- Start menu with new game (optionally hosted), load/delete saves and join
server screens; CLI options skip it.
- Menus and HUD are built from rsn layouts in assets/ui with a shared theme,
bindings, conditional visibility and tooltips.
- Machine windows place slots and backgrounds from the machine's ui
definition; slots are filled from and emptied into the inventory.
- Chat with / commands, pause menu, clickable inventory, craft and build
menus.
- Server passwords, admins, whitelist, bans, kicks and admin commands from
the terminal or chat; changes are written to the config file. The hosting
player is always admin.
- Clients keep a player id in client.toml; characters belong to it.
BREAKING CHANGE: protocol version 3 adds the player id and password to
Login, and characters are keyed by player id instead of name, so characters
in existing worlds are not restored.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Machines give a building input/output slots and their own timed recipes.
The server processes them, replicates their state and saves it with the
world. The furnace becomes a machine and an assembler is added as an
example with a custom window layout. The client window follows with the
new UI.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Bevy ECS workspace with three crates:
- game_core: rsn data definitions, components, Tiled map loader, protocol
- game_server: authoritative simulation, Rune scripting, persistence,
dedicated server binary
- game_client: rendering, UI and input; embeds the server for
singleplayer and hosting
Items, recipes, buildings and skills are defined in assets/data, behavior
in Rune scripts under assets/scripts, and maps are made in Tiled.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>