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Mythic Masters: friends walk the open world together, cheap by design, hill climb to 8/10, rounds 1+ #3663

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Description

@QuinnsCode

Score: 0/10 (target 8, on the owner's scale: agent judges halve their number, per the 2026-11-05 reset)

The owner's brief (2026-11-05): make Mythic Masters' open world multiplayer, and make it awesome, performant and cheap. Today the whole game runs in the page on an assets-only Worker (apps/mythic-masters/rustybuns.config.ts); nothing online but eqosys sign-in (src/account.ts). The 77 × 51 km continent, its regions, trails, dens and hunts are in src/world/ and docs/WORLD-EXPANSION.md. The sibling climb for frame time is #3664.

What awesome means here

You see your friends walking the same land with their bound beasts beside them, you meet them at a den, a mythic you both chase is the same mythic, the Book heckles the party as one, and joining takes one code. Not an MMO: a party of up to six on one region at a time, like a hunting trip.

Goalpost: 8/10 from the owner

  1. Walk together. Through an eqosys party code (party in @rustybuns/util/eqosys, Qollab is the connecting layer, eqosys the account) friends land in the same region and see each other move, with their lead beast beside them, at a smooth 60 fps: interpolation and dead reckoning on the page, a low send rate (5 Hz or less, deltas, quantised positions), never a per-frame message.
  2. One world. Dens, wild food, flocks and the region's mythic are the same for everyone there: seeded by the room, not by each page, so a hunt one player starts the others can join; a fight is still the page's own sim, its result reported and checked for plausibility.
  3. Cheap by design, priced before it ships. One Durable Object per occupied region (never per player) using Sockets from @rustybuns/util/room with WebSocket hibernation, token-checked joins (@rustybuns/util/token), TokenBucket, RoomMintGate and originAllowed from @rustybuns/util/limits, no storage writes per tick (the room keeps state in memory, a save is the player's own page). A cost model in the repo (apps/mythic-masters/scripts/cost.ts) that runs the stress script, counts messages, wake time and storage ops, and prints a price per player-hour from Cloudflare's published Durable Object rates. Target: under $0.005 per player-hour at a full party, printed in every round's comment. No deploy by a worker: the owner runs bun run deploy after a plan (DEPLOYS=1 AGENTS=1 CHECKS=1).
  4. Honest offline. Alone, nothing changes: no socket, no cost, the save stays local. A dropped connection degrades to solo play and rejoins without losing the trip.
  5. Tested the way people play. One journey test through the running app (local() from test/app-kit.ts) with two pages in one room: both see each other, one leaves and rejoins, a hunt stays shared. A stress script (scripts/stress.ts) that runs six bots walking a region for a minute and prints messages per second and the price.

The loop

Each round is one PR against main that says "Part of #N". Shots and numbers: bun run probe mythic-masters with the mythicMasters handle, two headless pages in one room, frame time and bytes per second per player in the comment. A fresh judge scores the five points, halves it, and the comment starts Score: x/10 (target 8) and ends Next: ...; then open "rounds N+ (from #N)", close this one with "Moved up to #new". At the target, a MANUAL RUN: for the owner's own play with a friend. No Vectorize, no third-party realtime service, no new paid binding without an issue for the owner first.

Activity

  1. self-assigned this
    on Nov 5, 2026
  2. QuinnsCode commented on Nov 5, 2026

    @QuinnsCode
    OwnerAuthor

    Score: 2.5/10 (target 8)

    Round 1, PR #3669 (green, not merged yet): the spine. One hibernating Region Durable Object per occupied region of a party, a page net module behind ?world=1&room=CODE, friends drawn as their lead beast with a name tag, scripts/cost.ts and a two-player test. A fresh judge read the code and gave 5/10, halved to 2.5:

    Point Judge Why
    Walk together 1/2 5 Hz cap, decimetre deltas, nothing sent while still, a 250 ms blend. But no eqosys party-code flow (you type ?room=), no line-up beside a friend, and a coast bug: a friend who stops is drawn up to about 4 m past where they stand, then snaps back.
    One world 0/2 Dens, food, flocks, the mythic and hunts are still seeded per page, and no fight result is reported or checked.
    Cheap by design 1.5/2 Rates check out, and so do the room helpers and no storage. Gaps: guests skip the token, CPU time isn't priced, and a party spread one per region is about $0.0058 per player-hour.
    Honest offline 1.5/2 No room, no socket. But reconnecting stops after 6 tries, and the player sees no online or offline status.
    Tested the way people play 1/2 Two players through the page's own Online class, the real Worker and the real Region over sockets. But not two running pages, no shared-hunt case, and the two-page probe was run by hand.

    Next: fix the coast bug (hold a friend where they stopped). Share one world clock per room, so the wilds, their dens, the hour and the weather match for the whole party. Calm a den for everyone once one player fights it, and show a friend's fight. Reconnect without a cap and show online status on the HUD. Then the eqosys party code into ?room=, and a two-page test.

  3. QuinnsCode commented on Nov 5, 2026

    @QuinnsCode
    OwnerAuthor

    Moved up to #3670

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