A lot of good pieces have been made in six days, but they are separate pieces: they don't form a game yet. Building, the duel, the mine and the world each live in their own scene, with their own terrain, and almost nothing done in one part is of any use in another.
Proposal: before adding more content, a "single game" phase: the character appears in the real world, loaded in chunks and on mobile; there they build, gather, fell and fight; what they gather is what they use; and everything goes through the server. The goal is that a player's first day (the one in the systems document) can be played in full, online and between two. After that, the server with accounts, and then the rest of the systems in the order of the GDD.
| Part | Status | What it has | Where it lives |
|---|---|---|---|
| Building | advanced | Anchored grid, load and cascading dismantling, works with frame, materials and time, scaffolding, pulley, block and tackle, stairs, roofs, chimney, furniture in the v5 style. Wall walk in progress. | Building and demo, on a flat area |
| Duel | advanced | Strike rose, parries, master strike, feints, bow, shield, wounds with bleeding and healing. Online between two. | Duel and demo, on another flat area |
| Characters | half done | Own workshop with MakeHuman: layered clothing, face, body, hair, beard. Beards and cloak are wrong (you said so). Bare feet in progress. No levels of detail. | Every part except the mine |
| Inventory and equipment | half done | Slots, belts, backpacks, slowdown, panel with your character. What you carry on your back, on your shoulder or in your hands isn't visible (except the axe). | Building and demo, only in the browser |
| Gathering N0 | half done | Branches, stone, flint and fibre that grow back over time. | Zones placed by hand on the demo's flat area |
| Crafting | not started | Recipes and stations only in the systems document. | — |
| World | advanced as a viewer | Seeded map with regions and names, valleys, cliffs with 3D rock, flowing water, waterfalls, forests by species, veins. | Only in its viewer, separately |
| Digging and mining | technical test | The digging performance test (70 fps on your phone). No support, veins or saving. | Its prototype, on its hill, saving nothing |
| Online | minimal test | Server with author set by the server, building and fighting between two, reconnection, limits, measured with 100 bots, tunnel from home. | Syncs building, presence and duel; not the inventory, gathered items or digging |
| Survival, fauna, farming, land, economy… | not started | Only in the GDD and the systems document (with figures). | — |
| Website and infrastructure | good with a limit | Website in three languages, lanes A and B, chat in parallel, cloud tests, journal and roadmap. See point 4. | GitHub Pages |
In green, what is really connected; in dashed red, what should be and isn't. The red boxes are parts that live separately.
Why it happened: each part was tested in its own scene to move fast, which was fine for a start. But the GDD already says "a single scene and a single loader for everything" and "the world loads in chunks from the very first terrain". Now it is time to do that, before there are more pieces to move.
GitHub Pages doesn't publish sites over 1 GB and recommends that the repository stays under 1 GB (GitHub Pages limits). Measured today:
docs folder): 701 MB. Of that, screenshots 469 MB, playable versions 163 MB and character assets 62 MB.Today's change (publishing only the screenshots of the change) slows the growth, but doesn't stop it: every new version keeps adding up. We need to decide how to keep the old versions and old screenshots without losing them (see point 9).
The systems document already has the proof that everything fits together: a player's first day. Today not a single step of that day can be played in the place where it should happen:
| Step of the first day | What exists | What is missing |
|---|---|---|
| Appear in a shirt, barefoot, in your region | Inventory clothing; bare feet in progress | Appearing in the real world, by region |
| Thirst: find a river and drink | Rivers in the map viewer | The world in the game; thirst (survival) |
| Fibre → cord → belt | Gathering fibre; belts in the inventory | Crafting (recipes) |
| Flint and stone → knapping stone → flake and axe | Gathering flint and stone | Stations and recipes |
| Branches → wood carrier, campfire | Gathering branches; wood carrier in the inventory | Crafting; campfire |
| Boundary stone and branch shelter as a bed | Boundary stone; huts | Works paid for with what you carry; shelter and bound bed |
| Hunt a hare and roast it | — | Fauna, butchering, cooking |
| Fell a young tree → log bench → N1 | Felling gesture | Real felling, logs, bench |
That is why the proposal orders the milestones to reach that day in the real world, online and between two, before anything else. It is what turns the pieces into a game that you and your partner can really test.
Nothing that has been made is thrown away. It is reordered and connected. Tasks marked "comes from" already exist in another milestone and are moved.
Milestone A · The game in the real world new
Milestone B · Equipment and carrying reordered — the existing one, with this first:
Milestone C · Stations and crafting — the existing one, as it is (N0 and N1), and through the server.
Milestone D · Survival to be planned — thirst (drinking from the river), hunger, cold and tiredness with their warnings; campfire; shelter and bound bed; death with half lootable; 2 h day and 1 h night; hares to hunt and roast (the minimum of fauna the first day asks for).
Beards and cloak redone, bare feet, clothing customisation (dyes, coat of arms), character levels of detail, the 39 extra animations, polish of hands and wounds. It is work that doesn't clash with the rest and a fixed lane can handle it.