diff --git a/docs/design.md b/docs/design.md index 578c5e6..21a14d0 100644 --- a/docs/design.md +++ b/docs/design.md @@ -1,8 +1,7 @@ Rove ===== -An asynchronous nomadic game about exploring a planet as part of a loose -community. +An asynchronous nomadic game about exploring a planet as part of a loose community. ------------------------------------------- @@ -14,61 +13,45 @@ Control a rover on the surface of the planet using a remote control interface. Commands are sent and happen asynchronously, and the rover feeds back information about position and surroundings, as well as photos. -### Goal - -To reach the pole. - ### General -Movement is slow and sometimes dangerous. Hazards damage the rover. +Movement is slow and sometimes dangerous. -Resources can be collected to fix and upgrade the rover. +Resources can be collected, and rovers recharge power during the day. -Rovers recharge power during the day. +Hazards damage the rover. Resources can be spent to repair. -Enough collected resources allow you to create and fire a new rover a significant distance in any direction, losing control of the current one and leaving it dormant. +Spend resources to create and spawn a new improved rover a significant distance away, leaving the current one dormant. -Finding a dormant rover gives you a choice - scrap it to gain minor resources, or fire it a distance just like a new rover, taking control of it. +"Dying" leaves the current rover dormant and assigns the users a new rover. -“Dying” triggers a self destruct and fires a new basic rover in a random direction towards the equator +Players can repair dormant rovers to gain control of them, taking on their improvements and inventory. -## Multiplayer +### Multiplayer -The planet itself and things that happen on it are persistent. Players can view each other, and use very rudimentary signals. +Players can see each other and use very rudimentary signals. -Dormant rovers store full history of travel, owners, and keep damage, improvements and resources. - -Players have no other forms of direct communication. - -Players can view progress of all rovers attached to their name. - -Limit too many players in one location with a simple interference mechanic - only a certain density can exist at once to operate properly, additional players can’t move within range. +Dormant rovers store full history of travel and owners, as well as their improvements and resources. ------------------------------------------- ### Implementation -Two functional parts +* A server that receives the commands, sends out data, and handles interactions between players. -A server that receives the commands, sends out data, and handles interactions between players. - -An app, or apps, that interface with the server to let you control and view rover information +* An app, or apps, that interface with the server to let you control and view rover information ------------------------------------------- ### To Solve -#### What kinds of progression/upgrades exist? -Needs a very simple set of rover internals defined, each of which can be upgraded. +* What kinds of progression/upgrades exist? -#### How does the game encourage lateral movement? -Could simply be the terrain is constructed in very lateral ways, blocking progress frequently +* How does the game encourage cooperation? -#### How does the game encourage cooperation? -How exactly would a time delay mechanic enhance the experience? -Currently it’s just to make the multiplayer easier to use, and to make interactions a little more complicated. The game could limit the number of bytes (commands) you can send over time. +* How would the gameplay prevent griefing? -#### How would the gameplay prevent griefing? +* What drives the exploration? ------------------------------------------- @@ -76,8 +59,6 @@ Currently it’s just to make the multiplayer easier to use, and to make interac Feeling “known for” something - the person who did X thing. Limit number of X things that can be done, possibly over time. -Build up a certain level of knowledge and ownership of a place, but then destroy it or give it up. Or build up a character and then leave it behind. - A significant aspect of failure - failing must be a focus of the game. Winning the game might actually be failing in some specific way. A clear and well defined investment vs. payoff curve. diff --git a/docs/status.md b/docs/status.md index 58eabfc..bf3fea2 100644 --- a/docs/status.md +++ b/docs/status.md @@ -3,7 +3,7 @@ Development status This page tracks the current feature set and the features to implement next -### Complete features +### Current features * Users can register account and spawn rover * Users can command the rover to move @@ -13,15 +13,19 @@ This page tracks the current feature set and the features to implement next * Commands are queued and then are executed in sequence * Rover inventory * Collectable materials -* Rover integrity and damage +* Rover has integrity and takes damage on collisions * Rover can repair ### Incoming features * Rover replacement and advancement mechanic -* Account token security +* Dormant rovers +* Rover energy with solar charging +* Day/night cycle +* More hazards +* Simple rover to rover communication ### Stretch goals * Render rover camera view - +* Account token security \ No newline at end of file