Players reported targeting "feels inconsistent" because the server
PrototypeTargetRegistry anchors (alpha (-5,-5) r=8, beta (8,8) r=4) have
no visible meshes — the only console visible in the scene is the NEO-9
PrototypeTerminal at origin, which is unrelated to NEO-23/24 targeting.
Adds a display-only mirror of the server registry:
- client/scripts/prototype_target_markers.gd spawns a colored mast +
translucent flat radius ring per anchor so the lock radius is
visible in-world.
- client/scripts/prototype_target_constants.gd gains ANCHORS with
position/radius/color, matching PrototypeTargetRegistry.cs. Marked
display-only; server remains authoritative for validity.
- TargetLockLabel now renders a per-anchor distance line each physics
tick ("<id>: <d> m / <radius> (in|out)") so players can see the
relationship between the visible capsule and the lock radius and
immediately spot client/server position drift.
Also updates README, plan (Decision 4), manual QA (Section 1 boot +
Section 4 locomotion), and the review file's follow-up section to
describe the UX fix.
|
||
|---|---|---|
| .cursor | ||
| .github/workflows | ||
| .vscode | ||
| bruno/neon-sprawl-server | ||
| client | ||
| content | ||
| docs | ||
| scripts | ||
| server | ||
| .gitignore | ||
| AGENTS.md | ||
| NeonSprawl.sln | ||
| README.md | ||
| docker-compose.yml | ||
| gdlintrc | ||
| neon_sprawl_vision.plan.md | ||
README.md
Neon Sprawl
Neon Sprawl is the working title for a crafting-focused sci-fi / cyberpunk MMORPG with gigs (combat roles) and open non-combat skills (solo-dev scope). Product intent and phase gates: neon_sprawl_vision.plan.md. Design axioms: it must be fun, and it must stay distinctly cyberpunk in theme (see Design axioms in the vision plan).
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 onmain. - Code and implementation (server/client source, Godot project,
content/data, Docker/build/CI config): use a branch, then merge tomainwhen 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).