Furnished containers: beds, nightstands and a wardrobe. The shower/toilet cubicles were removed because they took up too much space and prevented NPCs from leaving the housing units.
Exploration missions working: you place a point on the map with a reward debited from the creator's account. The mission validates automatically upon arrival in the area.
Admin panel: routines and activities with calendars, a default schedule, rotation across 5 NPCs per position (25-hour day).
Rocks: density reduced through a global factor (×30), which gives bulky blocks weighing less than 50 kg. This is easy to adjust.
Cliffs: clearly there (around 800 m high, at the edge of the mountain area towards M0059).
Several fixes made and performance improved (mirrors inside the containers).
🌐 Network test results
✅ Server meshing (Horizon + Godot) is holding up well.
🐛 Some players could no longer connect (an issue on the Horizon side); a fix is planned.
⚠️ The lag comes from the client ↔ Horizon network: some players had more than 6 MB queued for sending.
Main lead: switch movement to UDP so that only the latest values are sent. Two solutions are being studied.
Latency for players on other continents will be addressed at the same time.
There may be an anti-DDoS system on David's connection, hence a datacenter test to plan (Horizon + Godot servers). Cost: a few hundred €/month at most, around €20–30 for occasional use.
📊 With 25 players per village instead of 50, outgoing traffic drops significantly.
🔁 The network issue should be reproducible with about 5 players and lots of NPCs. A small test will be organised one evening once the fixes are in.
🛗 Server switch inside the elevator: there is a visible hiccup, but nothing broke.
📈 Reminder: the 4-day long-run test (ramping up to 30, with 1,200 NPCs) was stable.
🧠 To investigate: Godot memory does not go back down when the player count drops.
"Battery charger" meeting this Wednesday at 8:30 pm. The poll got few answers, so please come in numbers so we can finally settle on an approach.
After that, work on the roads will be put forward.
MVP priorities: battery charger, village, missions.
📜 Lore & world design
Major rewrite of the documentation (Arès), awaiting publication on the wiki. Read it and give your feedback!
Social statuses being rewritten. David asks to keep a single term for "ambulant" and "intérimaire". (document)
Refocusing the universe: robots, AI, weapons, prosthetics. The link between prosperity and population density explains why there aren't robots everywhere. (document)
Transit villages (rest, repair, warehouse), to avoid multiplying useless villages along the roads.
Farming villages confirmed (biomass recycling).
Work logbook and status promotions through missions, to be worked on with game design (Kainan, BARDOK).
Food section rewritten. Food boxes should carry the Living logo rather than Corp (a placeholder is still fine).
List of decorations consistent with the planet in progress.
Regions: David will modify QGIS to draw a named area, displayed on the minimap.
Terrain, three types of areas:
Highlands: regolith dust or pebbles.
Storm areas: smooth outcrops, often the dangerous areas.
Basins: sand or rocks.
Mountains and volcanoes follow the seismic lines, especially at plate junctions (there is one near the first cities).
Minerals: dedurium added and vanadium increased. David must provide the list of components, minerals and foods outside the code for validation. Minerals missing from the planet (such as water) are imported or come from the moons.
☀️ Ground too bright
Kainan finds the white ground "blown out" and dazzling (around M001), which creates a comfort issue over a 25-hour cycle.
David explains that this is normal for a very white, very smooth ground. He is going to rework the ground dressing (gravel, a less smooth surface) and the material (light reflection).
It is not an MVP priority, but the point has been noted.
We can still try to make it less bright.
🧱 Assets to integrate
Caves: David is looking at Hugo's work in order to integrate it.
Kankan: containers as separate parts (to build buildings) and a first version of the road signs. The dynamic positioning code can get started.
🏘️ MVP village
Little participation on the "village" post. BARDOK is listing the useful elements per building: warehouse/storage, NPC counter, vehicle spawn, town hall with a mission board and NPCs (possibly a few dialogues).
Grinder and refinery use the same machine as a placeholder, with only a different sign.
Decorative buildings: large grey blocks with their name on them (restaurant, school…) to create a city effect. Warpzone can handle the neon signs.
Traffic flow: one large avenue accessible to vehicles and pedestrian alleys (bollards, narrow passages).
The plan can be found in level design › village MVP (pinned message). The other plan corresponds to the industrial city (foundry).
3 m or 6 m apartments: David will test containers cut in half (3 m) and 6 m ones. Kainan suggests different colours (yellow for 6 m, black for 3 m) during the tests.
The mining loop is almost complete. What's mainly missing are the locations. A "box drop-off" mission is easy to add.
Missions will be taken from the town hall screens, then appear in the datapad (F3).
🗑️ Returning and destroying items
There is still no way to get rid of an item.
Two options: a bin or an "item deletion" grinder, or a vending machine that takes the equipment back at the end of a mission, with a whitelist of accepted items.
No automatic despawn is planned.
🖱️ Controls
BARDOK prefers left click over F for interactions. Kainan defends F/E, which are standards.
The screens already work with a click.
➡️ We'll test left click alongside F. A double bind in the mapping would be ideal. David will look into it with Warpzone.
The joystick is detected as a gamepad and causes erratic behaviour.
💬 Miscellaneous
The vehicle's central screen (star map) is decorative and not a priority. The current datapad works fine as a placeholder.
Out of MVP scope: ships, combat, health/damage/death system.
Connecting to the QGIS database asks for the login every time for some people. David will look into it.
✅ Action items
ddurieux:
Move part of the network to UDP.
Fix the Horizon connection.
Set up the datacenter test.
Investigate Godot memory.
Rework the ground (dressing and material).
Create the regions tool.
Integrate Cancan's containers (3 m / 6 m test).
Provide the lists of components, minerals and foods.
Add left click alongside F.
Prepare the decorative buildings with Warpzone.
Kainan: host the battery charger meeting (Wednesday 8:30 pm), then kick off work on the roads.
bitogno: publish the lore documentation on the wiki, pass on the documentation about the seismic lines, find the document about the buildings for BARDOK.
BARDOK: finalise the list of village elements and send it over for 3D.
Everyone: read the new lore documentation and give your feedback, come to Wednesday's meeting.