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>
3.5 KiB
Multiplayer — Maps & Game Modes
Maps
- 10 maps total at launch
- Design philosophy: CSGO-tight — intentional lanes, clear sightlines, no wasted space
- Subspace Continuum's Trench Wars maps were too large and too open — avoid this
- All maps are 2D top-down space environments (asteroid fields, space stations, nebulae, etc.)
| Map Size | Used For |
|---|---|
| Small | Ranked 5v5 |
| Medium | Ranked 5v5 / Casual 25v25 |
| Large | Casual 25v25 only |
Ranked Mode — 5v5
Status: design ideas only — not implemented. The matchmaking API's ranked queue path was built and then deleted (
CLAUDE.mditem 15) once it became clear no client would hit it before casual was solid; it's absent from the main menu entirely (not just disabled) until it's built for real.
Competitive, skill-based, MMR/ELO ladder. Penalty for leaving mid-match. Small–medium maps only.
Ranked Mode Ideas
| Mode | Description |
|---|---|
| Flagship Assault | Each team has a Flagship (large ship). Destroy the enemy Flagship while defending yours. (Recommended starting mode) |
| Control Point | One central point on the map. Hold it longer than the enemy to win. First to X seconds wins. |
| Deathmatch | First team to X kills wins. Clean, simple, easy to understand. |
| Relay Capture | A neutral carrier drifts across the map. Escort it to the enemy base to score. |
Suggestion: Start with Flagship Assault only. It's unique, has natural tension (offense and defense), and maps can be designed around it. Add modes later as seasons.
Casual Mode — 25v25
No penalty for leaving. Larger maps. Chaotic and fun — you can drop in mid-match.
Status: Team Deathmatch (the first row below) is implemented — a 7-minute timed version of Annihilation's "pure kills" idea (most kills when the clock runs out wins, not last-team-standing), plus a 30s pre-match countdown, live kill/death tracking, a Tab scoreboard, and a winner banner (see
overview/map1.md,CLAUDE.mditem 26). It's built through aGameModeabstraction (spacewar/world/game_modes/) specifically so the other rows here — Sector Control, King of the Hill, Base Assault, Convoy Escort — can each become a newGameModesubclass later without changing the match-phase/timer/scoreboard/banner machinery around them.
Casual Mode Ideas
| Mode | Description |
|---|---|
| Team Deathmatch (implemented) | Most kills when the match timer runs out wins. Timed variant of the Annihilation idea below. |
| Sector Control | Map divided into sectors. Hold more sectors at time limit. Ties to galactic war meta. |
| King of the Hill | One contested zone in the center. Hold it to rack up points. |
| Annihilation | Pure kills. Last team standing or first to X kills. Chaos mode. |
| Base Assault | One team attacks a fortified base, one defends. Roles swap each round. |
| Convoy Escort | One team escorts a slow-moving freighter across the map, other team destroys it. |
Suggestion: Start with Sector Control for casual. It ties into the galaxy meta (Helldivers-style), encourages teamwork without hard requirements, and naturally scales to 25v25.
Galaxy Meta (Helldivers-Style)
- The galaxy is divided into sectors
- Casual 25v25 matches determine which race controls which sector
- Ranked 5v5 results also contribute to sector control
- A live galaxy map on the main screen shows the current war state
- This gives low-stakes players (casual) real impact on the ongoing war