40 lines
1.4 KiB
Markdown
40 lines
1.4 KiB
Markdown
# DELVE/HOLD
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`DELVE/HOLD` is a persistent-world game designed as a proving ground for CultMesh and the broader Aetheria architecture.
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One shared world is projected through two modes:
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- **DELVE** — cooperative expeditions into procedurally generated living dungeons.
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- **HOLD** — cozy workshop play about manual magic growing into a networked magical factory.
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One Godot C# client contains both modes. One central C# world host owns the
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canonical simulation, and the two processes communicate through CultMesh.
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The published project notes live in `Delvehold/`. The site is a thin consumer of the shared [`GameCult-Quartz`](https://github.com/GameCult/GameCult-Quartz) engine and deploys to [delvehold.gamecult.org](https://delvehold.gamecult.org).
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## Local documentation build
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The launcher expects `GameCult-Quartz` beside this repository or at `GAMECULT_QUARTZ_ROOT`.
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```powershell
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.\scripts\quartz\quartz.ps1 build
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```
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Generated output is written to `quartz-site/public/`.
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## Local runtime
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The first runtime foundation expects the admitted CultLib worktree at
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`F:\Projects\CultLib-aetheria-authority` and Godot 4.7.2 Mono at
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`F:\Applications\Godot_v4.7.2-stable_mono_win64`. Build and exercise the
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Godot-to-host CultMesh path, including a host restart, with:
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```powershell
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.\scripts\verify-runtime.ps1
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```
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Open the project in the Godot editor with:
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```powershell
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.\scripts\open-godot.ps1
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```
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