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Networked play, end to end: connect, get matched, spawn, fight, respawn. Godot side: - Replace the single hardcoded Player with per-peer networked ships (MultiplayerSpawner + custom spawn_function), driven by client-side prediction with server reconciliation for movement. - Server-authoritative combat: bullets, health, death/respawn all decided by the server and broadcast to every peer over RPC. - Fix a Camera2D bug where Godot auto-promotes the first camera to ever enter the scene tree as the active one regardless of its own `current` value — with MultiplayerSpawner catch-up replication that was almost never the local player's own ship. `make_current()` on the owner's camera fixes it; property assignment doesn't reliably override the auto-claim. - Fix two "late joiner never learns already-established state" gaps (health, visibility) by folding both into the existing per-tick position broadcast instead of relying on one-shot RPCs that only reach peers already connected when they fire. - Make the 2 offered factions in team select match for every player in a match: the server decides once and clients either read it directly (server's own instance) or request it over RPC, rather than each client rolling its own random pair. - New MatchmakingClient autoload wires the main menu's CASUAL/RANKED buttons to the matchmaking API instead of connecting directly. New matchmaking-api/ (FastAPI + Postgres, Docker Compose): - Queue/match/stats/ranks endpoints. In-memory matchmaking queue in a single API process — no Redis until there's an actual reason to shard the queue across instances. - Background loop forms a match once enough players are queued for a mode, assigns the first available registered game server. - No real server pool yet: one dev server is auto-seeded from DEV_SEED_SERVER_IP/PORT; POST /servers/register exists for real servers to self-register later but nothing calls it yet. Docs: CLAUDE.md and overview/tech.md updated to match — networking checklist mostly checked off, matchmaking backend section rewritten to describe what was actually built vs. the original Go/Redis plan, and Current Tasks reordered around what's actually left (bot fill, real server pool, ranked/MMR refinement, lag compensation). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
3.3 KiB
3.3 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
Current Tasks
- Asteroids and environment hazards
- Bot fill for casual (minimum 7v7, bots fill empty slots — see
bots.md) — next logical step now that matchmaking works, sinceCASUAL_TEAM_SIZEis set low (1) for solo/duo testing on the assumption bots will pad real matches later - 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