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>