Rename the main design doc
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Rove
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=====
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An asynchronous nomadic game about exploring a planet as part of a loose community.
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-------------------------------------------
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## The Basics
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### Core
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Control a rover on the surface of the planet using a remote control interface.
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Commands are sent and happen asynchronously, and the rover feeds back information about position and surroundings, as well as photos.
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### General
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Movement is slow and sometimes dangerous.
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Resources can be collected, and rovers recharge power during the day.
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Hazards damage the rover. Resources can be spent to repair.
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Spend resources to create and spawn a new improved rover a significant distance away, leaving the current one dormant.
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"Dying" leaves the current rover dormant and assigns the users a new rover.
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Players can repair dormant rovers to gain control of them, taking on their improvements and inventory.
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### Multiplayer
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Players can see each other and use very rudimentary signals.
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Dormant rovers store full history of travel and owners, as well as their improvements and resources.
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-------------------------------------------
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### Implementation
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* A server that receives the commands, sends out data, and handles interactions between players.
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* An app, or apps, that interface with the server to let you control and view rover information
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-------------------------------------------
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### To Solve
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* What kinds of progression/upgrades exist?
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* How does the game encourage cooperation?
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* How would the gameplay prevent griefing?
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* What drives the exploration?
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-------------------------------------------
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### Key ideas left to integrate
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Feeling “known for” something - the person who did X thing. Limit number of X things that can be done, possibly over time.
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A significant aspect of failure - failing must be a focus of the game. Winning the game might actually be failing in some specific way.
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A clear and well defined investment vs. payoff curve.
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Not an infinite game, let the game have a point where you’re done and can move on.
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