Milestones
List view
A system forty times bigger, with travel chosen from a list rather than pointed at, and objects proportioned so a station towers over a ship.
No due date•1/7 issues closedA player designs a type in the same grammar the world is built from, and what the design can do follows from what is on it.
No due date•0/6 issues closedThe world is generated from a seed and the game begins at the moment a wormhole opens into it. Nothing beyond has a name until somebody goes there.
No due date•0/8 issues closedProcedural, data-driven visuals with a Duskers-flavoured screen treatment: lighting, materials, silhouettes from data, and a post-process chain that can be tuned and turned off in game.
No due date•8/10 issues closedThe differentiator and the content around it. Fleet command over several agent-piloted ships, MCP resources and prompts, deeper NPC behavior, more world content, and a vertical slice worth handing to a stranger.
No due date•1/7 issues closedPlayers change the world. Authoritative world mutation with a LayoutDelta message, blueprints and construction in two tiers, structures that feed the macro simulation (prosperity, security, territory), and the ownership, limits and upkeep rules that keep a shared persistent world from filling with junk.
No due date•0/5 issues closedMany players, one world. Multi-client sessions with per-connection identity, interest management so players see each other, authenticated and rate-limited connections, versioned persistence, ship ownership, and a bandwidth budget that survives more than one client.
No due date•15/15 issues closedThe game looks like itself. Object types become data-driven archetypes with components instead of a C++ class hierarchy, rendering moves behind a presentation layer with pluggable backends, and glyph rendering becomes the primary look. A new object kind needs no new code and no new art.
No due date•5/6 issues closed