Definitions ready now re-renders progress rows when a snapshot exists even after a progress sync error, so display names replace raw ids. |
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| .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.
Optional local LLM in Cursor (MLX on Apple Silicon): docs/dev/local-mlx-cursor.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).
Git hooks and GDScript lint (recommended)
Once per clone, from the repo root:
./scripts/install-git-hooks.sh
python3 -m venv .venv-gd
.venv-gd/bin/pip install "gdtoolkit==4.5.0"
This sets core.hooksPath=scripts/git-hooks. On push, when client/scripts/*.gd or client/test/*.gd changed in the commits being pushed, pre-push runs gdlint and gdformat --check on those trees (same as .github/workflows/gdscript.yml). Install gdtoolkit in .venv-gd (gitignored) or globally so the hook can run; otherwise pushes with GDScript changes are blocked.
Windows (PowerShell): pwsh -File scripts/install-git-hooks.ps1, then create .venv-gd and pip install "gdtoolkit==4.5.0" the same way.
More detail: client/README.md (Git hooks section).