VIVIA โ Gameplay Systems
Everything on this page is verified against the code
(Core/Src/gameplay.rs).
Survival Statsโ
| Stat | Behaviour |
|---|---|
| Health | damage from combat, starvation and dehydration; death at 0 |
| Hunger | decays over time; eating (eat) restores it; empty โ starvation damage |
| Thirst | decays over time; drinking (drink) restores it; empty โ dehydration damage |
Regeneration (heal) works when you keep hunger and thirst topped up โ starve
or dehydrate and attrition takes over. All rules live in PlayerStats::tick,
covered by unit tests.
Day/Night Cycleโ
GameClock drives a real day/night cycle: phase(), is_night(), darkness()
(a 0..1 value the renderer feeds into sky and lighting), in-game clock
(hour_minute()) and /time-style control via commands. Hostiles spawn after
dark โ daytime is for gathering, night is for surviving.
Creaturesโ
Wildlife (passive, biome-matched)โ
| Animal | Notes |
|---|---|
| Deer | spawns in forest/mountain biomes, roams, animated walk cycle |
| Rabbit | spawns in grassland biomes, quick, animated hop |
Biome matching is data-driven (spawns_in) โ the spawner asks the climate
system which species belong where.
Hostiles (night spawn, 4 types)โ
| Enemy | Behaviour |
|---|---|
| Zombie | melee chaser |
| Skeleton | melee chaser, ranged-flavour combat tuning |
| Spider | fast melee |
| Creeper | explodes when close โ is_about_to_explode() gives you a window to run |
Every hostile kill increments the session kill counter and can unlock achievements.
Kill feedback (damage flashes, XP-style session feedback) flows through
EnemyEvent / SessionFeedback.
Achievementsโ
A persistent achievement system with unlocks such as: first-kill, hunter,
slayer, monster-slayer, last-stand, creeper-killer, spider-slayer,
skeleton-hunter, master-crafter, architect, builder, full-health,
explorer โ tracked across combat, crafting, building and exploration.
Crafting (NVCrafter)โ
- Recipe registry with both shaped and shapeless recipes
- The
NVCrafterblock is the crafting station (breaks into itself โ protected drop rules) - Tools with material tiers (wood โ stone โ iron โ diamond,
ToolTier) and per-tool stats (tool_stats) - Block hardness system (
hardness()) gates mining speed by tool tier - In-game inventory with hotbar, slots and item stacking
Commandsโ
In-game chat commands: /tp <coords> (teleport), /give <item> (item grant),
/help, plus the AI toolkit: /ai_stats, /ai_export, /ai_import,
/ai_dataset.
Planned (not in this build)โ
Warmth/temperature survival, RPG progression (XP, levels, prestige), rarity tiers, quest chains, boss fights, potions/armor/enchanting โ all designed on paper, none in the code yet. They will land on this page only when they ship.