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VinPropane ef211ab4ac NEON-29: fix arrival check using actual capsule bottom for vert_err
The vertical arrival error was computed with CAPSULE_HALF_HEIGHT (0.5),
placing code-feet at body_y - 0.5 = 0.4 on a floor-level player.
Step surfaces at Y=0.3 are only 0.1 m away from that reference, and
Jolt can nudge the body down to ~0.8 when the bottom hemisphere contacts
the step edge, making code-feet = 0.3 and vert_err = 0 — triggering
immediate arrival while the player is still at floor level.

Fix: pass CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS (= 0.9) to
vertical_arrival_error so actual feet = body_y - 0.9 = 0.0 on the
floor. Step goals (Y=0.3) now give vert_err=0.3 >> VERT_ARRIVE_EPS,
preventing premature arrival. Arrival fires correctly once the step
assist lifts the player onto the surface (body_y=1.2, err=0).
Add two tests pinning the new pre/post-climb behaviour.
2026-04-11 19:35:39 -04:00
.cursor docs: Require explicit Jira status before story-end transition 2026-04-11 00:06:23 -04:00
.github/workflows NS-21: fail CI if Godot logs SCRIPT ERROR during GdUnit discovery 2026-04-06 22:34:43 -04:00
.vscode chore: refine combat progression mechanics for clarity and balance 2026-04-03 19:07:15 -04:00
client NEON-29: fix arrival check using actual capsule bottom for vert_err 2026-04-11 19:35:39 -04:00
content chore: CI check for decomposition hybrid vocabulary (suggestion 4) 2026-04-03 21:29:28 -04:00
docs NEON-29: fix step assist guard and lift for flat-faced terrace steps 2026-04-11 19:21:37 -04:00
scripts chore: Fix gdlint/gdformat and harden pre-push on Windows 2026-04-11 00:01:25 -04:00
server NEON-29: explicitly set HorizontalStepEnabled:false in appsettings 2026-04-11 18:24:52 -04:00
.gitignore chore: gitignore VS Code machine-local settings.json 2026-04-08 22:11:31 -04:00
AGENTS.md docs: Require explicit Jira status before story-end transition 2026-04-11 00:06:23 -04:00
NeonSprawl.sln NS-15 implement position state api 2026-03-29 23:08:17 -04:00
README.md chore: document governing design axioms (fun, cyberpunk theme) 2026-04-04 18:46:55 -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
gdlintrc Add gdlintrc for GDScript linting configuration 2026-03-30 21:25:44 -04:00
neon_sprawl_vision.plan.md chore: document governing design axioms (fun, cyberpunk theme) 2026-04-04 18:46:55 -04:00

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 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).