player in
a match: the server decides once and clients either read it directly
(server's own instance) or request it over RPC, rather than each
client rolling its own random pair.
- New MatchmakingClient autoload wires the main menu's CASUAL/RANKED
buttons to the matchmaking API instead of connecting directly.
New matchmaking-api/ (FastAPI + Postgres, Docker Compose):
- Queue/match/stats/ranks endpoints. In-memory matchmaking queue in a
single API process — no Redis until there's an actual reason to shard
the queue across instances.
- Background loop forms a match once enough players are queued for a
mode, assigns the first available registered game server.
- No real server pool yet: one dev server is auto-seeded from
DEV_SEED_SERVER_IP/PORT; POST /servers/register exists for real
servers to self-register later but nothing calls it yet.
Docs: CLAUDE.md and overview/tech.md updated to match — networking
checklist mostly checked off, matchmaking backend section rewritten to
describe what was actually built vs. the original Go/Redis plan, and
Current Tasks reordered around what's actually left (bot fill, real
server pool, ranked/MMR refinement, lag compensation).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The ship-select rows only ever rendered a bare texture with no text,
which made comparing ships blind. Rework each row into an HBox: a
fixed-size image box on the left (auto-fits any ship's aspect ratio)
and a name + role header with the full flavor description wrapped
underneath on the right. Bump row height/tighten the row gap so all
5 rows plus the description text still fit on the 1280x800 screen.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Give each ship an explicit sprite scale (tuned per role so an
Interceptor/Gunship/Bomber/Support/Heavy reads the same size across
all 3 races, then reduced another 25% per feedback that ships felt
oversized) and a movement speed_factor pulled from a shared
SPEED_BY_ROLE table, so e.g. every race's Interceptor moves at the
same speed as every other race's. GameConfig carries both through to
ship_movement.gd, which now scales thrust/max_speed by the chosen
ship's factor.
Rewrite overview/racesclasses.md to match what's actually implemented:
real ship names/roles for Terran Republic and Vorg Swarm, fill in the
previously-undocumented Mechanos Sovereignty roster, and correct the
chosen-race list now that Vorg Swarm (bio/acid swarm, matching the
uploaded art) replaced Void Wraiths as the third chosen race.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Crop the uploaded terran/mech/vorg concept sheets into 15 individual
transparent PNGs (5 ships per race) using a background-removal pass
tuned to preserve translucent detail (e.g. vorg wing membranes) while
still cutting out the baked-in checkerboard backdrop. Keep each raw
sheet under a source/ subfolder for reference.
Give team_select.gd a per-race ship roster (Interceptor/Gunship/
Bomber/Support/Heavy) instead of one shared ship list, using real
names/roles from racesclasses.md for Terran and Vorg and new
placeholder names for Mechanos (undocumented there). Update race
names/colors to match. Point ship.tscn's default sprite at the new
Terran art now that example_ships is gone.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Checkpoint of the existing flat file layout prior to restructuring
into autoload/, menu/, ships/, world/, and assets/ folders.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>