d3bed34c6c
Bundles several sessions' worth of previously uncommitted work: map categories with Domination/Conquest/King of the Hill mode stubs and a server-list mode filter; a procedurally-drawn character-creation screen replacing the old callsign-only PROFILE overlay; the on-foot groundwork (walkable station hub, ship interior, character controller) plus the RAM currency backend; and today's addition, an in-ship Helldivers-2-style navigation table that QUICK PLAY's queue/connect flow and the Belters/ Military hub travel now live behind, with hub-and-ship return paths and a context-aware pause menu usable both in-match and inside the ship. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
78 lines
3.7 KiB
Markdown
78 lines
3.7 KiB
Markdown
# Multiplayer — Maps & Game Modes
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## Maps
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- **10 maps total** at launch
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- Design philosophy: **CSGO-tight** — intentional lanes, clear sightlines, no wasted space
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- Subspace Continuum's Trench Wars maps were too large and too open — avoid this
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- All maps are 2D top-down space environments (asteroid fields, space stations, nebulae, etc.)
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| Map Size | Used For |
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|----------|----------|
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| Small | Ranked 5v5 |
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| Medium | Ranked 5v5 / Casual 25v25 |
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| Large | Casual 25v25 only |
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---
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## Ranked Mode — 5v5
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> **Status:** design ideas only — not implemented. The matchmaking API's ranked
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> queue path was built and then deleted (`CLAUDE.md` item 15) once it became
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> clear no client would hit it before casual was solid; it's absent from the
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> main menu entirely (not just disabled) until it's built for real.
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Competitive, skill-based, MMR/ELO ladder. Penalty for leaving mid-match. Small–medium maps only.
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### Ranked Mode Ideas
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| Mode | Description |
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|------|-------------|
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| **Flagship Assault** | Each team has a Flagship (large ship). Destroy the enemy Flagship while defending yours. *(Recommended starting mode)* |
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| **Control Point** | One central point on the map. Hold it longer than the enemy to win. First to X seconds wins. |
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| **Deathmatch** | First team to X kills wins. Clean, simple, easy to understand. |
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| **Relay Capture** | A neutral carrier drifts across the map. Escort it to the enemy base to score. |
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> **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.
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---
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## Casual Mode — 25v25
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No penalty for leaving. Larger maps. Chaotic and fun — you can drop in mid-match.
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> **Status:** **Team Deathmatch** is implemented for real — a 7-minute timed
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> "most kills when the clock runs out wins" mode, plus a 30s pre-match
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> countdown, live kill/death tracking, a Tab scoreboard, and a winner banner
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> (see `overview/map1.md`, `CLAUDE.md` item 26). It's built through a
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> `GameMode` abstraction (`spacewar/world/game_modes/`) specifically so the
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> other 3 rows below — Domination, Conquest, King of the Hill — can each
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> become a fully-realized `GameMode` subclass later without changing the
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> match-phase/timer/scoreboard/banner machinery around them. As of
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> `CLAUDE.md` item 27, all 4 modes below exist as real `GameMode` subclasses
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> and are wired up end-to-end via a "category" tag on each map
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> (`world.gd`'s `MAPS`, `World._pick_map()`) — but Domination/Conquest/King
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> of the Hill are still scoring stubs (kills, same as Team Deathmatch) until
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> each grows its own zone/point/capture mechanic.
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### Casual Mode Ideas
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| Mode | Description |
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|------|-------------|
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| **Team Deathmatch** *(implemented)* | Most kills when the match timer runs out wins. |
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| **Domination** *(category stub)* | Map divided into multiple capture points. Hold more of them than the enemy at the time limit. Ties to galactic war meta. |
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| **Conquest** *(category stub)* | Contested capture points bleed the losing team's respawn "tickets"; first team to zero tickets (or fewer tickets at the time limit) loses. |
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| **King of the Hill** *(category stub)* | One contested zone in the center. Hold it to rack up points. |
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> **Suggestion:** Build out **Domination** next — it ties into the galaxy meta (Helldivers-style), encourages teamwork without hard requirements, and naturally scales to 25v25.
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---
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## Galaxy Meta (Helldivers-Style)
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- The galaxy is divided into **sectors**
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- Casual 25v25 matches determine which race controls which sector
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- Ranked 5v5 results also contribute to sector control
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- A live galaxy map on the main screen shows the current war state
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- This gives low-stakes players (casual) real impact on the ongoing war
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