Commit Graph
6 Commits
Author SHA1 Message Date
Nicholas ButzkeandClaude Opus 5 2efc21b18d feat(menu): PLAY is one press, and the level cards are photographs
Reaching a game was Singleplayer → pick a level. Reaching a multiplayer game
was Multiplayer → Host Game → wait → pick a level → wait, and the gamemode
dropdown had exactly one entry which set a string nothing read.

PLAY now starts the last map and mode played, and says which — "Akiba Crossing
• Deathmatch" under the button, so pressing it is a promise rather than a leap.
Everything else on the home screen is a detour from that, which is the right
shape for a menu: the common case is a button, not a path. Hosting is one press
and lands in the lobby already hosting; the lobby puts map, mode, players and
start on ONE screen; Enter connects, so typing an address does not then require
reaching for the mouse.

This is the lesson HoYoverse published about Zenless Zone Zero's first months
more loudly than anything else they have written. Their postmortem on the TV
mode names three complaints — it took too long, it sat between the player and
the combat, and there was too much of it early — and 1.2 removed it from the
story entirely rather than shortening it. Time spent BEFORE the thing the
player came for is not neutral, it is a cost.

The cards were a two-stop gradient generated from two colours in a meta file,
whose hover state was `use_hdr = true` — not a visible change on any of them.
They are photographs now, shot by debug/map_preview_capture.gd, which took
three attempts to get right and each attempt is a comment in the file:

  - framing each map from OUTSIDE by merging every VisualInstance3D's AABB
    produced five tiny dioramas floating on a table, and one solid black
    rectangle. That is a minimap, and a minimap is not a photograph.
  - standing at a spawn point fixed three maps and left two black: fps_blockout
    is genuinely dark and most of its spawns face an unlit wall, and
    procedural_arena builds its geometry at runtime so no fixed offset is
    reliably inside it.
  - so the tool now RENDERS several vantages and scores each result — mean
    luminance times its standard deviation, because brightness alone picks the
    empty sky and variance alone picks a high-contrast corner of a dark room.
    Their product picks a photograph. A black rectangle passes any check that
    only asks whether the camera ended up somewhere sensible.

Also fixed, and caught by looking at the screenshot: the selected mode chip was
unreadable. Its glyph is ink on volt, and the theme gave every button a 5 px INK
outline — an ink glyph inside an ink outline is not outlined, it is five pixels
fatter, and on a small chip that is a solid blob. Button labels now carry no
outline at all, which is the same reasoning debug/ui_contrast_check.gd already
encodes: an outline separates a glyph from a backdrop it cannot beat alone, and
a label on a solid chip does not have that problem. The chips keep their heavy
ink border, so nothing about the drawn look changes.

`current_gamemode` is normalised on the way in, because it used to hold a
display string and six callers still pass one. An unrecognised id compares
unequal to GameMode.GUN_GAME and would silently disable that mode's weapon
issuing — half a mode is worse than none.

The menu's background character is the player's OWN skin holding their weapon,
rather than the box-and-capsule mannequin that stood there before.

spawn smoke 0, game modes 30/30, movement 11/11, contrast 108/108, HUD layout
PASS, weapon holds 0, dances 0.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-28 12:40:50 -04:00
Nicholas ButzkeandClaude Opus 5 986179854d feat(modes): matches now end, and something is at stake when they do
There was a string — `current_gamemode`, always "Deathmatch" — an OptionButton
with one entry in it, and a five-minute timer that counted to zero, set
`match_active = false`, and did nothing else. No winner was declared, no summary
appeared, the clock froze at 00:00, and players carried on shooting each other
in a match that had stopped counting. Nothing was tracked beyond a running kill
count. A match did not end so much as stop mattering, and everything a player
does in the last minute only matters if there is a last minute.

globals/game_mode.gd answers the three questions a mode has to answer — how you
score, when it ends, who won — for three modes:

  Deathmatch        25 frags or 10 minutes.
  Team Deathmatch   two squads to 50, teams balanced by COUNT on join (a 4v4
                    that loses three from one side must refill the short side;
                    round-robin on join order leaves it 4v1 forever), friendly
                    fire off and enforced on the server before damage is even
                    broadcast — a mode where the damage lands but the kill does
                    not count is worse than either.
  Gun Game          every kill promotes you a rung and swaps your weapon. The
                    score IS the rung and the limit IS the ladder's length, so
                    finishing the ladder and reaching the score limit are the
                    same event and only one win condition exists.

`check_win` is a pure function of the stats and the clock, deliberately, because
a win condition that can only be exercised by playing a whole match is one
nobody tests — and the previous one never was. debug/game_mode_check.gd runs 30
cases over it: a tie is a DRAW rather than a win for whoever came first out of
the dictionary; a team match is decided on the TEAM's total, which a per-player
check never reaches; every ladder rung names a weapon that exists, or that rung
softlocks the mode; and promoting past the top clamps, because the winning kill
promotes before the match-end RPC lands.

Tracking now covers score, team, current streak, best streak and ladder rung.
Score and kills are separate numbers because in Gun Game they coincide and in
anything with an objective they would not. The scoreboard ranks by score, shows
the mode's own noun for it, and puts the limit on the top line — a win condition
players cannot see is one they cannot play toward.

ui/match_summary.gd gives the ending somewhere to happen: who won, WHY (time and
frag limit are different stories about the same scoreline), team totals, full
standings, and a way out that is not alt-F4. Play Again is host-only on a server.

Three bugs found on the way, all of which only became bugs once matches could
actually end: loading a level reset the clock but not the scores, so the second
match on a server would have ended on its first kill; `.rpc()` on an offline
peer does not call locally, so singleplayer had no killfeed and no stat sync at
all; and a rocket already in the air at the whistle could change the result
after the summary was on screen.

spawn smoke 0, game modes 30/30, movement 11/11.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-28 12:28:32 -04:00
DottsGit acfb8bca16 feat: implement network manager, pause menu, and export configuration for project deployment 2026-06-06 14:33:43 -04:00
DottsGit 9adbff3968 feat: implement multiplayer network manager and player movement controller with base game entities and UI 2026-06-06 14:03:57 -04:00
DottsGit 168bd8f1ce feat: implement networked match HUD with real-time scoreboard and killfeed systems 2026-06-06 13:49:12 -04:00
DottsGit aefed46daf feat: adding basic multiplayer 2026-06-06 13:28:43 -04:00