c0b5f421c5
- In-game chat: T=all, Y=team (race doubles as team), server-relayed and team-filtered via new ChatManager autoload; last 10 messages shown bottom-left (chat/chat_box.gd). - Bot fill for casual (bots/): keeps each of the match's 2 offered races at a minimum of 7 total humans+bots, spawning/despawning reactively as players join/leave. Bots always fly their race's fighter and use negative peer_ids so they ride the existing networked-ship stack (spawning, loadout sync, health/position sync, bullet attribution) with no special-casing. Casual matchmaking now forms with just 1 real player queued instead of waiting for a second (matchmaking-api/). - Borderless fullscreen with stretch scaling disabled instead of scaling the Steam-Deck-matched 1280x800 canvas up to fill PC monitors (which read as zoomed in) — PC monitors now reveal more world/HUD at native size instead. Reworked main_menu/team_select/chat_box to position via anchors relative to the real window instead of hardcoded coordinates. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
4.9 KiB
4.9 KiB
Spacewar
2D multiplayer space shooter inspired by Subspace Continuum. Built in Godot 4.7 (GDScript). Target platform: Steam Deck + PC. Three races fight for galaxy control across casual (25v25) and ranked (5v5) modes.
Design Docs (overview/)
| File | Contents |
|---|---|
overview.md |
Concept, core loop, game flow, match sizes |
racesclasses.md |
3 chosen races, 5 ship classes each |
multiplayer.md |
Maps, game modes, 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 |
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 — player name input, race toggles, server list (Trench Wars 0/32), JOIN button; stores name + race in
GameConfigautoload - Main menu — CASUAL / RANKED (disabled) buttons, callsign input, rank badge, QUIT; clears player state on load
- In-game pause menu — ESC / controller Start button toggles overlay; game keeps running; RESUME, SETTINGS (stub), SELECT TEAM (stub), 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 (still hardcoded, but unreachable in the live flow).
Current Tasks
- Asteroids and environment hazards
- Sound effects (thrust, shoot, explosion, UI)
- Real game-server pool — servers self-register with the matchmaking API (
POST /servers/registeralready exists, nothing calls it yet) instead of one hardcoded dev entry - Galaxy war meta / sector control for casual (see
multiplayer.md) - Ranked matchmaking refinement — MMR-window widening, real account-linked MMR (currently a naive nearest-neighbor sort on a per-callsign stub); GodotSteam auth + VAC still not started
- Lag compensation (basic rewind) — matters once testing moves beyond localhost