Netcode Bootstrap

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Luis Gonzalez
2026-05-31 14:27:52 -07:00
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## Pillars
- _TBD — define the 35 experiential pillars of Project M._
1. **Action-ARPG combat** — twin-stick, controller-first (LoL / Diablo 4 / PoE2 feel); skill expression over stat-checks.
2. **Co-op base power fantasy** — 24 friends build and grow a shared home base (V Rising feel).
3. **Automation as progression** — production runs itself so play time compounds; the loop rewards setup, not grind.
4. **Server-authoritative & deterministic** — input-only clients, client prediction; the simulation is the source of truth.
## Locked decisions
- **Tech stack:** Unity DOTS (Entities) + Netcode for Entities — server-authoritative, input-only clients, client prediction. Established [[2026-05-29_Project_Setup]].
- **Control (locked 2026-05-30):** WASD movement, controller-first, **directional / twin-stick aim** with soft auto-target in-arc. [[2026-05-30_M1_Player_Slice]]
- **Multiplayer (locked):** small co-op **24, client-hosted listen-server** (BinaryWorlds + in-proc IPC; not the experimental SingleWorld host mode), PvE.
- **World (locked):** persistent buildable **home base + instanced/procedural expeditions**.
- **Automation (locked):** **progression accelerator** — self-running production chains; data model designed to grow toward full logistics.
## Related