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>
38 KiB
Spacewar
2D multiplayer space shooter inspired by Subspace Continuum. Built in Godot 4.7 (GDScript). Target platform: Steam Deck + PC. Two human factions (Inner Sphere Navy, Outer Rim Collective) fight for galaxy control in casual (25v25, bots fill to 7v7 minimum) matches — ranked is removed until it's real, see Current Tasks.
Design Docs (overview/)
| File | Contents |
|---|---|
overview.md |
Concept, core loop, game flow, match sizes |
racesclasses.md |
2 chosen factions, 3 ship classes each |
multiplayer.md |
Maps, game modes (design ideas — casual's Sector Control etc. not yet built), galaxy war meta |
bots.md |
Bot fill rules for casual matches |
tech.md |
Engine, networking architecture, checklist |
money.md |
Monetization strategy |
structure.md |
Project file tree, scene graph, input map |
networking_implementation_plan.md |
Historical — the phased plan that took the project from zero networking to item 6/16's real implementation; all phases done |
sprite-tileset-brief.md |
Art-request brief for ship/tileset needs, derived from racesclasses.md |
chat.md |
Original chat-system spec (implemented, item 8) |
map1.md |
Original match-structure spec — pre-match countdown, timer, kills/deaths, scoreboard, winner banner, persistent stats (implemented, item 26) |
match_framework_progress.md |
Implementation checklist for item 26 — historical, all boxes checked |
issue.md |
Dev notes (first Godot project, UI built in code, Steam Deck target) |
Matchmaking API (matchmaking-api/, separate FastAPI + Postgres service, own
README.md) is a second codebase alongside the Godot project — see its
README for how to run/extend it.
Completed
-
Server browser— superseded by item 14'smenu/server_select.gd -
Main menu CASUAL/RANKED tiles— superseded by item 14's HL2-style nav menu -
In-game pause menu — ESC / controller Start button toggles overlay; game keeps running; RESUME, SETTINGS (stub), SELECT TEAM (live team swap — see item 12), QUIT TO MENU, QUIT TO DESKTOP
-
Team & ship selection — shows on world load before player spawns; 2 races randomly offered per match, decided once by the server so every player sees the same pair; ship grid with sprites; player spawns with chosen ship after selection
-
Real race art wired in — Terran Republic, Mechanos Sovereignty, and Vorg Swarm each have their own 5-ship roster (Interceptor/Gunship/Bomber/Support/Heavy) with real sprites cropped from uploaded concept sheets (
assets/images/ships/<race>/); placeholderexample_shipsremoved -
Multiplayer networking (movement + combat) — ENet authoritative server; networked ship spawning with client-side prediction + server reconciliation for movement; server-authoritative bullets, health, death/respawn all broadcast to every peer (see
overview/tech.md) -
Matchmaking API + client wiring — FastAPI + Postgres service (
matchmaking-api/) for casual/ranked queueing; main menu CASUAL/RANKED buttons queue via the API, poll for a match, then connect to the assigned server. Currently only one dev server is registered (auto-seeded on API startup) — see Current Tasks -
In-game chat — T focuses "all" chat (whole match, both teams), Y focuses "team" chat (peers sharing the sender's race, since race doubles as team); Enter sends, Esc cancels; last 10 messages shown bottom-left, WoW-style translucent log + input line (
chat/chat_box.gd); server-relayed and team-filtered viaChatManagerautoload (autoload/chat_manager.gd) -
Bot fill for casual — each of the match's 2 offered races is kept at a minimum of
GameConfig.bot_min_team_size(7) total humans+bots; bots spawn/despawn reactively as players join/leave (bots/bot_manager.gd, server-authoritative autoload). Bots always fly their race's fighter/Interceptor (race.ships[0]) and use negative peer_ids, which lets them ride every existing networked-ship system (spawning, loadout replication, position/health sync, bullet attribution) with zero special-casing. AI (bots/bot_ai.gd,class_name BotAI) is a simple seek-nearest-enemy-and-shoot brain, deliberately isolated from ship networking code so future tuning/behavior changes stay contained to that one file. Seebots.md. Casual matchmaking now forms with just 1 real player queued (bots pad the rest) — seematchmaking-api/README.md. -
Borderless fullscreen, no UI/world scaling — launches at the real screen resolution with stretch mode disabled (1 game pixel = 1 screen pixel), instead of scaling the Steam-Deck-matched 1280×800 design canvas up to fill PC monitors (which looked zoomed in). PC monitors now just reveal more world/HUD instead. Every menu screen (
main_menu.gd,team_select.gd,chat/chat_box.gd) was reworked to position itself via anchors relative to the real window instead of hardcoded 1280×800 pixel coordinates — seestructure.md's Display section, including a realpush_opposite_anchorfootgun hit along the way.menu/server_browser.gdwas NOT updated at the time (still hardcoded, but unreachable in the live flow) — it has since been deleted, see item 14. -
Player list HUD — top-left roster of every connected player, reactive to
PlayerRegistry'sloadout_updated/player_removedsignals rather than polled (hud/player_list.gd, added toworld.tscn). White entries are the local player's team (same race), yellow are the enemy team; bots (negative peer_id) get a trailing " (b)". Teammates are sorted to the top. -
Select Team in pause menu (live team swap) — pause menu's SELECT TEAM reopens
TeamSelectmid-match instead of only offering it once pre-spawn; re-picking a race/ship reuses the existingPlayerRegistry.submit_local_loadout→loadout_updated→Ship._init_player/_server_respawnpath, so the swap gets a fresh respawn + invincibility window for free.GameConfig.team_select_focused(mirrorschat_focused) blocks ship input while the picker is open, and Esc cancels back out without swapping (only onceTeamSelecthas already been used to reopen — the original mandatory pre-spawn pick still can't be cancelled). Fixed a bot-fill gap this surfaced:PlayerRegistry.race_changednow fires alongsideloadout_updatedsoBotManagerrebalances the race the player left, not just the one they joined. -
Live headcounts + roster + team-full lock on the race-selection screen — each race box on
TeamSelect's "CHOOSE YOUR FACTION" screen now shows a live human player count and the roster of names below it, reactive toPlayerRegistry.loadout_updated/player_removed(bots excluded from both — they're padding, not a player's actual choice). If one race has more than 2 more humans than the other, the larger side is disabled and reads "TEAM FULL" (except for a player already on that race, so reopening the picker to pick a different ship never locks you out of your own team). This is one shared code path (_show_race_selection()/_refresh_race_boxes()), so it applies identically to the initial pre-spawn pick and to item 12's mid-match SELECT TEAM reopen — no separate implementation needed for the two. -
HL2-style main menu + real server select —
main_menu.gdrebuilt as a plain white-on-space vertical nav (QUICK PLAY, SERVER SELECT, OPTIONS stub, PROFILE, QUIT) instead of the old big CASUAL/RANKED tiles; RANKED is gone entirely (not just disabled) until ranked matchmaking is real. Top-right shows callsign/rank/level (rank/level still placeholders, same as before). Callsign entry moved into a PROFILE overlay, auto-opened the first time QUICK PLAY is pressed with no callsign set. Newmenu/server_select.gd/.tscnreplaces the retiredmenu/server_browser.gd— lists real servers from the matchmaking API'sGET /servers, lets the player pick one and connect directly viaNetworkManager.join_server(race/ship selection still happens in-world via TeamSelect, same as the matchmaking-queue path).MatchmakingClient.list_servers()added as the public wrapper other screens should use for this — don't call_requestdirectly from outside the autoload. -
Ranked mode removed backend-side + server population/ping — item 14 already dropped ranked from the menu UI, but the matchmaking API still had a
Mode.rankedqueue path (MMR-sorted matching,RANKED_TEAM_SIZE) with no client ever hitting it; that's now deleted (app/models.py/config.py/queue_manager.py/schemas.pyinmatchmaking-api/) —Modeonly hascasual. Note this is distinct from the CADET/PILOT/.../LEGEND rank-tier display system (Player.mmr,/ranks,/stats) backing the main menu's profile badge, which stays (still placeholder-driven, see Current Tasks).GameServergainedplayer_count/max_playerscolumns, returned byGET /serversand settable viaPOST /servers/register; API startup now seeds 3 demo servers (127.0.0.1:7777/7778/7779,player_count40/20/10 of 50) instead of one.menu/server_select.gdshows these as DB-fallback PLAYERS/PING columns, then actively overrides them per-row with a live probe:NetworkManagernow runs aUDPServeron game-port+10000 (_start_query_responder) that answers a raw"SPACEWAR_PING"datagram with livePlayerRegistry.players.size()/MAX_PLAYERS, separate from the ENet game port since ENet won't answer arbitrary UDP itself — same game-port/query-port split classic server browsers use (offset is large, not +1, since local dev runs servers on sequential ports and a +1 query port would alias onto the next server's actual game port). Only:7777is realistically reachable without running extra local servers, so the other two demo rows show DB numbers with ping timing out until real servers register there. Post-connect,hud/ping_display.gdshows the local client's live RTT top-right using ENet's ownENetPacketPeer.get_statistic(PEER_ROUND_TRIP_TIME)on peer 1 (the server) — no custom protocol needed once already connected, unlike the pre-connect server-select probe. -
Real game-server pool (self-registration + heartbeat + stale sweep) —
NetworkManager.host_server()now calls the newMatchmakingClient.register_server()once on boot and then everyHEARTBEAT_INTERVAL(8s) via aTimer, reporting livePlayerRegistry.players.size()/MAX_PLAYERS— item 15's demo-seeded rows are no longer the only thing populatingGET /servers; a real server registering on the same(ip, port, mode)as a demo row just takes it over in place, no special-casing needed.--server-ip=is a new cmdline arg for the IP a hosted server advertises (defaults to loopback for local dev — see the reachability note already inmatchmaking-api/README.mdaboutDEV_SEED_SERVER_IP, same constraint applies here). API-side,POST /servers/registernow computesstatusfromplayer_count/max_players(fullvsavailable) instead of always writingavailable, and a new background loop (sweep_stale_serversinapp/routers/servers.py, run every 5s frommain.py's lifespan) marks any serverofflineonce itslast_heartbeatexceedsserver_stale_seconds(20s) — catches a crashed/killed server that never got to deregister cleanly, so a dead server doesn't sit in the list looking joinable forever.menu/server_select.gd's connect button now also blocks (with a message) onstatus == "full", not just"offline". -
Race roster replaced (Terran/Mechanos/Vorg → Apex Dynamics/Inner Sphere Navy/Outer Rim Collective) —
team_select.gd'sRACESnow points at the 3 factions fromoverview/racesclasses.md's pivot, each with a 3-ship Fighter/Gunner/Tank roster (Lancet/Pulsar/Sovereign, Patriot/Barrage/Behemoth, Rail-Jack/Scrap-Spitter/Iron-Clad) instead of the old 5-ship Interceptor/Gunship/Bomber/Support/Heavy set;SPEED_BY_ROLEshrunk to match. Art was extracted from 3 user-provided concept sheets (originally dropped atassets/images/ship/, now cropped per-ship intoassets/images/ships/apex|isn|orc/with asource/copy of each sheet, same convention as the old race folders) — background removed via flood-fill + largest-connected-component matting (plain background for Apex, starfield for ORC, grid-lined UI panels for ISN, each needing different thresholding). ISN and ORC's source art was drawn nose-sideways; both were rotated 90° before saving since this project's ship rotation convention is nose-up atrotation = 0(Vector2.UP.rotated(rotation)inship_movement.gd) — Apex's source art was already nose-up.scalevalues were computed with the same per-role target-on-screen-height normalization the old roster used (Fighter/Gunner/Tank targets reuse the old Interceptor/Gunship/Heavy heights, ~52.5/58.5/82.5px) so ship sizes read consistently across factions. Verified by hosting a real server and screenshotting bot fill flying with the new sprites — no load errors, transparency and nose-up orientation both correct. The oldterran/mech/vorgasset folders are left on disk but unreferenced (no code points at them); not deleted since that wasn't asked for. -
Engine-flame sprite swap on thrust — 6 of item 17's 9 ships (ISN's Patriot/Barrage/Behemoth, ORC's Rail-Jack/Scrap-Spitter/Iron-Clad) gained a second
_flame.pngsprite alongside their idle one, cropped from the same concept sheets' flame-frame columns (ISN's sheet has a clean idle/flame pair per ship; ORC's only unambiguous case was Rail-Jack's brighter 3rd-column flame, so Scrap-Spitter/Iron-Clad's flame PNGs are just copies of their idle sprite for now — their sheet's other columns are damage/weapon-fire poses, not more exhaust). Behemoth's flame was composited from two separate sheet crops (clean idle hull + a flame-only crop of just its thrusters) rather than cropped directly, since the sheet's flame frame has a large red shield-ability graphic overlapping the hull that isn't exhaust. Apex's 3 ships (Lancet/Pulsar/Sovereign) have no flame art — their concept sheet never drew a thrust pose — so they're untouched and always show their one sprite. Wired into gameplay via a new optionalflame_pathper ship inteam_select.gd'sRACES, threaded throughPlayerRegistry(submit_local_loadout/register_bot/the loadout RPCs, newship_flame_pathfield, default"") so bots and remote peers all get it too, not just the local owner.ship_movement.gd's_set_thrust_sprite()swaps theSprite2Dtexture based on whether the up/down thrust key is currently held, not current speed — this game's movement has no drag, so a first cut keyed offvelocity.length()left the flame on long after letting off the gas since a released ship keeps drifting at speed. The owner predicts this locally the instant it samples input (_owner_tick); the server does the same for bots/itself (_server_tick) and broadcasts its authoritative value as a newthrustingbool on the existing_receive_stateRPC so every other peer's view of a ship — which never sees raw input, only replicated state — stays in sync too, with no separate RPC needed. Ships with noflame_path(Apex) just skip the check entirely (_flame_texture == nullshort-circuits). -
Apex Dynamics faction removed — cut down to 2 playable races (Inner Sphere Navy, Outer Rim Collective) to simplify the 2D art pipeline.
team_select.gd'sRACESarray lost its Apex Dynamics block (Lancet/Pulsar/Sovereign), with ISN/ORC renumbered toid1/2.world.gd'sdecide_offered_races()no longer picks "2 of N" races — with only 2 total, that logic was vestigial, so it now just shuffles the order of both remaining races (kept for spawn-side/left-right variety, sinceteam_select.gd/ship_movement.gdstill key offoffered[0]/offered[1]).overview/racesclasses.md's faction-ability Rock-Paper-Scissors loop (which structurally needed 3 legs) is rewritten as a single ISN-shield-vs-ORC-mines counter relationship;overview.md/bots.md/structure.md's "2 of 3 races" language updated to reflect both races always being fielded.assets/images/ships/apex/andassets/sound/ships/apex/are left on disk but unreferenced, same as the older unusedterran/mech/vorgfolders from item 17 — not deleted since that wasn't asked for. -
Options/Settings screen — max frame-rate cap — diagnosed a "moving forward feels blurry/laggy" report as physics-tick (fixed 60Hz, see
ships/ship_movement.gd) vs. display-refresh-rate judder, made far more visible by item's-agostarfield.gdshaderswitching from a blurry tiled skybox to pixel-crisp procedural stars — the right fix depends on each player's own monitor, so it's now a user-facing setting rather than a hardcoded value. Newmenu/settings_panel.gd/.tscn(class_name SettingsPanel,extends CanvasLayer,layer = 25— abovePauseMenu's 10 andTeamSelect's 20, same layering convention, so it still renders/receives input on top when opened from inside the already-paused pause menu) offers a wide spread of common refresh rates (30 up to 360, plus Unlimited) that setEngine.max_fpsvia a newGameConfig.set_max_fps(), persisted touser://settings.cfg(GameConfig._ready()loads and applies it on boot) so the choice survives restarts. OneSettingsPanelinstance lives inworld.tscn(opened by the pause menu's now-live SETTINGS button) and a second is instantiated directly bymain_menu.gd(opened by OPTIONS, no longer a stub) — both just read/write the sameGameConfigstate, so a choice made in one is already in effect if the other is opened afterward. The FPS cap alone turned out to only be a partial fix -- it only removes judder if the chosen rate happens to be a clean multiple of the physics tick (e.g. a 165Hz-monitor player capping to 165 sees worse judder than capping to 60, since 165/60 isn't an integer ratio and every physics update ends up displayed for an uneven number of frames). The actual fix, layered underneath so it helps regardless of which cap a player picks, is Godot's built-in physics interpolation (physics/common/physics_interpolation=trueinproject.godot), which blends each node's last two 60Hz physics-tick transforms for rendering instead of holding a position static between ticks. Costs no netcode bandwidth (physics_ticks_per_second is untouched, sosubmit_input/_receive_state's RPC rate inship_movement.gddoesn't change) — it only smooths what's already being simulated. Needed two explicitreset_physics_interpolation()calls in_apply_respawn()(on the ship, and on its owner'sCamera2Dchild, now kept as_camerainstead of a_ready()-local var) so a spawn/respawn's instant position jump snaps cleanly instead of visibly sliding across the map over one interpolation window — a reset on a parent doesn't propagate to children, since eachCanvasItemtracks its own transform history independently. Prediction/reconciliation (_reconcile()) and remote-ship snapshot interpolation (_remote_tick()) were deliberately left untouched: both already produce a fresh authoritative-or-predicted position every physics tick, so physics interpolation layers on top for free as an additional render-side smoothing pass, with small reconciliation corrections now smoothed away instead of visibly popping. Tried removingship.tscn'sCamera2Dbuilt-inposition_smoothing(speed 8.0) next, on a theory that it was fighting physics interpolation (two independent lag/smoothing systems stacked) — made things feel worse, not better, so it was put back (position_smoothing_enabled = trueagain) rather than keep an unproven regression.
The actual remaining culprit: every one of the 9 in-use ISN/ORC ship textures (18 counting _flame variants, plus both flagships) had mipmaps/generate=false in their .import file, and every ship is drawn shrunk to roughly 20-35% of native texture size on screen (per-role sprite scale in team_select.gd's RACES × GameConfig.ship_scale_factor (0.75) × GameConfig.camera_zoom (0.85)). Minifying a texture that far with no mipmap chain forces the GPU into raw bilinear point-sampling, which visibly shimmers/blurs as the sub-pixel sampling phase shifts every frame during motion — a purely spatial/GPU-sampling artifact with zero relationship to physics tick rate, frame cap, or camera smoothing, which is exactly why none of those changes touched it (and why disabling camera smoothing, which had incidentally been low-pass-filtering the shimmer, made it more visible instead of less). Fixed by flipping mipmaps/generate=false → true in all 14 affected .import files under assets/images/ships/isn/ and assets/images/ships/orc/ and letting Godot re-import (godot4 --headless --path . --import --quit regenerates the cached .ctex files with a proper mip chain baked in — needed once after this kind of .import edit, same as the class-cache-rebuild step needed after adding a new class_name, see the headless-testing memory notes).
Even after that, a periodic (roughly every 8s) stutter remained — smooth for a stretch, then a hitch, invisible while sitting still but very visible while panning (a dropped/delayed frame just doesn't register on an unchanging screen). Root cause: autoload/network_manager.gd's hosting heartbeat (HEARTBEAT_INTERVAL = 8.0, re-registers a hosted server with the matchmaking API for as long as it stays up — see item 16) went through MatchmakingClient._request(), which spun up a brand-new HTTPRequest node (and its background thread) per call and queue_free()'d it right after. Every other caller of _request() fires rarely enough (once, or for a short pre-match queueing window) that this per-call churn is fine; the heartbeat is the one endpoint called on a tight, indefinitely-repeating cadence for a hosted server's entire uptime, so it's the one that needed a persistent, reused HTTPRequest instead. Added MatchmakingClient._heartbeat_http (created once in _ready()) and an optional reuse_http param on _request() that register_server() now passes — every other call site is untouched, still short-lived per-call nodes so concurrent unrelated requests (e.g. matchmaking queue polling) can't collide on a shared node mid-flight.
Last remaining piece: the bottom-right nameplate (ship_movement.gd's _nameplate, a top_level Label manually repositioned every _physics_process() tick) stayed juddery/blurry in motion even after everything else smoothed out, because Godot's built-in physics interpolation only covers Node2D/Node3D transforms — Label's base class is Control, which isn't part of that system at all, so it was still snapping at the raw 60Hz tick rate while the ship sprite and camera (both Node2D) rode the engine's interpolation for free. Fixed the same way this codebase already smooths a remote ship's position between snapshots (_remote_tick()'s lerp pattern): added _nameplate_from_pos/_nameplate_to_pos/_nameplate_interp_elapsed, set once per physics tick, consumed by a new _process() that lerps the nameplate's global_position across render frames the same elapsed / _fixed_delta way _remote_tick() does.
Confirmed there was one more variable left: a 165 FPS cap (menu/settings_panel.gd) still stuttered badly in a repeating smooth/bad cycle even after all of the above — not a code bug, a vsync mismatch (the player's monitor isn't natively 165Hz, so Engine.max_fps=165 fights vsync's own throttling, causing an alternating catch-up/backlog pattern). Capping to exactly 60 fixed it completely. Takeaway for anyone hitting this again: physics interpolation + a correct mipmap/heartbeat/nameplate setup makes any cap that actually matches the display look smooth, but the frame-rate-cap dropdown is still a "match your real monitor" knob, not a free "bigger number is smoother" one — 60 is the one value guaranteed to be judder-free regardless of the player's actual display, since it's an exact match to the fixed physics tick.
Added the other half of that same knob: a VSYNC dropdown (Enabled/Adaptive/Disabled, DisplayServer.window_set_vsync_mode()) next to the frame-rate cap in SettingsPanel, backed by a new GameConfig.vsync_mode (persisted the same way as max_fps, both now written together by a shared GameConfig._save_settings()). Not every display/driver combination will land cleanly on Enabled vsync at a given cap the way 60 did here — Adaptive (only syncs when the frame rate would otherwise exceed the display's refresh) and Disabled (no sync, lowest input lag, tearing possible) are the standard fallbacks for a player who's still stuttering at the right cap.
-
Options/Settings screen expanded — audio, window mode, colorblind mode, key rebinding — item 20 only ever had a frame-rate cap;
menu/settings_panel.gdnow has four more sections, all following the same pattern (aGameConfigvar + setter that applies live and persists touser://settings.cfg, read back by bothSettingsPanelinstances via_refresh_selected()). Body is now a fixed-size panel +ScrollContainerinstead of growing per section, so it still fits Steam Deck's 800px-tall screen._add_section()/_add_hint()/_add_dropdown()/_add_slider()helpers factor out the repeated per-section boilerplate now that there are 5 sections instead of 2.- Audio — the project had zero volume control before this (every sound used a hardcoded
volume_db). Addeddefault_bus_layout.tres(Master/Music/SFX, Music and SFX both routed to Master) and pointedautoload/music_manager.gd's player andworld.gd's_play_shoot_sound()'s per-shotAudioStreamPlayer2Dat their respective buses.GameConfig.master_volume/music_volume/sfx_volumeare linear 0..1 (HSlider's native range), converted to dB only in_apply_bus_volume()(0.0 explicitly mutes the bus rather than relying onlinear_to_db(0)'s-infedge case). The volume setters deliberately don't callsave_settings()themselves —HSlider.value_changedfires continuously through a drag, and writing the config file to disk on every one of those would reintroduce exactly the per-event hitch item 20 already hunted down once (the matchmaking heartbeat).SettingsPanelapplies live on everyvalue_changedand only persists once on the slider'sdrag_ended. - Window mode —
GameConfig.window_mode(DisplayServer.WindowMode), defaultWINDOW_MODE_FULLSCREENmatchingproject.godot's existing boot default (item 10) so nothing changes until a player picks something else. Exclusive Fullscreen and Windowed are the other two options. - Colorblind-friendly enemy color —
GameConfig.colorblind_modeswapsenemy_colorbetween the existing red (ENEMY_COLOR_DEFAULT) and a high-contrast orange (ENEMY_COLOR_COLORBLIND) that stays distinct fromteam_color(white, unchanged in both palettes) and from the minimap's own blue self-marker across effectively all forms of color vision deficiency.hud/mini_map.gdhad its own separate hardcodedTEAM_COLOR/ENEMY_COLORconsts (white/yellow, inconsistent with the red used everywhere else) — replaced with reads ofGameConfig.team_color/enemy_colorso the toggle (and the color scheme generally) is consistent across nameplates, the top-left roster, and the minimap instead of just the first two. - Key rebinding — keyboard-only (the only non-keyboard binding in the project,
toggle_pause's joypad Start button for Steam Deck, is deliberately left alone).GameConfig.KEYBIND_ACTIONS/DEFAULT_KEYCODESmirrorproject.godot's[input]section, needed becauseInputMapresets to those compiled-in defaults on every engine boot —GameConfig._apply_single_keybind()reapplies any persisted override on top at_ready(), and only ever erases/re-adds an action'sInputEventKeyentries specifically (not the whole action), so rebinding e.g.toggle_pause's keyboard key can never silently wipe its separate joypad binding.SettingsPanel's CONTROLS section shows one row per action with a button reading its current key (InputEventKey.as_text_physical_keycode()); clicking it sets_rebinding_actionand the panel's own_input()captures the next physical key (Esc cancels instead of binding). NewGameConfig.settings_focusedflag (same pattern aschat_focused/team_select_focused) gates ship movement input andpause_menu.gd's own Escape-toggles-pause handling while the panel is open — without it, a rebind capture pressing W/A/S/D/Space would also thrust/turn/fire the ship if unpaused behind the panel, and pressing Esc to cancel a rebind would also close the pause menu underneath it.
- Audio — the project had zero volume control before this (every sound used a hardcoded
-
Spawn "fly in" intro — a ship's first-ever appearance now eases in from a random direction instead of just popping into place.
ship_movement.gd's_play_spawn_intro()is purely a cosmeticSprite2D.positiontween (TRANS_EXPO/EASE_OUT— fast off the start, tailing off into the landing spot) layered on top of the already-correctglobal_position; collision, camera, and every other peer's replicated view of this ship are untouched; the sprite is what everyone (including bots) visibly sees warp in, since_apply_respawn()runs identically on every peer via itscall_localRPC. Gated by a new_played_spawn_introbool that's never reset, so only the ship's true first spawn plays it — a later death/respawn or mid-match team swap (_apply_respawn()'s other two call sites) don't repeat it, matching "when the match starts" rather than every respawn. -
Per-role energy system — each ship has an energy pool alongside health, spent on firing: Fighter 100 max / 75 per shot, Gunner 150 max / 25 per shot, Tank 250 max / 50 per shot (
GameConfig.ship_max_energy_by_role/ship_bullet_energy_cost_by_role), regenerating at a flat 100-per-2.5s rate (ship_energy_regen_rate) regardless of role. Server-authoritative inships/ship_movement.gd, same pattern as health — a shot is only fired if the server's copy of the ship has enough energy, and current energy broadcasts to every peer over the existing_receive_stateRPC. Role is threaded throughPlayerRegistry's loadout (so remote peers and bots all get the right pool/cost, not just the local owner) andbots/bot_manager.gd's bot registration. Shown as a text readout (HUD/EnergyLabel, below the health label) plus a blue center-out mirrored bar top-middle of screen (hud/energy_bar.gd/.tscn). -
Capital ships (Flagships) + kill feed + bot personalities —
world/flagship.gd(class_name Flagship) spawns a 3-ship point-defense formation at each team's spawn marker (world.gd's_spawn_flagships(), called with the same server-decided race_ids/match_seed every peer already uses for map/race setup, so every client builds an identical formation locally with no replication needed). Each flagship independently scans for the nearest enemy ship inGameConfig.flagship_defense_radiusand fires a lead-aimed (with jitter, so it can miss) slow missile plus a faster bullet stream, both riding the existing networkedBulletSpawner— deters a team from parking on the enemy spawn and farming respawns. 5000 HP, shootable for damage-number feedback but no destroy/respawn logic yet (that's future Flagship Assault mode, seemultiplayer.md's ranked-mode ideas). Collision/detection hulls are traced from each sprite's actual alpha channel viaGeometry2D.convex_hull, not a bounding box, since the hulls taper sharply at the nose/tail. A ship flying under a flagship's hull ghosts (reusesship_movement.gd's existing explosion-cover ghost mechanism) rather than colliding. New per-race/role bullet sprites for turret fire live inassets/images/effects/bullets/.hud/mini_map.gd/mini_map_view.gddraw flagships as larger team-colored blips (_update_flagships()), andbots/bot_ai.gd's awareness was tuned to notice them. Alongside this: a server-authoritative kill feed (autoload/kill_feed_manager.gdbroadcasts victim/killer name+race on every death fromship_movement.gd's_die();hud/kill_feed.gdshows the last 4 lines stacked directly above ChatBox's history panel) and bot personalities (bots/bot_personality.gd,class_name BotPersonality— 5 independent 0.0-1.0 traits: aggression/caution/accuracy/reaction/awareness, rolled once per bot-slot byBotManagerand kept for the bot's lifetime so a player can learn and counter a specific bot's behavior, seebots.md). -
ISN flagship formation mixes in a Stealth Corvette hull — item 24's 3-ship flagship formation was 3 identical
flagship_colossus.pngcopies per faction; ISN's formation is now 2 Colossus + 1stealth_corvette.png(a new hull processed from a user-supplied render: background matted out via border flood-fill, a disconnected decorative sparkle dropped, rotated 90° to this project's nose-up convention — seeassets/images/ships/isn/source/isn_stealth_corvette_obsidian_source.jpegfor the original).team_select.gd's ISN entry gained aflagship_pathsarray (list of{path, scale}, cycled by formation-slot index inworld.gd's_spawn_flagship()); a race with noflagship_paths(ORC, so far) falls through to the original singularflagship_path/flagship_scalefor every slot, so this is additive and backward compatible. The Corvette'sscale: 0.68was calibrated against its native resolution (516×1019, notably taller than Colossus's 535×692) so all 3 formation members read at the same on-screen size despite the size mismatch in source art. -
Match structure — pre-match countdown, timer, kills/deaths, scoreboard, winner banner, persistent stats, reusable GameMode/map framework (see
overview/map1.md) — matches now have real phases instead of ships spawning the instant a peer connects. NewMatchManagerautoload (autoload/match_manager.gd) runs a server-authoritativePRE_MATCH(30s countdown, ships held invisible/uncollidable viaship_movement.gd'sserver_hold_for_match_start()/server_release_from_hold()— reuses the existing dead-ship machinery rather than a parallel state, so prediction/reconciliation are untouched; flagships cosmetically tween in from a random offset viaflagship.gd'splay_creep_in()) →IN_PROGRESS(the activeGameMode's 7-minute clock runs, ships released) →POST_MATCH(winner banner, result reported to matchmaking-api) → loops back into a freshPRE_MATCHforever, matching the always-on server-pool model from item 16 rather than kicking players to the menu. Phase state is replicated with the same "decide once on the server, RPC-broadcast, late joiners pull it" patternworld.gd'sdecide_offered_races()already established. Win-condition logic lives entirely in a newGameModeabstraction (world/game_modes/game_mode.gdbase +team_deathmatch_mode.gd, the only mode implemented so far — most kills when the clock runs out wins, draw on a tie) built identically on every peer off a sharedGameConfig.default_game_mode_idconstant, so a future mode (multiplayer.md's Flagship Assault/Last Ship Standing/Capture and Hold ideas) is a new subclass plus one factory branch inMatchManager, with zero changes to the timer/scoreboard/banner code around it — none of that ever hardcodes "kills," only ever callingGameMode.get_score_for_team()/get_score_label().world.gd's hardcodedMAP_SCENEconst became aMAPSarray +_pick_map()(same static-array convention asTeamSelect.RACES) so a second map is an append, not a rewrite — still onlymap_01exists today. NewMatchStatsautoload (autoload/match_stats.gd) tracks per-match (not persistent) kills/deaths by peer_id, including bots, hooked into the single existing death-detection call site (kill_feed_manager.gd'sreport_kill()) rather than duplicating it inship_movement.gd. Three new signal-driven HUDCanvasLayers follow every existing HUD file's autonomous-_build_ui()convention:hud/match_timer.gd(top-center countdown/clock),hud/scoreboard.gd(hold-Tab CS:GO-style two-team panel, newscoreboardinput action bound to Tab),hud/match_banner.gd(full-screen winner banner,layer=30— highest in the project). Banner art (assets/images/banners/) was renamed from opaque UUID filenames toisn_banner.jpeg/orc_banner.jpeg(the third, Apex Dynamics, stays orphaned per item 19's precedent of leaving unused assets on disk) and wired via a newbanner_pathkey onteam_select.gd's ISN/ORCRACESentries, same pattern as the existingflagship_pathkey. Persistent per-player history (total kills, deaths, wins, losses, hours played) is a newmatchmaking-apicapability:Playergainedkills/deaths/hours_playedcolumns, a newPOST /matches/reportendpoint (app/routers/matches.py) is called once by the hosting server'sMatchManager(never a client, same server-only trust model as/servers/register) atPOST_MATCH, upserting each real (non-bot) player's totals by callsign via a sharedapp/crud.pyhelper also now used by the matchmaking-queue join path;GET /stats/{callsign}returns the 3 new fields alongside the existingmmr/wins/losses. No migrations tooling exists in this API (schema changes just land inmodels.pyforcreate_all()to pick up on a fresh DB) — adocker compose down -vis needed once to add the new columns to an already-existing localplayerstable, verified end-to-end via a realdocker compose upround-trip during implementation.
Current Tasks
Asteroids and environment hazards— done, undocumented until now:world.gd's collider builder gives the map'sAsteroidsTileMapLayer round hitboxes in anenvironment_hazardgroup distinct fromenvironment_wall, and deals impact damage (GameConfig.ship_wall_damage) on top of the bounce every wall/asteroid tile already causes- Sound effects — shoot (per-ship,
world.gd's_play_shoot_sound()) and menu music (autoload/music_manager.gd) exist; thrust, explosion, and UI-click sounds are still missing - Graphics quality presets / resolution scale in Options (audio, window mode, colorblind, and key rebinding are now done — see item 21)
- Real rank/level backend — main menu's top-right badge and RANK_DATA are still placeholders (
CURRENT_RANK/CURRENT_LEVELconstants inmain_menu.gd) - Additional game modes (Flagship Assault, Last Ship Standing, Capture and Hold — see
multiplayer.md) via item 26's newGameModeframework (world/game_modes/); only Team Deathmatch is implemented so far - Galaxy war meta / sector control for casual (see
multiplayer.md) — Sector Control specifically would also need its ownGameModesubclass, see above - Real account-linked identity — GodotSteam auth + VAC still not started;
callsignis the only player identity today - Lag compensation (basic rewind) — matters once testing moves beyond localhost