92 lines
3.1 KiB
Markdown
92 lines
3.1 KiB
Markdown
# NETfishing
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NETfishing is a multiplayer-first fishing game built with Godot 4.7. The
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current pre-alpha includes host-authoritative fishing and economy flows,
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freshwater and saltwater habitats, persistent player data, social features,
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customization, jobs, and a controller-aware interface.
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The project is under active development. Interfaces, balance, content, and
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save migrations may continue to change before a stable release.
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NETfishing is developed and published by **Woofmeow**, the independent team of
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co-owners Alexander Sellite and Rheannon Eisworth.
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## Requirements
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- Godot 4.7.x with the GL Compatibility renderer
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- Linux, Windows, or an Android development environment supported by Godot
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- Bash for the repository helper scripts
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Open `project.godot` in Godot, or start the editor from the repository root:
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```sh
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godot --editor --path .
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```
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Run the game directly with:
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```sh
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godot --path .
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```
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## Validation
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The validation scripts isolate Godot's settings and application-data roots.
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Run the fast, deterministic suite before submitting a change:
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```sh
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scripts/run_validations.sh quick
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```
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Additional suites and individual commands are documented in
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[`docs/TESTING.md`](docs/TESTING.md).
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## Building
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Export presets are maintained for Linux, Windows, and Android. Repository
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scripts expect the matching Godot export templates and platform toolchains to
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already be installed:
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```sh
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scripts/build_playtest.sh
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scripts/build_android_debug.sh
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```
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Build outputs belong under the ignored `builds/` directory. Release builds
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must follow the project's separate tagged-release checklist; these convenience
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scripts do not create or publish tags.
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## Project map
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- `main/`: composition root and application orchestration
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- `world/`: map, environment, water, and world presentation
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- `player/`, `fishing/`, `fish/`: player and fishing domain
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- `network/`: transport, identity, and host-authoritative services
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- `inventory/`, `items/`, `economy/`, `progression/`, `jobs/`: game state
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- `save/`, `settings/`: versioned persistence
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- `ui/`: gameplay and menu presentation
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- `tests/`: focused Godot validation scripts
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- `scripts/`: build, bake, and validation entry points
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See [`docs/ARCHITECTURE.md`](docs/ARCHITECTURE.md) and
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[`world/README-WORLD-AUTHORING.md`](world/README-WORLD-AUTHORING.md) for more
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detail.
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## Licensing
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- Project-owned software code is licensed under
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[GPL-3.0-or-later](LICENSE).
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- Project-owned artwork, models, music, and other creative assets are covered
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by the [NETfishing Asset License](ASSET-LICENSE.md). It permits community
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Mods for official NETfishing software, but not use in forks, clones, or
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unrelated products.
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- The NETfishing and Woofmeow names and branding are reserved as described in
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[TRADEMARKS.md](TRADEMARKS.md).
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- Third-party materials retain their own terms; see
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[THIRD-PARTY-NOTICES.md](THIRD-PARTY-NOTICES.md).
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- Contributions are accepted under [CONTRIBUTOR-TERMS.md](CONTRIBUTOR-TERMS.md).
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The material boundaries and binary-release requirements are summarized in
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[`docs/LICENSING.md`](docs/LICENSING.md).
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Copyright © 2026 Alexander Sellite and Rheannon Eisworth.
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