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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>
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Tech Stack
Engine & Language
- Engine: Godot 4.7 (Forward Plus renderer)
- Language: GDScript
- Project path:
/mnt/code/spacewar/spacewar/(inner folder is the Godot project root) - Platform target: Linux (Steam Deck native, 1280×800), Windows PC
- Art style: Pixel art (placeholder sprites in use currently)
See structure.md for the full file tree and scene graph.
Multiplayer Architecture (Planned)
[Client] ──── [Matchmaking Server] ──── [Dedicated Game Server]
│
[Backend API]
(queue, ranks, accounts)
Authoritative Server Model
- Dedicated game servers run the authoritative simulation (not player-hosted)
- Clients send inputs (movement, fire, ability) — server validates and broadcasts results
- No client-side cheating possible on critical state (position, HP, kills)
- Player position simulated server-side; clients predict locally and reconcile
Godot Networking Layer
# Server: move a player
@rpc("authority", "call_local", "reliable")
func set_position(new_pos: Vector2) -> void:
position = new_pos
# Client: send input to server
@rpc("any_peer", "call_remote", "unreliable")
func send_input(dir: Vector2, firing: bool) -> void:
pass
- Transport: ENet (UDP, built into Godot) for low-latency game data
- Reliable channel: critical state (HP, death, respawn)
- Unreliable channel: high-frequency position/velocity updates
Client-Side Prediction & Lag Compensation
- Client predicts own movement locally (feels instant)
- Server confirms or corrects (reconciliation)
- Other players interpolated between last two known positions
- Lag compensation: server rewinds state slightly to validate hitscan shots
Matchmaking Backend
Built — see matchmaking-api/README.md for how to run it. Actual stack
diverged from the original plan below:
| Component | Planned | Actual |
|---|---|---|
| API Server | Go or Node.js | FastAPI (Python) — I/O-bound queue/CRUD logic, not a latency-critical hot path, so dev velocity won over raw throughput |
| Queue / State | Redis | In-memory in the API process — no Redis; revisit only if the API needs to run as more than one instance |
| Database (accounts, ranks) | PostgreSQL | PostgreSQL, as planned |
| Hosting | VPS (Hetzner / DigitalOcean) or self-hosted | Not deployed — local Docker Compose only so far |
Flow (as built):
- Client sends
POST /matchmaking/queue/joinwith callsign + mode - Backend queues the ticket; a background loop forms a match once enough players are queued for that mode
- Match forms → backend assigns the first available registered
GameServerfor that mode - Client polls
GET /matchmaking/queue/status/{ticket}untilmatched, then connects directly to the returned server IP/port
Not yet built: session tokens (server IP/port are handed back unauthenticated
— fine for local dev, not for a real deployment), and a real server pool —
only one dev server is registered right now (auto-seeded on API startup);
POST /servers/register exists for real servers to self-register/heartbeat
but nothing calls it yet.
Steam Integration
- GodotSteam plugin (open source, wraps Steamworks SDK)
- Handles: Steam auth, VAC anti-cheat, Steam lobbies, achievements
- No separate account system needed at launch
Networking Checklist
- Godot ENet server/client setup
- Player input RPC structure
- Position sync with interpolation
- Ship class registration per peer
- Server-authoritative health/death
- Matchmaking API (queue + lobby assignment) — client wired end-to-end for casual; ranked mode implementation removed until it's real (see
CLAUDE.md); real server pool still open, see Current Tasks inCLAUDE.md - GodotSteam auth + VAC
- Lag compensation (basic rewind)