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- Drive movement with horizontal steering + move_and_slide toward click goal
- Remove NavigationRegion3D / NavigationAgent3D; obstacle interaction is slide
- main.gd: raycast to walkable, Player.set_move_goal; viewport camera + mouse
- Scene: explicit physics layers/mask on floor, obstacle, player
- Docs: Godot 4.6 baseline, README + NS-14 plan + tech_stack; Godot .import/.uid

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content Update README and documentation to reflect project rebranding to "Neon Sprawl". Revise links to vision plan and adjust references in tech stack and decomposition documents. Enhance README with repository layout and instructions for running the server and client. 2026-03-29 17:23:00 -04:00
docs fix(client): reliable NS-14 click-to-move without NavigationMesh 2026-03-29 22:08:25 -04:00
server chore: retarget server to .NET 10 and update stack docs 2026-03-29 19:49:45 -04:00
.gitignore Update README and documentation to reflect project rebranding to "Neon Sprawl". Revise links to vision plan and adjust references in tech stack and decomposition documents. Enhance README with repository layout and instructions for running the server and client. 2026-03-29 17:23:00 -04:00
NeonSprawl.sln Update README and documentation to reflect project rebranding to "Neon Sprawl". Revise links to vision plan and adjust references in tech stack and decomposition documents. Enhance README with repository layout and instructions for running the server and client. 2026-03-29 17:23:00 -04:00
README.md fix(client): reliable NS-14 click-to-move without NavigationMesh 2026-03-29 22:08:25 -04:00
docker-compose.yml Update README and documentation to reflect project rebranding to "Neon Sprawl". Revise links to vision plan and adjust references in tech stack and decomposition documents. Enhance README with repository layout and instructions for running the server and client. 2026-03-29 17:23:00 -04:00
neon_sprawl_vision.plan.md chore: retarget server to .NET 10 and update stack docs 2026-03-29 19:49:45 -04:00

README.md

Neon Sprawl

Neon Sprawl is the working title for a classless, crafting-focused sci-fi / cyberpunk MMORPG (solo-dev scope). Product intent and phase gates: neon_sprawl_vision.plan.md.

Tech stack (locked)

Area Choice
Client Godot 4.x (GDScript)
Game server C# / .NET 10 (ASP.NET Core), PostgreSQL, Protobuf (JSON OK for earliest spike)
Content JSON/YAML + JSON Schema in CI

Full rationale and constraints: docs/architecture/tech_stack.md.

Decomposition

Epic-level breakdown: docs/decomposition/README.md.

Git workflow

  • Documentation (Markdown under docs/, README files, neon_sprawl_vision.plan.md): work and commit directly on main.
  • Code and implementation (server/client source, Godot project, content/ data, Docker/build/CI config): use a branch, then merge to main when ready. Mixed doc + code changes follow the branch rule.

Repository layout (prototype scaffold)

Path Purpose
NeonSprawl.sln .NET solution
server/NeonSprawl.Server/ ASP.NET Core game server
client/ Godot 4.x project (import project.godot)
content/ JSON data + JSON Schema (skills/, schemas/)
docker-compose.yml Local PostgreSQL (docker compose up -d)

Run the server

cd server/NeonSprawl.Server && dotnet run

Then open http://localhost:5253/health (port from launchSettings.json).

Run Postgres locally

docker compose up -d

Connection (dev): host localhost, port 5432, database neon_sprawl, user neon_sprawl, password neon_sprawl_dev.

Run the client

Open the client/ folder in Godot 4.6 and run the main scene (see client/README.md).