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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>
3.1 KiB
3.1 KiB
Space Game — Project Overview
Concept
A 2D pixel-art top-down space shooter inspired by Subspace Continuum, built for Steam Deck and PC. Two human factions — Inner Sphere Navy (disciplined military) and Outer Rim Collective (scrappy belters), not aliens — fight for control of a galaxy inside the tight corridors of factories, refineries, and shipyards. Fast matchmaking like Rocket League — quick in, quick out.
Core Loop
- Launch → Main Menu
- Enter callsign (PROFILE overlay, auto-opens first time) → click QUICK PLAY
- World loads → pick your faction (both offered every match) → pick your ship
- Fight in a 25v25 battle
- Return to main menu
Game Modes
| Mode | Size | Status |
|---|---|---|
| Casual | 25v25 (bots fill to 7v7 minimum) | Live |
| Ranked | 5v5, competitive MMR | Removed (not just disabled) until it's real — see CLAUDE.md Current Tasks |
Current Game Flow (as built)
Main Menu (HL2-style vertical nav: QUICK PLAY / SERVER SELECT / OPTIONS / PROFILE / QUIT)
└─ QUICK PLAY ──► matchmaking queue (casual) ──► World loads (game active)
(SERVER SELECT skips the queue, connects to a picked server directly)
└─ TeamSelect overlay appears
├─ Pick faction (both offered every match)
└─ Pick ship (3 available, sprites shown)
└─ Player spawns centred, invincible briefly, flies in from a random direction
└─ ESC / Start ──► Pause menu overlay
├─ RESUME
├─ SETTINGS (live — audio, frame-rate cap, vsync, window mode, colorblind mode, key rebinding)
├─ SELECT TEAM (live — reopens TeamSelect mid-match, swaps faction/ship with a fresh respawn)
├─ QUIT TO MENU
└─ QUIT TO DESKTOP
Factions
2 playable factions (a third, Apex Dynamics, was cut to simplify the art pipeline) — see racesclasses.md. Each faction has 3 ship classes:
| Class | Role |
|---|---|
| Fighter | Single, high-precision, high-damage shot |
| Gunner | Rapid-fire spray/burst, more shots for less damage each |
| Tank | Bigger and slower; fires both bullets and missiles |
Factions are visually distinct — critical for reading a 25v25 battlefield at a glance.
Match Setup
- Both factions are fielded every match (order they're presented in is randomized)
- Player picks which of the 2 they fight for, then picks their ship
- Bot fill ensures a minimum of 7v7 in casual; no bots added beyond that
- Each ship has an energy pool spent on firing (Fighter 100/Gunner 150/Tank 250 max, regenerating over time) alongside health — see
CLAUDE.mditem 23
Design Philosophy
- Maps inspired by CSGO — tight, intentional, not the sprawling Subspace Trench Wars layout
- 10 maps at launch (small for ranked, medium/large for casual)
- All art: pixel art
- Platform primary: Steam Deck (1280×800, controller-first)