7b44b2f2dc
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>
3.2 KiB
3.2 KiB
Task Log
Task 1
I want to build an energy system for each ship. Below the health put an energy of 100/100 for the fighter/ 150/150 for middle ship and big ship 250 energy. Each bullet takes 75 to shoot. Have a blue energy bar that is mirrord top middle appear at the top . Have it take 2.5 seconds to refill 100
Completed
| # | Task | Notes |
|---|---|---|
| 0 | Format all design docs as Markdown | Done |
| 24 | Energy system (Fighter 100 / Gunner 150 / Tank 250, 75 per shot, blue center-out mirrored bar top-middle, +100 per 2.5s regen) | GameConfig.ship_max_energy_by_role/bullet_energy_cost/ship_energy_regen_rate; server-authoritative in ships/ship_movement.gd (broadcast via _receive_state, same pattern as health); role threaded through PlayerRegistry loadout + bots; text readout HUD/EnergyLabel below HP, visual bar hud/energy_bar.gd/.tscn |
| 1 | Design 10 races, pick 3 | Races 1, 4, 5 chosen — see racesclasses.md |
| 2 | Ranked + casual mode ideas | See multiplayer.md |
| 3 | Multiplayer engineering doc | See tech.md |
| 4 | Superseded by #21's menu/server_select.gd |
|
| 5 | Superseded by #21's HL2-style nav menu | |
| 6 | In-game pause menu | ESC / controller Start; game runs behind it; working: RESUME, QUIT TO MENU, QUIT TO DESKTOP |
| 7 | Team & ship selection | On world load; 2 random races offered; ship grid with real sprites; player spawns after |
| 8 | Replace placeholder races with chosen 3 (Terran Republic, Mechanos Sovereignty, Vorg Swarm) | Done |
| 9 | Real ship sprites for all 3 races (5 ships each) | Done |
| 13 | Multiplayer networking — ENet authoritative server | Done |
| 18 | In-game chat (T=all, Y=team, last 10 messages, bottom-left) | chat/chat_box.gd + autoload/chat_manager.gd — see chat.md |
| 11 | Bot fill for casual (min 7v7) | bots/bot_manager.gd + bots/bot_ai.gd — see bots.md |
| 17 | Select Team in pause menu (live team swap) | Reopens TeamSelect mid-match via PlayerRegistry.submit_local_loadout's existing respawn path; bot fill rebalances the vacated race too (PlayerRegistry.race_changed) |
| 20 | Live headcount/roster + TEAM FULL lock on race select | Shared by the initial pick and #17's reopen; humans only (bots excluded), blocks joining a race >2 humans ahead of the other, exempts your own current race |
| 21 | HL2-style main menu + real server select | main_menu.gd rebuilt as plain white vertical nav (QUICK PLAY/SERVER SELECT/OPTIONS/PROFILE/QUIT); RANKED removed entirely; new menu/server_select.gd lists real servers via MatchmakingClient.list_servers() (GET /servers) and connects directly, retiring menu/server_browser.gd |
Up Next
| # | Task | Priority |
|---|---|---|
| 10 | Asteroids + environment hazards | Medium |
| 12 | Sound effects (thrust, shoot, explosion, UI clicks) | Medium |
| 14 | Galaxy war meta + sector control | Low (post-networking) |
| 15 | Ranked matchmaking + MMR | Low (post-networking) |
| 16 | Settings screen (audio, controls, display) | Low |
| 22 | Options screen (currently a disabled stub on the main menu) | Low |
| 23 | Real rank/level backend for the main menu's top-right badge | Low |